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  • #18165

    In reply to: Justifiable purchase?

    Ralf
    Keymaster

    The most important thing to get you “into the game” is to get the FOV (field of view) right. Ideally you should have a FOV of ~120° in vorpX. This is highly important, in many ways even more important than Stereo 3D.

    Games that allow you to do this and have Geometry 3D in vorpX are indistinguishable from native Rift apps in terms of the visual experience.

    You have various options to do that depending on the game. From best to worst:

    1. Ideally a game allows you to set the FOV to 120° in its options menu, which is true for a few games, but not that many
    2. For various other games you can use the Game Optimizer in the vorpX config app, which can add the necessary tweaks automatically. More will be added here soon.
    3. For many other games you can manually edit an .ini file or use a console command. Googling for “FOV + gamename” brings up tutorials for many (maybe even most) games.
    4. If a game has no option to set the FOV in the engine itself, but has Geometry 3D support in vorpX, you can use the “3D FOV Enhancement” in the vorpX menu.

    For games that don’t allow any of the above options, you can compensate for the lack of FOV with some post process helper functions vorpX has to offer, but these come at a price (for example black bars)

    5. If absolutely no option is available to really increase the FOV in a game you can use one of the letterbox aspect ratio modes or the ImageZoom function.
    6. Alternatively there is a post process 2D FOV Enhancement in the vorpX menu that works on everything. This causes image distortion though, so this should be the last resort.

    With all these options available, almost any game can be made reasonably well playable. With the first four options you can usually get a perfect result in regard to the FOV.

    #18031
    prosportal
    Participant

    When I launch VorpX, this is what is displayed in the service console.

    OVR::DeviceManager – initialized.
    OVR::DeviceManagerThread – running (ThreadId=0x9D4).
    [TrackingManager] Display added: UUID=SerialRD Driver=0
    OVR::Win32::HIDDevice – Failed to open HIDDevice: \\?\hid#vid_2833&pid_0001#7&19
    6e5068&0&0000#{4d1e55b2-f16f-11cf-88cb-001111000030}
    OVR::Win32::HIDDevice – Closed ‘\\?\hid#vid_2833&pid_0001#7&196e5068&0&0000#{4d1
    e55b2-f16f-11cf-88cb-001111000030}’
    Error: {ERR-023} [TrackingManager] Unable to create detected HMD sensor device
    OVR::Win32::HIDDevice – Opened ‘\\?\hid#vid_2833&pid_0001#7&196e5068&0&0000#{4d1
    e55b2-f16f-11cf-88cb-001111000030}’
    Manufacturer:’Oculus VR, Inc.’ Product:’Tracker DK’ Serial
    #:’M1GIH3RGBF2A’ Version:’18’
    [TrackingManager] Sensor added: PrintedSerial=M1GIH3RGBF2A UUID=
    OVR::SensorDevice – Closed ‘\\?\hid#vid_2833&pid_0001#7&196e5068&0&0000#{4d1e55b
    2-f16f-11cf-88cb-001111000030}’
    OVR::Win32::HIDDevice – Closed ‘\\?\hid#vid_2833&pid_0001#7&196e5068&0&0000#{4d1
    e55b2-f16f-11cf-88cb-001111000030}’
    —————

    Fresh install with Runtime 0.4.2 and running the service manually.

    #18002
    Divenity
    Participant

    Battlefield 4’s Z-Normal and Z-Adaptive modes in Vorpx don’t work for me, they look the same as the off setting. I have no problems getting Vorpx to hook the game and produce 2 images for viewing through the Rift, but it’s the same image twice, so it’s only 2D… I’ve tried lots of different settings but it doesn’t seem to want to cooperate with me.

    Anyways, I’m just reaching out to see if this is only on my end or not, if anyone else is experiencing this, let me know. Thanks!

    #17932
    Divenity
    Participant

    I’ve noticed this too, Berrers, 3d doesn’t really seem to work in BF4… I can’t seem to find a difference between the Z modes and off, and in the Z modes, image separation adjustment doesn’t appear to change anything :(

    #17832
    epengr
    Participant

    Hi,

    Still loving my DK@ and vorpx – more so after upgrading from SLI GTX 550’s to a GTX 770 (which may be an EVGA step-up to a GTX 980 is a coupel months…)

    So, now I can pin skyrim at 75 fps (not in geo mode, and not maxed out, but I can and it still looks great), but I notice stuttering when moving my head.

    If I were to pan across 90 degrees, the image with stutter-jump 2-3 times. If I do the same with the mouse, it doesn’t. I haven’t seen this behavior in Quake2VR or Halflife 2 beta which natively support the OR.

    Any ides why this is, or what I can do to improve it? It’s rather jarring and nausea inducing after a while.

    Thanks!

    #17651
    jeffamundo
    Participant

    How have others been able to get Stanley Parable to work? I set the resolution to 1080, the field of view all the way up, and I played with the mouse sensitivity setting. About one notch away from the slowest mouse sensitivity seemed to work best – but far from ideal.

    I’ve noticed that any slower, and my head movements will either exaggerate the turning of my head such that I can see directly behind me by turning my head to the side, or if I make the mouse sensitivity lower, the screen will barely move with my head movements.

    Something is very wrong with the proportions/distortion as well, because the images looked stretched, especially at the sides and things that are far away. I thought the field of view might change this, but nothing seems to get it right. I think I can live with this until I get to the boss’s office, and everything is so out of portion, that it looks like a nightmare from a tv show, where they use a wide angle lens.

    I also notice that the instructions say the game uses 3d, but I cannot find where to turn that on.

    If you have figured out how to get Stanley Parable to work properly with Vorpx on the DK2, please share your tips here.

    ZombieBest
    Participant

    Hello,
    Just bought VorpX today. I’ve tried to play CoD Black Ops 2 and CoD Black Ops 1 on my DK2.
    I read on the net some Config to place with “DEL” Button inside the game. But i can’t find a good experience.

    The two images are too far, and i see all doubled on my rift (like the 3D is too strong).

    Changing the options didn’t solve the problem.

    Any advice? :)

    Thank you :D

    Ralf
    Keymaster

    Dukealicious is mostly right. It may be more than 5% in some cases, but nowhere near 50%. A stereo driver doubles the memory usages for render targets, but most VRAM is used for game data like models and textures, so you only see a relatively small overall increase.

    Rendering performance however is roughly cut in half in Geometry 3D, since everything has to be rendered twice, but not so in Z-Buffer 3D, which works almost as fast as mono rendering.

    LifePeace
    Participant

    Hi, I’ve tried googling this issue and I haven’t found much about VorpX itself but have found variable answers for 3dVision.

    If I was trying to decide between a GTX 780ti at 3gb VRAM or a 780 6gb VRAM for the sole and specific purpose of running games through VorpX, which would lead to higher frame rates and no studdering (outside of SDK issues) with a game like Skyrim at max settings in Geometry 3d mode? I understand it’s a taxing game and that is why I’m asking about VorpX. Does VorpX need the 6gb VRAM due to rendering the image twice? Or is the more horsepower of the 780 ti more important? How much extra VRAM does VorpX typically use? 2x as much? Or is the extra processing mainly affect the processor on the card?

    I know that’s a lot to ask, but for those of use who are looking to upgrade our graphics card for smoother high quality geometry 3d in future releases of VorpX supported games it would be beneficial to know what’s most important. Clock speed or VRAM.

    Note : I’m aware the next series of Nvidia cards are coming out soon but that’s when I’ll be buying one of these two cards. They will most likely drop in price or can find them used. If money wasn’t an issue I’d get a Titan Z lol. Thanks for all help. :)

    #17112
    luce
    Participant

    language=”English”;
    adapter=-1;
    3D_Performance=100000;
    Resolution_Bpp=32;
    Resolution_W=1920;
    Resolution_H=1080;
    winX=0;
    winY=0;
    winW=2560;
    winH=1600;
    winDefW=1920;
    winDefH=1080;
    refresh=75;
    Render_W=1920;
    Render_H=1080;
    FSAA=0;
    postFX=2;
    GPU_MaxFramesAhead=1;
    GPU_DetectedFramesAhead=1;
    HDRPrecision=8;
    lastDeviceId=””;
    localVRAM=835573760;
    nonlocalVRAM=835573760;
    vsync=1;
    AToC=0;
    SWLayersCount=64;
    PipQuality=3;
    PPAA=4;
    Windowed=0;
    ssaoEnabled=1;

    #17107
    bcozier
    Participant

    Works and looks amazing in Geometry mode…however when in an outdoor scene with objects very far away the framerate dropped a lot to like what looks like 15 fps or below..but focus on a scene where there are only close up objects and the framerate was back to solid.

    In COD MW3 I noticed no such slowdown with large outdoor and underwater scenes. Could be that the newer Black Ops game was more demanding on GPU and CPU? I also noticed no transparent outline halo images around objects with Black Ops 1, whereas with COD MW3 I get the those slight visual anomalies.

    So basically I’d still prefer play COD MW3, hoping for a fix to remove those ghosting images.

    Also at the present time COD: Ghosts simply doesn’t get recognized by vorpx dk2, for me at least.

    #16910
    Ralf
    Keymaster

    In regard to head tracking latency please check the new “G3D Latency Enhancement” on the input page of the ingame menu. It does wonders in low framerate situations (but causes a few visual glitches in Skyrim and probably other games too – everything has its price).

    Ralf
    Keymaster

    You could try to switch from the games from DX9 to DX11 or vice versa. DX9 is the preferred mode, since it has Geometry 3D, but if one of them does not work, the other may be worth a try.

    This has to done with an .ini tweak unfortunately. Here you find a short tutorial for Dirt 3: http://forums.steampowered.com/forums/showthread.php?t=1907032

    dirt2.exe and dirt3.exe should remain on the exclude list. These are the launcher programs, not the actual games. vorpX should not hook them.

    You can do a full factory reset in the config app (trouble shooting page) to bring them back if you can’t add them back manually.

    #16452
    Ralf
    Keymaster

    @ johnb: Thanks for posting the image, At least I can understand the issue now. Not sure at all though what might cause this. When set to portrait in Windows the image should appear in landscape orientation (hope that makes sense). If I undefstand you correctly, in your case the display is landscape, but the rendered image is rotated by 90deg. Very odd. Can you please send me a description of your PC hardware and a dxdiag.txt to support |at| vorpx com? Maybe this is an issue with certain graphics cards/drivers. You can create a dxdiag.txt with the dxdiag tool in Windows.

    At least in Skyrim using Direct to HMD mode might be a workaround. That is not officially supported by vorpX, but should work in a few games, among them Skyrim.

    @ marek: Please follow the advice given in the first vorpX window that appears when you start Skyrim. The FOV has to be set to value around 120, otherwise the image is zoomed in. You can make the 3D effect stronger in the vorpX ingame menu if you think it’s to weak. Just be aware that this also alters the sense of scale.

    SvenH
    Participant

    Hello, I thought to start a seperate thread as other might have similar issues.

    I am really curious to get these titles to work, hence I explain my Problems in Details and hope we can get them to work with the great Support from Ralph.

    Unfortunately I am still not able to run the Vorpx config as I only see a transparent window Frame but cant see any Option to choose.
    I am running Win 7 with the latest .Net 4.5.2 which was fresh reinstalled.

    All other DK2 Demos and games like LFS, ETS2 are working fine.
    SDK 0.4.1 installed and Rift has latest 2.11 Firmware.

    Just to be in synch on terminology:
    1. Headtracking = looking left, right, up and down in car
    2. Positional tracking = leaning backwards and Forward in car

    I can open the Vorpx help file and here is my current work flow to get the F1 games to work. Perhaps I am making something wrong and you can advise.

    1. Starting VorpX. I can see it running as in the right bottom Corner , I can see the VorpX Icon. I can open the help and can stop and Launch the Service. No error Messages as well.
    2. Due to my “transparent” config window issue, I assume Vorpx running in defaul config
    3. I set my DK2 Monitor to Portrait mode in the Win Settings
    4. I set my DK2 Monitor to Primary, with the effect that I can see the main win Screen on my DK2. But Screen is disjointed. I assume that is normal.
    5. by closing on eye I can see a part of the Screen and the Icons to choose the F1 games. Both games running from Steam
    6. Launching the game works, but again very disjointed. By closing one eye and knowing which Option to choose ;-) I start a race
    7. I sit in the car and Looks like correct FOV as I am in the car BUT disjointed. Closing one eye gives me a part of the Screen, but opening both eyes, no Chance to see anything to work with
    8. Headtracking not working
    Positional tracking not working

    Hope this explains the “starting” Position to get the programs to work and help others to get them working.

    Thanks for your help already and looking Forward to get it to work
    Regards
    Sven

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