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  • #16197
    gustavor38
    Blocked

    After reading roadtovr article about compatibility with skyrim in DK2 i ran to buy your product.
    Now I find that really they are reviewing a not public version, right?. I think that this is not a good policy.
    When i try to use the product i find that no head movement is detected by vorpx, not the camera (i know i must wait for the update), the rift alone. When I turn the head the image turns with me, i can´t look around is as i have a monitor glued to my head.
    I tested it with fallout3, i tried stopping and starting the oculus service, the program opens ok in the dk2 forcing it with vorpx control. I tried using system config but the problem is the same.

    Am I doing anything wrong?

    Excuse my english, it isn´t my native language.

    #16075
    JackDT
    Participant

    Ralf, from one developer to another: small, timely updates keep the community interest in your software high.

    We should all be here to talk about how awesome VorpX is, but instead, it’s been 9 months since we had even a minor update, and we’re all on the spectrum of impatient and pissed off.

    it’s not just DK2 support people are impatient for – it’s all of the small features and everything that has been promised. You’re bundling too many features into each update. From what I’m reading, this update will include DK2 support, DX11 geometry support, lots of setting changes, fixed shaders in Skyrim, an automated licensing solution, and probably more that you haven’t mentioned. That is just NUTS. Hell, I’d be happy with the letterbox rendering changes only, which were supposedly resolved 4 months ago. Why do I have to wait for DK2 support for that fix? You’re trying to be Internet Explorer when you should be Chrome. Change your dev cycle to release small features silently and very often. It minimizes risk for you, keeps your community engaged and happy, and shows that you are constantly working on our investment.

    I’m looking at purchasing VorpX and the fact that the last update was so long ago was what made me hold off. A history of updates on a steady tic is totally what inspired confidence in a purchase — even if the updates are very small.

    Alternatively an unstable branch that showed changes over time would have probably sufficed.

    This probably makes your development life a tiny bit more complicated in that you’d maintain a separate branch for the biggest changes, but as someone who started doing that in my own stuff I’ve found that the extra discipline and organization this imposes is actually improving the final output of my work.

    #15918
    dmortensen1
    Participant

    @ dmortensen: For unsupported games vorpX duplicates the monoscopic output image instead of creating a 3d image from two ‘eyes’. Everything else works just fine, even if a game is not supported. The experience is similar to closing one eye in reality. You are still fully immersed in the world, just the stereo 3d is missing.

    Thanks Ralf for the info ;) however i was also wondering about another thing :) can you make it possible for the owners of the software to actually try VorpX without the Rift needed to be plugged in… it is because i have a license on VorpX but in order to get a small taste of what it can deliver (i own several of the officially supported games!) i either have to view youtube videos (which get a little annoying after a while because many youtube videos are with people who don’t have the same charm like Pewdiepie or emart or Jacksepticeye (to mention those i have subscribed to see rift videos!)) or else i have to use Tridef 3D so i can test if my computer can even run those games VorpX also supports in at least 60Hz fluently… i love what i have seen on many youtube videos so far showing the power of VorpX but i would like to be able to test it myself the way that i see it on youtube (those that show both eyes :) ) thank you for your time to read this :) i hope you’ll think about it…

    #14257
    Ralf
    Keymaster

    DK2 will be supported. There are a few challenges, mainly positional tracking and the way the image is rendered with the DK2, but this is being worked on already as far as possible without an actual device.

    Generally vorpX tries to hook into all DX9-DX11 games. Those that aren’t on the support list usually don’t have Stereo 3D, but do work otherwise. Image duplication, head tracking, all extra features like EdgePeek etc, work fine even with most unsupported games. There are exceptions, of course.

    #14181
    jshipley
    Participant

    I’m trying to get Mass Effect 3 working with vorpx and the oculus rift.

    I have the game on origin, and I am running it in offline mode.

    Here are the issues I’m running into:

    1. While in the ME3 game I can not hit the Delete key to bring up the in game vorpx controls.

    2. The menus are extremely hard to use.
    – I do not see a mouse cursor, and it constantly resets it’s position.
    – If I manage to get lucky and find a button with the hidden mouse cursor before it resets its position, I can click it to navigate the menu. But some of them are extremely hard to find (the confirm dialogs are near impossible for me).
    – I can use the arrow keys to navigate (the game doesn’t seem to support keyboard ability to select an option though).

    Any advice?

    #13688
    Ralf
    Keymaster

    That looks, well, interesting…

    Can’t replicate the issue unfortunately (using the Steam version of ME). So all I have are a few general things:

    – Disable (or better uninstall, then restart Windows) the MSI Gaming App and Shadowplay (GeForce Experience). Both programs probably hook into DirectX similar to vorpX, which might cause a conflict.
    – Try to switch from Z-Buffer to Geometry 3D or vice versa and restart the game. This might help.
    – Try another graphics driver version. The card itself can be ruled out, I think. The main dev machines have a GTX770 here ATM, but maybe it’s an issue with a specific driver version.
    – In case your old machine had an nVidia graphics card too (and you still have it), please check whether any graphics driver settings are different than before.
    – if nothing helps, please send me a screenshot of your task manager showing all running processes to support |at| vorpx com . Maybe I can spot something else that possibly interferes with vorpX.
    (- Just in case you haven’t done so already: please check the trouble shooting guide above.)

    #13309

    In reply to: Fisheye/Image Warping

    sucaj
    Participant

    ok! I did a great deal more troubleshooting and tweaking, and have basically reduced the effect to be unnoticeable. However, how I did so is totally unreasonable. Here are my findings.

    – Ralf, you’ve suggested that VorpX works best at resolutions of 4:3 or 5:4. Although these resolutions certainly reduced the fisheye effect, and reduced the appearance of everything being stretched vertically, at 1280×1024 (5:4) the distortion was still present and greatly noticeable. However, a combination of carefully tweaking the image zoom, the game’s FOV, setting the “simple” aspect ratio correction, and tweaking the eye offset resulted in a greatly reduced fisheye effect. To me, this indicates that the distortion shader is not scaled or changed properly based on VorpX’s settings… unlike Vireio, Tridef and other stereo solutions out there.

    – Although a 4:3 resolution of 5:4 is suggested, I noticed that 5:4 was still less stretched and better than 4:3. This indicated that the more square the resolution, the better VorpX hadles it. Confirming my suspicion, I was able to add a custom GPU-scaled square resolution of 1280×1280 (1:1), which successfully eliminated the effect entirely. Hmmmm.

    Ralf, I urge you to please reconsider how you are implementing your image projection and applying your distortion shader. Neither Tridef nor Vireio have such issues with aspect ratio or image distortion. Neither Tridef nor Vireio require any sort of aspect ratio correction, and both work fine with not only 16:9 resolutions, but ANY resolution that you throw at them. The distortion shader is scaled properly no matter how the image is zoomed, what your FOV is, or what your stereo separation settings are. Requiring users to use 4:3 or 5:4 resolutions within a very thin margin of ‘correct’ stereo settings is a clear indicator that something is horribly broken in VorpX’s rendering. Since Vireio is open source, I really hope you can take a look at it’s implementation and apply your findings to VorpX. You clearly have a better sense of polish and product than Vireio… but despite the fact that I paid for it, I unfortunately find myself using Vireio more often simply because the rendering is vastly superior.

    #12523

    In reply to: Setting up oculus

    itxtutor
    Participant

    In arma 2 it works really nice. But it says in arma 3 not supported game… But on the webpage it says it´s supported. Maybe we have to wait for the new update. Does it work for anyone ?

    robottesla
    Participant

    Hi Ralf/everyone.

    I recently got left 4 dead 2 on the steam sale, but Vorpx does not seem to work with it. When I start Left 4 dead 2, it starts normally without vorpx turning the screen stereo. When I exit the game I then notice vorpx is no longer running. I’ve double and tripple checked this. Turn on Vorpx via Vorpx Control shortcut, verify its running in task manager and in the side tray, run left 4 dead 2, exit left 4 dead 2, and vorpx is no longer running.

    The other two games I have recently ran with Vorpx is BF4 and Dirt 3, no isses with either of them. Vorpx is still running when I exit either of them.

    Any ideas? My setup is:

    – Windows 7 Ultimate (64bit).
    – 16 Gig Ram
    – intel i7-4770 3.40GHz
    – Asus GTX 770 Nvidia GeForce DirectCU II OC 2GB GDDR5 Graphics Card

    #12250
    jeffw773
    Participant

    Yup I got it! Thank you so much! :D
    I have a quick question about how to use VorpX with some games though…
    I am trying to get DiRT 3 to be able to drive with my xbox gamepad but while also being able to look around the interior of the car with the oculus but for some reason I can’t get it to work….I would appreciate any advice or help you can offer me :)

    And jjordan12 I think you should be able to go into your email and find the email about your purchase and it should have the link to your download in there. :)

    #12223

    In reply to: Battlefield 4

    Ralf
    Keymaster

    Hi kosmo,

    Instaead of disabling head tracking completely, set the Head Tracking Sensitivity to 0.0. This way you can disable the tracking, but EdgePeek stays functional.

    Scaling the scene can be achieved by raising the Eye Separation in vorpX (main page of the in-game menu). BF4 only only supports Z-Buffer 3D currently, so the effect is somewhat limited though.

    Another thing that affects the perceived scale is the field of view set in a game. Please make sure to set it to something like 95-100 in the game options. Unfortunately this works only in multiplayer, in the campaign this value is ignored. The reason for this is only known to DICE…

    #11295
    Ralf
    Keymaster

    The top/bottom distortion is an artifact of the ‘Smart’ aspect ratio mode. You can get rid of it completely by selecting another aspect ratio mode (display page of the in-game menu).

    The solution I prefer though is choosing a 5:4 or 4:3 screen res (1280×1024 or 1600×1200), which makes life much easier for the ‘Smart’ mode, resulting in less top/bottom distortion. 16:9 modes are clearly the worst choice in this regard. Depending on graphics card and driver settings there is a certain chance though that only 16:10 modes are displayed fullscreen on your Rift.

    #11288
    Ralf
    Keymaster

    “Scaling” the world can be done by changing the ‘Eye Distance’ in the in-game menu, which does essentially the same, this works best in Geometry 3D, in Z-Buffer 3D the effect is limited for various reasons.

    There are two methods for changing the FOV: the ‘3D-FOV-Enhancement’ for Geometry 3D, which does what you know from other drivers, and the ‘2D-FOV-Enhancement’ that works in all modes, even without any Stereo 3D. As you already noticed the latter is a matter of taste though, since it introduces some image distortion, especially when set too high.

    Hope that hepls.

    #11242

    In reply to: Steam games crash

    jasonatokc
    Participant

    disabled steam overlay reset to defaults on my radeon 7970 and now I am getting the following message right after I press play in the menu

    The direct3d 11 device has been removed or has crashed. This requires the game to exit. please ensure you have the latest drivers for your graphics device and restart the game. the sound still plays in the background until I clear the message

    #11223

    In reply to: Bioshock Infinite

    jasonatokc
    Participant

    starts level headtracking works and 3d works crashes about 20 – 30 secs after that with no error.

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    Common header
    Vendor ID 0x1022
    Model ID 0x1601
    Revision ID 0x00

    Description Host Bridge
    Location bus 0 (0x00), device 24 (0x18), function 2 (0x02)
    Common header
    Vendor ID 0x1022
    Model ID 0x1602
    Revision ID 0x00

    Description Host Bridge
    Location bus 0 (0x00), device 24 (0x18), function 3 (0x03)
    Common header
    Vendor ID 0x1022
    Model ID 0x1603
    Revision ID 0x00

    Description Host Bridge
    Location bus 0 (0x00), device 24 (0x18), function 4 (0x04)
    Common header
    Vendor ID 0x1022
    Model ID 0x1604
    Revision ID 0x00

    Description Host Bridge
    Location bus 0 (0x00), device 24 (0x18), function 5 (0x05)
    Common header
    Vendor ID 0x1022
    Model ID 0x1605
    Revision ID 0x00

    Description VGA Controller
    Location bus 1 (0x01), device 0 (0x00), function 0 (0x00)
    Common header
    Vendor ID 0x1002
    Model ID 0x6798
    Revision ID 0x00

    Description Multimedia device
    Location bus 1 (0x01), device 0 (0x00), function 1 (0x01)
    Common header
    Vendor ID 0x1002
    Model ID 0xAAA0
    Revision ID 0x00

    Description Serial ATA Controller
    Location bus 2 (0x02), device 0 (0x00), function 0 (0x00)
    Common header
    Vendor ID 0x1B21
    Model ID 0x0612
    Revision ID 0x01

    Description Serial ATA Controller
    Location bus 3 (0x03), device 0 (0x00), function 0 (0x00)
    Common header
    Vendor ID 0x1B21
    Model ID 0x0612
    Revision ID 0x01

    Description USB Controller
    Location bus 4 (0x04), device 0 (0x00), function 0 (0x00)
    Common header
    Vendor ID 0x1B21
    Model ID 0x1042
    Revision ID 0x00

    Description Ethernet Controller
    Location bus 10 (0x0A), device 0 (0x00), function 0 (0x00)
    Common header
    Vendor ID 0x10EC
    Model ID 0x8168
    Revision ID 0x09

    Description USB Controller
    Location bus 11 (0x0B), device 0 (0x00), function 0 (0x00)
    Common header
    Vendor ID 0x1B21
    Model ID 0x1042
    Revision ID 0x00

    Description USB Controller
    Location bus 12 (0x0C), device 0 (0x00), function 0 (0x00)
    Common header
    Vendor ID 0x1B21
    Model ID 0x1042
    Revision ID 0x00

    DMI
    BIOS Type American Megatrends
    DMI BIOS
    vendor American Megatrends Inc.
    version 0906
    date 09/17/2012
    ROM size 8192 KB

    DMI System Information
    manufacturer To be filled by O.E.M.
    product To be filled by O.E.M.
    version To be filled by O.E.M.
    serial To be filled by O.E.M.
    UUID {BF473820-B850-11DC-B570-50465D6B04BD}

    DMI Baseboard
    vendor ASUSTeK COMPUTER INC.
    model SABERTOOTH 990FX R2.0
    revision Rev 1.xx
    serial 121003131900208

    DMI System Enclosure
    manufacturer To Be Filled By O.E.M.
    chassis type Desktop
    chassis serial To Be Filled By O.E.M.

    DMI Processor
    manufacturer AMD
    model AMD FX(tm)-8350 Eight-Core Processor
    clock speed 4000.0 MHz
    FSB speed 200.0 MHz
    multiplier 20.0x

    DMI Port Connector
    designation KBC (internal)
    designation Keyboard (external)
    port type Keyboard Port
    connector PS/2

    DMI Port Connector
    designation USB78 (internal)
    designation USB78 (external)
    port type USB
    connector Access Bus (USB)

    DMI Port Connector
    designation SPDIF_O (internal)
    designation SPDIF_O2 (external)
    port type Audio Port

    DMI Port Connector
    designation USB3_12 (internal)
    designation USB3_12 (external)
    port type USB
    connector Access Bus (USB)

    DMI Port Connector
    designation ESATA6G (internal)
    designation ESATA6G (external)

    DMI Port Connector
    designation USB34 (internal)
    designation USB34 (external)
    port type USB
    connector Access Bus (USB)

    DMI Port Connector
    designation USB56 (internal)
    designation USB56 (external)
    port type USB
    connector Access Bus (USB)

    DMI Port Connector
    designation USB3_34 (internal)
    designation USB3_34 (external)
    port type USB
    connector Access Bus (USB)

    DMI Port Connector
    designation LAN1 (internal)
    designation LAN1 (external)
    port type Network Port
    connector RJ-45

    DMI Port Connector
    designation USB12 (internal)
    designation USB12 (external)
    port type USB
    connector Access Bus (USB)

    DMI Port Connector
    designation AUDIO (internal)
    designation AUDIO (external)
    port type Audio Port

    DMI Port Connector
    designation SATA6G_12 (internal)

    DMI Port Connector
    designation SATA6G_34 (internal)

    DMI Port Connector
    designation SATA6G_56 (internal)

    DMI Port Connector
    designation SATA6G_E12 (internal)

    DMI Port Connector
    designation USB3_56 (internal)

    DMI Port Connector
    designation USB1112 (internal)

    DMI Port Connector
    designation USB1314 (internal)

    DMI Port Connector
    designation COM port (internal)

    DMI Port Connector
    designation TPM (internal)

    DMI Port Connector
    designation SPDIF_OUT (internal)

    DMI Port Connector
    designation AAFP (internal)

    DMI Port Connector
    designation CPU_FAN (internal)

    DMI Port Connector
    designation CPU_OPT_FAN (internal)

    DMI Port Connector
    designation CHA_FAN1 (internal)

    DMI Port Connector
    designation CHA_FAN2 (internal)

    DMI Port Connector
    designation CHA_FAN3 (internal)

    DMI Port Connector
    designation CHA_FAN4 (internal)

    DMI Extension Slot
    designation PCIE16_1
    type A5
    populated yes

    DMI Extension Slot
    designation PCIE1_1
    type A5
    populated no

    DMI Extension Slot
    designation PCIE16_2
    type A5
    populated no

    DMI Extension Slot
    designation PCIE16_3
    type A5
    populated no

    DMI Extension Slot
    designation PCI1
    type PCI
    width 32 bits
    populated no

    DMI Extension Slot
    designation PCIE16_4
    type A5
    populated no

    DMI OEM Strings
    string[0] To Be Filled By O.E.M.
    string[1] To Be Filled By O.E.M.
    string[2] To Be Filled By O.E.M.
    string[3] To Be Filled By O.E.M.

    DMI Physical Memory Array
    location Motherboard
    usage System Memory
    correction None
    max capacity 32768 MBytes
    max# of devices 4

    DMI Memory Device
    designation DIMM0
    format DIMM
    type unknown
    data width 64 bits

    DMI Memory Device
    designation DIMM1
    format DIMM
    type unknown
    total width 64 bits
    data width 64 bits
    size 8192 MBytes

    DMI Memory Device
    designation DIMM2
    format DIMM
    type unknown
    data width 64 bits

    DMI Memory Device
    designation DIMM3
    format DIMM
    type unknown
    total width 64 bits
    data width 64 bits
    size 8192 MBytes

    Graphics
    Number of adapters 1

    Graphic APIs
    API ATI I/O
    API ADL SDK

    Display Adapters
    Display adapter 0
    Name AMD Radeon HD 7900 Series
    Memory size 1024 MB
    GPU ref clock 27000
    PCI device bus 1 (0x1), device 0 (0x0), function 0 (0x0)
    Vendor ID 0x1002 (0x1787)
    Model ID 0x6798 (0x2317)
    Performance Level 0

    Software
    Windows Version Microsoft Windows 8 (6.2) 64-bit (Build 9200)
    DirectX Version 11.0

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