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  • #17496
    moarveer
    Participant

    You were right, resolution was wrong with both Stanley Parable and Dear Esther, once changed they looked fine on the DK2. Haven’t tried SP ingame, but Dear Esther looks amazing, great job.

    Gone Home looked really bad imho, maybe inside the house it looks better i don’t know, I couldn’t open the door on the first few minutes and left it there.

    I will try zbuffer on Aliens during the day, though geometry looks fantastic and check it out, thanks for the suggestion.

    #17375
    goldennboy
    Participant

    Hi,

    I want to play Formula 1 2012 with my DK2 and xbox360 controller. But when I am inside the game neither keyboard nor controller keys seem to work. Setting “Handle gamepad internally” on doesn’t change that. Does any one have any Tipps on how to make this game work? Thanks

    #17255
    BentoFox
    Participant

    Hey Folks, Ralf especially,

    I just wanted to know how that controller emulation works for you people.
    I’m still fiddling around, trying to get Skyrim to work with Vorpx – I’d like to play with controller since at times its hard to find the right keys on keyboard.

    What I noticed is:
    – (game issue) Native Xbox360 support in skyrim ON — No headtracking (VorpX emulates mouse movement via headtracking and enabling 360 seems to disable the mouse)

    – (VorpX issue) the movement controls are horrid with the “internal controller handling”. Touching the left stick ever so gently makes you run half a mile into that direction at a fixed speed.

    – (VorpX issue) the standard binds for Xbox360 controller inside VorpX are, well, wrong.
    Example: it says (“Left Stick” = S|MouseM) , but hitting it actually hits ESC and brings up the main menu.
    I tried rebinding the “Left Stick” to “LCTRL” (for sneaking) – hit Save & Close, but still it seems to emulate pressing ESC

    What’s your experience with the emulated gamepad stuff?
    Is it just mine that’s crapping out, or is it something that someone should look into in future VorpX updates?

    #16902
    Riftafarian
    Participant

    Thanks Ralf, I tried turning VSync off. This made the headtracking smoother but the vertical lines on the screen were far too distracting.

    I’ve adjusted the settings and have got to a comfortable level by changing the detail to medium and resolution to 1600×900 from the Skyrim launch options.

    Seems something relating to the DK2 is affecting framerates, either inside or outside vorpX.

    For anyone adjusting quality settings from the Skyrim launcher – once I had made the changes, the game went crazy with my character spinning uncontrollably. A system restart solved this issue.

    #16899

    In reply to: Problem cursor skyrim

    Ralf
    Keymaster

    Status is still the same: The issue can not be replicated here so far unfortunately, which means there is no way to find a possible cause inside vorpX.

    Thilus
    Participant

    Ace Combat seems like a great game for the Rift, and VorpX seems to do quite well with the visuals, but I’m trying to find a way to make the headtracking work.
    ACAH has pretty good support for gamepads, and I have no problem making the analog view panning work with a gamepad as normal, so I got excited when I found the ‘Headtracking as Gamepad’ option inside VorpX. However, I can’t seem to actually make it do anything. I don’t know if this is a problem with the specific game or if I’m doing something wrong, or what. It could be that the game simply doesn’t recognize the gamepad emulation, but I wanted to know if anyone else with more experience has tried this or is interested, because ACAH would be a wicked game for the rift, even with no 3D.
    I enable ‘headtracking as gamepad’, but no amount of screwing around with the axes or device number or whatnot will get any response.
    When I enable this option, is VorpX creating a virtual joystick? If so, how do I get a game to see it?
    Is it hijacking the input from an existing joystick? I’d like to find out more, because I imagine many games get their headtracking from this method.
    Any responses are appreciated, and I’ll update if I learn anything.
    Thanks to Ralf for this sweet driver, I’m having great fun with it despite these issues ^_^

    #16681

    In reply to: Dishonored

    willypat
    Participant

    Only been inside buildings in Dishonored ..it does look good after messing with settings for a while… cant remember what I messed with besides FOV adjustment . I remember that was off by alot.

    #16502
    Laser
    Participant

    Ok, seems to be a Windows 8.1 issue. Windows 8 apparently changed the orientation handling, or maybe the Oculus driver reports something else in Windows 8, who knows.

    Sorry for the confusion, we skipped the usual pre-release testing cycle to get this release out as soon as possible. I knew that wasn’t a very good idea…

    Yep running 8.1 here. And I don’t mind little mistakes like that. I have been waiting for the dk2 support (bought vorpx today) and while I too have problems getting some games to run, I rather use beta drivers than no drivers at all. Lots of tweaks available too inside the game which I like. One feature that I was looking for is a built in fps counter, would that be possible to implement?

    For some games I too get the resolution not supported while trying to start a game but I think it tries to use my monitors 2560×1440 resolution instead of OR, I have to try running only with OR connected to see if that helps. Anyway thanks for the drivers Ralf. :)

    #16348
    Ralf
    Keymaster

    You can use a mod to address this if it bothers you, at least if I’m not mistaken. I’m not 100% sure but I think ‘immersive first person’ or something similar to that.

    For some reason hands and weapos are rendered separate from the rest of the world and they aren’t easy to detect inside vorpX.

    #12998

    In reply to: FSX

    rarewave
    Participant

    Hello all, I just wanted to mention eZdok camera for FSX.
    It’s a paid addon but absolutely worth it if you are serious about flying fsx with the rift.

    After some setting up, enabling TrackIr in ezdok got the rift working flawlessly. You can set your cameras up anywhere inside the cockpit & also outside with seamless transitions between views which feels doesn’t feel bad at all. If you do happen to get the mod, have a good read through the manual (It’s not very big). There’s also a couple of decent youtube vids on how to set it up like this one: http://www.youtube.com/watch?v=uIHbKrrzWDM

    The only difficulty left to solve is the ATC window being difficult to read, although it seems to work sometimes.

    #12272

    In reply to: Battlefield 4

    Climberfx
    Participant

    Is impossible to fly na Heli with head tracking. i would love to look inside cockpit, and around the heli view, like i do in game pressing second mouse botton and moving the mouse, but this is not the head work. it try to control the heli with head movment. it’s horrible.

    #11787

    In reply to: FSX

    mrchriz
    Participant

    After some googling & tinkering I found the killer setup together with up to 6 degrees of freedom headtracking (meaning you can lean forward to read your cockpit instruments from up close, you can go up with your body to look above the cockpit, you can lean left/right etc.):

    You need two instances of opentrack open at the same time (because the SimConnect protocol is broken on the latest versions, which however offer the best Rift headtracker support, I’m using both a new and an old version, which I connect to each other via UDP protocol).

    First instance: opentrack 2.0a8 (“server” instance):
    – Main tracker: Rift (leave all axes activated)
    – Auxiliary tracker: aruco (aruco works by scotch taping a printed symbol to the front of your Rift. Your webcam (I use a PS3 Eye) will pick it up and calculate your position). Disable following axes on this tracker: RX, RY, RZ, TX (as I do not want horizontal movement to place me outside the plane ;-))
    – Game protocol: UDP (use IP 127.0.0.1, port 5550, and allow in Firewall)
    – Axis inversion: TY
    – Make sure all curves are linear and “translation compensation” is disabled
    – Map Ctrl-Shift-Z to “center” key

    Second instance: opentrack 2.0a6 24 (“client” instance):
    – Main tracker: UDP (use IP 127.0.0.1, port 5550, and allow in Firewall)
    – Auxiliary tracker: None
    – Game protocol: SimConnect
    – No axis inversion
    – Make sure all curves are linear and “translation compensation” is disabled
    – Map Ctrl-Alt-Z to “center” key

    How to go ahead:
    – Run “server” instance, push start button
    – Run FSX/Prepar3d (works in both), skip error message that headtracker is already in use by another application (this is what we want ;-))
    When in cockpit, center view by pressing Ctrl-Shift-Z and Ctrl-Alt-Z
    – Run “client” instance, push start button (you need to at least run “stop, start” as soon as you are inside your cockpit for FSX to activate the SimConnect tracking)
    – Enjoy FSX in 5 degrees of freedom (6 if you also enable TX axis in aruco on “server” instance => as mentioned I prefer to disable it not to be placed outside my cockpit)

    aruco needs sufficient light to be directed at the printed symbol attached to the front of your Rift (just place a lamp in front of you, won’t bother your view as you wear the Rift anyway).

    aruco allows you to use a number of printed symbols for the tracking, however I am using http://www.outerra.com/images/787.svg (just printed from this page in the browser => credits to Brano Kemen => http://outerra.blogspot.be/2013/08/absolute-positioning-with-oculus-rift.html ).

    Also make sure you pick the highest refresh rate for the camera as possible (I am using settings of 120Hz and 640×480 resolution in the camera setup of aruco, in the preview window I get around 70-80Hz).

    Hope it helps & cheers ;-)

    #11701

    In reply to: FSX

    keegi
    Participant

    willypat,
    I had no problem to get mouselook working, but apparently I did not understand the sensitivity slider correctly. It was moving too fast for me, so I tried moving it all the way to the left, which actually made the view act really laggy. Moving sensitivity all the way up (and deadzone all the way down), and adjusting head tracking sensitivity in the in-game DEL menu, I got the head tracking working quite tolerably. Except now I really still miss the neck modeling from fsxrift :(. Still, it is quite good improvement.

    For reference, my settings (ones not mentioned are at default)
    – Mode: Z-Adaptive (Geometry mode looks very wrong from inside the cockpit, as if wings are glued to the windscreen)
    – Depth of Field: off
    – HT sensitivity: 0.23 (more precise value for me would probably be around 0.20, but 0.23 felt comfortable enough and gave less neck strain when looking over the shoulder for aligning for base leg)
    – HT smoothing: off
    In FSX:
    – Settings/Controls/Control type: Mouse Look
    – Sensitivity (all axes): 127
    – Null zone (all axes): 1

    #11180
    namine207
    Participant

    Hey guys! So after a lot of messing with emulators to get VorpX working, I decided to write a quick guide for anyone who wants to play emulated games in the Rift! So far, I’ve only managed to get three emulators working, but if anyone finds out how to do another emulator, I’ll gladly add it to this post and give them credit!

    Alrighty, here we go!

    Nintendo 64 (Via Project64, many thanks to Ralf on this one!):

    1. Download Project64 1.6. For some reason, 2.0 doesn’t seem to like VorpX.
    2. Download Rice’s Video Plugin from here (http://files.emulation64.fr/Plugins/VID_Mudlord_RiceVideoSetup_6-1-4.zip)
    3. Extract the files inside to the [Project64 1.6 Installation]/Plugin/ folder.
    4. Run Project64 with VorpX control open and set Mudlord’s Rice Video Build 6.1.3 – DX9 as your graphics plugin. Feel free to make any changes in the plugin’s configuration (1280 x 800 resolution, etc, etc.)
    5. Run the desired rom! You will get a warning sometime during this guide that tracking isn’t functioning. This is true, and for now, all you’ll have is that awesome Oculus vision! However, in the next VorpX update, we’ll have KeyMapping, so you can very easily map head movements to keys, like Up, Down, Left, and Right!

    Note: If it still doesn’t work, you may have to put BGMlib.dll into the same directory as Project64.exe. I used the BGMlib.dll from the 2.0 installation, inside plugins/gfx/, but I don’t think it should matter.

    PS2 (Via PCSX2):

    1. Install PCSX2 0.9.6.
    2. Download any roms, bios files, etc. to get the emulator working properly, and run it with VorpX control open.
    3. Set the graphics plugin to GSdx 890 (MSVC 15.00, [Whatever type of SSE your processor is. SSE2 is probably the safest if you don’t know, but test it out and see.])
    4. Open the configuration and change the following things:
    Resolution: 1280×800 60Hz
    Renderer: Direct3D9 (Software)
    Shader: Pixel Shader 3.0 (2.0 probably works as well, haven’t tested it yet)
    Interlacing: None
    5. Click okay and run the iso! Same deal as with PJ64, it won’t head track, but with keymapping coming soon, we’ll be able to map head movements to keys!

    NOTE: This setup is for 0.9.6, but theoretically, you can apply it to any later version. You just have to take the 0.9.6 graphics plugins and put them into the plugins folders for 0.9.7, 8, and most likely 1.0. It seems the later versions took out a lot of the options that help VorpX recognize the emulated game.

    Gamecube (Via Dolphin, with help from Ralf and Marulu):

    1. Download and install Dolphin 4.0
    2. Edit the video plugin configuration so that it’s using the Direct3D9 backend. (Tested it with Direct3D 11, but it didn’t take.)
    3. Change fullscreen resolution to 1280 x 800, v-sync, hide mouse cursor, use fullscreen. Under enhancements, scaled EFB copy, widescreen hack, and under advanced, freelook.
    4. Start the iso! If you want to look around without keymapping, you do have the freelook feature enabled, which will allow you to look around by right clicking, and then looking around with the rift. But based on past experience, it moves really fast and doesn’t line up with your head movements particularly well, so it’s kind of meh…

    So that’s it! If you have any problems setting these up, let me know, and I’ll give you suggestions to fix them! I hope to see more emulators with rift support soon, as they definitely can help fill the rift library with new VR Classics. :3

    #11071

    Topic: FSX

    willypat
    Participant

    I love the way FSX looks with Vorpx..Nice job Ralf…The 3D is very good outside the cockpit. When the consumer version of the rift comes out the Virtual Cockpit will be much more appealing and usable.
    ..Since this area of the forum is for Tips …I’d like to pass on this one…When in fullscreen mode headtracking is triggered with the Alt key along with the mouselook key (default shift+O}…at first I thought it was alt+enter which put you into windowed mode. Just the alt key will give you headtracking in fullscreen. Also if anyone is interested try your F16 with just your HUD..cycle through your cockpit views…very cool!! You can get excellent 3D outside the cockpit. Now for Ralf…I would love to see two improvements…One ..a way to remove the huge mouse cursor or to make it a less obvious small plus sign. It stays in your line of sight right now and is extremely distracting….two …IZ3D now defunct…had in their control panel a two setting 3D hotkey…So you could press a hotkey and have your cockpit look great in 3D ..press the other hotkey and the exterior environment would have excellent 3D.. You are talented and all but having great 3D inside and outside the cockpit is probably not doable. Just my two cents. The flightsim community is clued into the rift so it would be worth it. I’m sure there are many like me who will buy this for FSX alone. Thanks for the driver Ralf…Bill

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