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AuthorSearch Results
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Dec 14, 2016 at 10:26pm #123656
AscensiParticipantOne more reason? I’ll give you 4 more: developing & testing games, make things more universal for Us, testing games with that extra mode for arcade use.
I am developing with Unity. The new 5.5 update allows the Vive & touch controllers to work from joystick input but that doesn’t mean the game characters/player will have the ability to walk, run etc and some games aren’t made with Unity and even the ones that are may not choose to update the game project to 5.5.
I believe Virtuix will allow consumer editions in the near future.. I think the big stores like Walmart/best buy etc have to see how the arcades are doing and if people are going crazy over it then we will see the big stores take on the consumer units. I am developing games as well as building an arcade.. I bought 5 and will be buying more if I am given the chance. I’ll have to pay a $100 license fee a month each* that goes towards servicing. I was also upset that the consumer edition was dropped because that means less customers for me buying my game built for Virtuix.. I posted this on the forum. The Omni 2.0 if Jan builds it will surpass any other treadmill.. the other ones will not fit in homes/apartments.
I would combine Vorpx with some AAA titles.. it depends on level of immersion and fun because that’s what VR & games is mostly about.
I think it would be just as amazing if Ralf could engineer a second set of Vive controllers to be mapped to the feet but have the WASD controls added to them as a backup. There is a Unity asset called “arm swinger VR” to make your character walk if you swing your arms as if your walking.. no imagine this mapped to your feet.. if you move vive controllers attached to your feet it will make your character walk but also, you can lift your leg you will be able to see it etc.
Dec 11, 2016 at 9:42am #123604
TCPcitiznParticipantHi I’m building a new super computer and will mostly be using Vorpx to play Skyrim. I read something about changing the FOV for the rift to 120 and the vive to 110 because the vive has higher pixel density, but is there any real difference between the two picture wise after making that adjustment? Is the higher pixel density better? Maybe a minor difference?
Doesn’t the rift have a taller aspect ratio? Does that matter with Vorpx?
Thanks so much to however helps me answer these questions. I’ll be buying one later today.
Dec 7, 2016 at 3:30am #123474
Lost_in_TacticsParticipantOk, working. I appreciate your help.
questions:
1) on my computer monitor when I close out of Skyrim in VR, my steamclient turns into Big Picture mode (without the options to quit out) being accessible. In other words, no buttons are present just my mouse icon moving about as I search for a way to exit.
What’s being displayed is… you know when you first start up big picture mode, you know those bubbles or that blue screen that comes up…. well thats whats being displayed on my computer monitor, the only way to back out of it is to alt, cntrl, delete and task manager it. Is there a reason why this is occuring? are you aware of this issue?
2) The world of Skyrim looks (oval?) for lack of better word. Don’t know if it’s because I’m zoomed in, I tried zooming out, no avail. The characters, world, environment all still have that “oval” looking presence to them.
Is this natural? or is there a way to flatten them out. I tried geometry settings and it just doesn’t look that good to warrant the frame drop, so I turned it back off. Maybe I have to reset the ini files back to how they were and bump up resolution. I’ll try that and report back when I get the chance.
I apologize for my lash outs in this post, but this was extremely stressful for me. Your help is appreciated Ralf. Thank You.
Dec 7, 2016 at 12:57am #123462
Lost_in_TacticsParticipantThe best way to launch games is launching them directly from your desktop, through Steam/Uplay/Origin etc., not through any app launcher that runs on the headset.
If everything looks “ultra close”, you did not change the field of view (FOV). How that can be done varies from to game. You find a list of options in this regard in the Essential Hints Guide in the vorpX help, which I would strongly suggest to read. This guide explains three very important things that you need to do for each game once.
For Skyrim SE enhancing the FOV is done by typing “fov 120 20” into the game’s console. Check the !Usage.txt inside the ZIP file with the profile for full instructions and make sure to follow them completely, otherwise the profile will not work as intended.
On a sidenote: The original Skyrim in most cases works better with vorpX, so it probably makes sense to use that instead of the Special Edition.
TL:DR:
Still not working, too much of a headache, don’t have time for all this – how do I get my refund? Thank you.FULL POST:
If needed: My Specs (MSI laptop):
MSI GT80S 6QF
Intel Core i7-6920HQ
GTX 980 Desktop Class (Dual SLI) 8GB DDR5 (each)
1TB 7200RPM + 512G SSD (Super Raid)
32G Ram DDR4Still not working.
ISSUE: (Wash, Rinse, Repeat)
1) Launched game via steam client
2) It comes up in my Vive headset,
3) I then tinker with delete options to fix the extreme closeness
4)While in main screen, console command ~ and type in “FOV 120 120″ can’t read words that appeared after I hit enter, unlegible – so I ignore it
5) I start up the game – it crashes.Prior to buying this software, I checked around first (I’m new to VR and PC gaming as of September 2016) I watched some youtube videos and forums. I honestly did not have any expectations, I knew this is a small indie dev. Enough respect there. However, I then researched some more in reddit and found this guy saying:
[–]Fredthehound 1 point 2 months ago
Sky Remasttered will work on VorpX. Ralf (VorpX creator) mentioned it a while back. It might be a short time for the official support till he gets it sorted but IIRC he said the F4 setting will probably cover it till then
Avyually using it is fairly straight forward. You launch Steam/Steam VR, Launch VorpX, Launch VorpX config, Select Skyrim Preset, save, then launch Skyrim.
The standardpreset will get you there and then it’s all tweaking to prefrence. Once you het a handle on how it all works out of the box…Use as much supersampling inside VorpX as your computer can handle and in skyrim’s ini file, set the highest resolution your computer/vive can handle.
You will QUICKLY find that you don’t have as much power as you wish you had. I have a Titan XP and a clocked 4790K and I am saving for Titan #2 because of it.
You will not regret the effort, or the money you throw at this.and he also said:
Fredthehound 7 points 5 months ago*
Open VorpX
Select the Skyrim ‘preset’
Launch SteamVR
Launch VorpX
Launch Skyrim
Open VorpX menu
Change Mouse accel to off
Set 3d sliders (both) to 30
Set zoom to 68-71
Learn to use ‘Edge Peek”
Play Skyrim.
Thats how hard VorpX is to make work great with Skyrim.All in this thread:
Is anyone working on a Skyrim for Vive mod?
byu/TheYang inViveThus, my intentions were pure “hey let me support this indie dev and buy the software if it’s really that easy or some “minor” tinkering. (No one really explains how frustrating or headache inducing this can be) I am not a deep techie, surface techie only.
Now that I have VorpX, I must honestly say, this is horrible – for me. Two days now and not working (I bought it just for Skyrim SE) I don’t own OG Skyrim and don’t intend on purchasing it.
I really don’t have time to sit here and go through the hurdles this thing is throwing at me. My time is limited as is to put that much effort into this. I’ll just wait for Fallout 4 VR next year, even if it turns out to be horrible.
I say all that to say this, I appreciate what this software can do for those that have the time to sit there all day and tinker. Kudos. For those like me, time is precious so off time we use it to enjoy, Stay Away. Respectfully, how do I go about getting a refund for this?
Nov 29, 2016 at 8:38pm #123234In reply to: 3D enhancement located?
LuukzorikaParticipantAs said yesterday and mentioned in the e-mail you received, you need to use an external program to adjust the FOV in GTA V like described in this GTA V thread. There isn’t any other answer to your question than the one you already got twice, sorry.
To enhance the FOV in GTA V you either need the FOV mod or Flawless Widescreen that are both linked in the thread.
If you can’t or don’t want to use an external program, the only way to deal with FOV in GTA V is using the vorpX Image Zoom as a non-perfect workaround to compensate for the missing FOV like described in the “1-2-3 Game Setup” in the vorpX help.
Please do not open multiple topics with the same issue, all that does is making the forum unreadable. Thanks. Your other posts with the same question will be removed.
And as I mentioned yesterday is that I already have used the FOV mod multiple times which didn’t make any changes. The image still shows up as a zoomed 2D image.
I’m making multiple topics because I am not getting any single reply back on my other topics which basically means that I’ve spend 30 euro’s for completely nothing.
I expect some other service or help, for example teamview, as I tried everything and nothing worked so far. Otherwise I’d like to get a full refund for this since Vorpx is completely worthless for me this moment.
In awaiting of your reply ..
Nov 28, 2016 at 8:10am #123189In reply to: Vorpx problem with Kaspersky AV
CorvusParticipantHi all.
I got the same problem after purchasing vorpX yesterday.
But for this Version Kaspersky wont cause any problems anymore.
It took two minutes of “work” and a bit of waiting to solve it.If it happens with the next Version somebody (developer can check this too)
just go to
https://scan.kaspersky.com/
upload the file (unless it’s under 30MB of size), check it and if the verdict is “infected”, click on the disagree button, the file will be sent as a false positive to KL analysts.
If you give Your email address you get an email about their final verdict.I did so at 20:40 yesterday at 02:40 I received an email with apologize about the false positive and that they will fix it with their next update, witch was done already when i tried it this morning (07:30).
I always prefer 10 or 100 times of false alarms instead of only 1 time of a “sleeping” AV-program, so I like and keep “my paranoid russian” ;)
Nov 23, 2016 at 11:38pm #123102In reply to: Asynchronous spacewarp
alegseParticipantUpon some play testing I really find no benefit with ASW.
I have read a lot of people saying it is a major game changer, but I found it actually makes the experience worse.I have only tried in Skyrim.
In interiors I usually get 80-90 FPS and I really see no difference with ASW and actually feels a little worse (more jittery) for some reason.
In exteriors I typically get from 35 – 75 FPS because of the great variation.
With ASW off I usually sit around 50 fps with game at solid 90fps and feels okay
With ASW on I usually sit at 42-45 fps with the game at 45fps (or60fps game 90fps)
In general it all feels more comfortable with ASW off (CRTL 1 on numpad)With Skyrim the most significant problem seems to be micro-stutter that makes the occasional frame skip and miss head rotation that feels uncomfortable. I find this still equally bad in Z-3D with FPS 89-90 fps so there is probably no real way to improve it. I just try not to rotate my head too much. Translation always feels smooth.
Side note: I noticed that the bifocal image gets really blurry and de-focused with head roll in CV1. I remember this was not the case in DK2. Could be due to the Fresnel lenses, but I noticed it is not the case in CV1 native apps. Anyone else notice this artifact?
Nov 13, 2016 at 7:52pm #122766In reply to: Rarely works requires too much effort
MarcoParticipantI don’t think Vorpx is difficult, but i think that information (including the forum) and menus should be re-arranged a bit, and other things should be more standardized to the higher-end harware becoming normal in 2016 (=Pascal, Vive and Cv1, still supporting DK2 to avoid compliants). When you talk about solutions to certain issues i have the feeling that you talk about implementing advanced solutions; myself, i am talking about much easier things, in order to avoid certain issues to the new user.
I could disscuss these little things more but i don’t want to be lame or insist because this is your application of course, i am just trying to help because i like Vorpx.Nov 13, 2016 at 6:53pm #122760In reply to: Rarely works requires too much effort
MarcoParticipantYou know what Ralf, we all love your unbelievable work but even if it’s not really hard to make it work it still has lots of options and enabling or disabling one will make a huge difference on the game experience. Not everyone has the time to invest trying different games and make them work. On the top of that, the configuration process is often unconfortable and many people gets motion sickness because of that. Another little thing that would raise the average performance is assuming that Vorpx users have a VR ready PC (to me, this starts with 980ti graphic card, no less) and make it clear, because if one wanst real VR now he needs a powerful machine. This is true for SteamVr, so should be the same also for Vorpx. All these custom resolutions and performance configurations are just a compromise, in my opionion, and lead to subpar outcomes. Differently, many Vorpx game will look and feel about native on a 2016 machine.
Must be disappointing to get criticism after creating something unique like Vorpx, but i think you won’t have these feedbacks for longtime as soon as some rough aspects will get a bit more “polished” and user friendly. We know u r working into that direction big time, thanks for that.
Nov 13, 2016 at 7:40am #122742In reply to: Rarely works requires too much effort
ElectryicParticipantRalf it seems maybe there should be Game Optimization for every profile created.
As I said I barely even use vorpX these days because it is just too much hassle. There are so many different issues constantly arising, that VorpX is not even considered a play session in so much as a tech support/workaround session.Why is there no Game Optimization listed for the profile I created. After spending a long long time getting this game to work, after later playing on a 4K screen, when I go back to vorpX I would expect it to automatically set it back to the VOrpX preferred resolution. Had this game (Unreal tournament 2007) been listed in the Game Optimization list maybe this could have happened. Because it didn’t and the game started up in a tiny inaccessible part of the screen, I threw down my keyboard in disgust and came and ranted here.
Nov 12, 2016 at 4:14pm #122701In reply to: Set up Skyrim
RalfKeymasterThe key to image quality is the resolution that you run a game with, just like with normal monitor gaming.
vorpX’s default suggestion of 1280×1024 is a compromise between quality and performance. 1920×1440 would roughly equal the per pixel densitiy of a native app, resolutions beyond that would be supersampled.
You need to find the right balance between framerate and resolution for your specific PC. For comfortable VR your main concern should be a high enough frame rate (>45fps) when doing this.
In the original Skyrim you can alternetively use the “Internal Resolution Upscale” option in the vorpX ingame menu, which can change the resolution internally.
Do not use the Oculus Debug Tool hack! vorpX already supersamples internally, all you get with that are excessively large render textures, which will result in very little quality gain but will cause performance problems.
Positional tracking (“i cant look at things and around corners”) only works with Geometry 3D, not with the faster Z-Buffer 3D.
Nov 5, 2016 at 10:57pm #122508In reply to: Is Vorpx a good buy for the VIVE?
RalfKeymasterIf you see bars at the top and/or bottom, you need to set the Image Zoom value to 1.0 and the aspect ratio mode to “Pixel 1:1” on the image page of the ingame menu. That also requires a high enough field of view (120° horizontal for Vive), otherwise the image will look distorted.
The image is perfectly centered vertically, i.e. you look exactly at the camera center. The bottom bar is larger than the top bar because the Vive uses a slightly asymetric view to account for the human eye being better at looking downwards than upwards. A neat trick that both the Vive and the Oculus CV1 use to gain a few extra pixels where it counts most.
How the FOV can be adjusted varies from game to game. For some games you can do it directly in the game options, for others the vorpX Game Optimizer in the config app can do it or you need an external tool like Flawless Widwscreen . And if absolutely no other option exists, you may have to use a workaround that may involve visible top/bottom bars.
You can find a full list of options you have in this regard in the Essential Hints Guide in the vorpX help, which also explains a few other basics that are worth to read before starting with vorpX.
Nov 5, 2016 at 5:49pm #122497In reply to: Skyrim Special Edition
prinyoParticipantJust tried it.
At first I was quite happy as it seems the Vive doesn’t flicker when the framerate drops even to 5 fps. I would gladly let the old game run at about 30 – 40 fps for the Geometry, but there it is impossible because of the flickering.However it seems in (unmodded) Special Edition I’m getting half the framerate I have in (heavily modded) old Skyrim.
I did everything mentioned in the readme file. And I tested both 1920 x 1440 and 1600 x 1280. There was a difference in the visual quality as is to be expected, but no difference in the framerate.
While walking between Riverwood and Whiterun with Geometry it was constantly varying between 15 and 35. It dropped to 5fps when I got to the Khajiit camp outside of the city.
The same road on the other 2 modes (Z3D) the framerate was between 30 and 40 fps. It never managed to reach 45 fps.My system: i7-4790, GTX 980 (4GB), 16 GB RAM
Nov 3, 2016 at 4:21pm #122429In reply to: Skyrim Special Edition
StreetPreacherParticipantIt’s because with vorpx running, the controller is emulating the keyboard, and autorun is not enabled by default. Just hit whatever key you have mapped to autorun, I think it’s caps lock.
Figured it was something simple, thanks!
Back to Tamriel!
Nov 3, 2016 at 1:58pm #122420In reply to: Skyrim Special Edition
ggabriele3ParticipantLooks great, thanks!
My only other question now is, why is my movement so slow when using a gamepad/ left thumbstick? I guess I need to somehow map the ‘run’ option to the pad using the Vorpx mapping function?
movement with WASD is normally fast, but I’d prefer to play standing up and turning my head/body to change direction.
It’s because with vorpx running, the controller is emulating the keyboard, and autorun is not enabled by default. Just hit whatever key you have mapped to autorun, I think it’s caps lock.
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Hi I’m building a new super computer and will mostly be using Vorpx to play Skyrim. I read something about changing the FOV for the rift to 120 and the vive to 110 because the vive has higher pixel density, but is there any real difference between the two picture wise after making that adjustment? Is the higher pixel density better? Maybe a minor difference?
Doesn’t the rift have a taller aspect ratio? Does that matter with Vorpx?
Thanks so much to however helps me answer these questions. I’ll be buying one later today.
