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  • #88139

    In reply to: DK1 Emulator for DK2

    >>>Finlander<<<
    Participant

    There is not mutch to do to get it to work…
    I am little confused that it aint native bacwards supported on OR drivers :/

    Sad thing is there are many games that are working with VR only with DK1 and porting those to DK2 is unpossible like old Unreal demos…
    And some other engines that cannot handle positional tracking at all :/

    Even I have bought many games that are now unplayable because no positional tracking support… only DK1 support with motion tracking… Majosr sad thing is that all those WORK in DK2 just tracking is missing :/ so we only need little progran that can emulate DK2 motion tracking to DK1 motion tracking and lets forget whole position trackin stuff…
    It will work!

    #88095
    Ralf
    Keymaster

    Just a guess, but in case you have the Oculus runtime 0.6.0 installed, please go back to 0.5.1. 0.6.0 seems to have quite a few quirks that can cause various odd issues for some people.

    Please also use the DK2 as primary monitor like described in the DK2 Setup Guide in the vorpX help in case of problems. Shouldn’t be necessary for the games you mention, but is always worth a try.

    #88062

    In reply to: metro last light

    adisplinter
    Participant

    Well, I took my chances and bought Metro LL Redux on Steam Summer Sale and it paid off cause vorpX hooks up just fine in DX11 mode ;) So for anyone who can’t play Metro LL original in DX11…Metro LL Redux is the solution.

    And it looks surprisingly good for Z-buffer, the image quality is much better than Metro 2033, even if it lacks the immersion and depth of DX9’s Geometry 3D.

    Thank you for your input grumdark, you pushed me in the right way suggesting Redux version ;)

    #87630
    Grumdark
    Participant

    This is my configuration,It could serve as a possible help.
    English is not my native language, sorry.

    Crysis 1:
    Crysis 1,uses a different model for hands/weapon and you can not scale its size for now.In some games, weapon fov(or similar)can help to be(scalable with separation 3d) after,in menu vorpx, but it is not the case of crysis.

    I use this setting to crysis:
    Apply optimizer vorpx entry.
    Force dx9.
    Make 1920×1080 resolution, window mode off, motion blur off
    Low shadows and any other possible graphic options(recommend for better performance)

    Open console ingame(push key º)and enter:
    con_restricted = 0
    cl_fov 90
    You can enter more fov from play,but not recommended for my,cause fisheye effect.
    However,we introduce a little more in the ingame menu fov vorpx,(3d fov enhancement)for several reasons.

    vorpx ingame menu,page 1:
    Cinema virtual mode:Off
    3d reconstruction:Geometry (required force dx9 in this game for now)
    3d fov enhancement: 0.45 (help with more fov,and better fov support in the interior vehicles)
    Separation (3d strength):1.30 (this changed world scale,I always prefer to do so after the fov adjustment,and zoom)
    Camera height modifier:1.90 to me (change camera height,help with aiming,height depending player,useful with positional tracking on)
    Focal offsett:0.03

    page 2:
    Fix chromatic aberration:On
    Fix black smear:ON
    Game ui / scale:0.42 (scale and resize HUD and menus in geometry)
    Game ui / depth:0.85
    Aspect ratio correction:Pixel 1:1
    Image zoom:0.85
    2d fov enhancement:0.00
    vignette scale:1.00

    page 3:
    optional positional tracking:On/off
    Save changes.

    Possible issues: large hands and arms.
    Only possible “help” at the moment,
    console, r_DrawNearFov 50 or less, notably hides the length of the weapon,in normal aiming.
    weapon not correct scale, but more hidden inside the camera.
    Sorry my english.
    Regards.

    #84026
    guy4732
    Participant

    I’m sorry but I’ve purchased this software quite a while ago, i used it a couple of times to no avail. Gave up. Tries to start it this morning and it says files missing. Turns out WIndows defender deleted your files and now I can’t even redownload it because you guys can’t post a regular download link/Download REQUEST link ANYWHERE. How am i supposed to download my purchased software now? The previous link expired. No customer support phone number, No live chat. Just shitty email support which takes 2-3 weeks to get a reply. Is this company being run by an 18 year old that just learned how to code? Get more customer service reps so you can reply to emails faster than 2-3 weeks. And if there are any moderators going through these forums at least once a month COuld you please send me a new download link because this is starting to fucking piss me off.

    #81638
    Ralf
    Keymaster

    I don’t really have an answer to your question, but to me this sounds more like an issue with the game’s screen resolution. Maybe you set it to something else than 1920×1080 for playing without vorpX?

    Might also make sense to restore the game’s profile in the vorpX config app to reset everything to default before completely reinstalling the game. Just to make sure this is not caused by some accidentally changed vorpX settings.

    #81634
    kevster
    Participant

    Ok. I guess it was more on my part. If I made my primary monitor the rift and started metro 2033 in the rift then it would display. But I thought a update on vorpx fixed that so starting a game would just make it go direct into the rift. It does that for fallout new vegas and skyrim, so I thought something was wrong with the game. I guess I just have to mess with the settings now because the image is just way too zoomed in to feel right. Even when I max out the FOV then it looks like I and everyone else are the size of the hulk.

    #81357

    In reply to: GTA V no head tracking

    Highnrich
    Participant

    Come on guys, we are not discussing about pirate Versions ! You should defintely go buy the game yourself, then install VorpX and then run then game , and if its not working , then repost on this forum.

    I am sure that if there are any issues at the moment with the Game and VorpX hook-In for a couple of people, Ralf will do his best to solve it.

    Uhm, i already bought it for 1. PS3 and 2. PS4. I would only buy the game for VR and i need to be sure that i dont get this error. I already bought vorpx only for GTA 5 yesterday…

    We just need confirmation that the problem is because of pirated version. So please someone with the error: Buy it and write if it works with the original .exe, then i / we will buy the game too.

    Dlaitini
    Participant

    Of course, GTAV came out and I want to try it.

    I start VorpX and it automatically installs a new version, and now it will not recognize my DK2.

    I thought maybe it had a conflict with my IPD adjusters, which use version 4.4 of the oculus runtime, so I reinstalled the default oculus files, nothing, I reinstalled vorpx, nothing.

    I installed the newest Oculus runtime, nothing

    Have now retruned to 4.4 because i want to continue using the IPD adjusters.

    It just constantly gives me the error on everything I have tried.

    “the configured device was not found. Please make sure that you select the correct headset and that your headset is connected to your PC”

    I have moved USB connections around to see if I could get it to recognize, I am unsure what else to try.

    And I cannot try to test an old version of VorpX now.

    #80831

    In reply to: rFactor 2 and DK2

    mcine
    Participant

    SvenH: I did not get rf2 to work with windowed mode which I used previously, but it starts with full screen.

    I still have things to adjust, but the game looked good except that using my oculus profile did not work that well (I might need o adjust because of that) and the mirrors and hud (in wheel) in formula renault 3.5 are in wrong place.
    And the mouse is not working well anywhere… But using cinema mode fixes that.. is there a shortcut for cinemamode/3d mode switch ?

    I did not try other cars.

    Thanks for the support will use it alot 8)

    Karlor
    Participant

    Just 2 things I have been thinking about:

    Adding another page in the vorpX menu to adjust the Rifts video. Like on a TV you can adjust color, contrast, hue, brightness/back-light… Things like that, a way to adjust the actual screen settings. I have used my DK2 for far to many hours and I can notice some slight color “dullness” if you will, and I have a dead pixel way way down in my peripheral. Anyway I’m not sure if something like that already exists but if possible it might be a cool thing for vopX. I know games have brightness settings but the way the Rift screen is even if you turn down the brightness in game its still bright because of over back-lighting. Also after a marathon run you can really notice the color fade kick in.

    An export button somewhere in the vopX menu to export the current game settings to a text document. This could be used for posting your game specific tweaks or at some point down the road maybe even a way to import other peoples settings doc into their game.

    #80801

    In reply to: BAD REVIEWS

    NipOc
    Participant

    Hi again,
    to you first point, they call the feature VRboost and the feature is described like this:

    …to reduce latency to bare minimum, to make it possible to separate head tracking from mouse control, to allow game controllers to properly function…

    and since I tried a few games it seems to work

    to the second, I tried borderlands 2 and bioshock infinite again and the Hud is still in the lower left and upper right corner, where I can´t see it without “edge peek,” but I don`t know if this is the case in other games
    (this is how borderlands 2 looks in the other driver with Hud moved into vision)
    <img src=”http://www.theriftarcade.com/wp-content/uploads/2014/07/Vireio-Perception-Borderlands.jpg&#8221; alt=”” />

    to the third, not the default value is the problem for me, but the lack of a calibration tool
    (like this one)
    <img src=”http://www.mtbs3d.com/wiki/images/thumb/d/dd/Normal_defaultsettingsSHOCT.jpg/700px-Normal_defaultsettingsSHOCT.jpg&#8221; alt=”” />

    to the fourth, your right, I didn´t thought about the Game Optimizer

    to the fifth, I didn´t change any settings and you even mentioned the fisheye effect yourself, you said that smart AR introduces vertical distortion, but others said too that it´s also a problem in other modes.
    <a href=”https://www.vorpx.com/forums/topic/fisheyeimage-warping/”></a&gt;
    This problem becomes less obvious with a higher fov (but is still noticeable) and might be only bothering me (it´s not that game breaking as it might sound in my first post). I`ll try changing some options again and see if this will help.

    to the last, with “more time,” I meant creating the VRboost profile since they need cheat engine for them (tried to make my own profile and it took an enormous amount of time, more than the shader profile), but I never created Vorpx profiles, so I don`t know how much work it is, so I´ll just believe you.

    I dont think VorpX is a bad driver and I appreciate how much work you put into this and I also appreciate the features that you add with every release. I have much fun with the cinema mode, which works really well and is perfect for third person games and if you calibrate the driver right (head tracking, 3D depth ...), the normal mode can also be an enjoyable experience (if you pause now and then and dont move your head quick, to prevent motion sickness).

    My first post (maybe even this one) may seem a bit harsh because I mostly mentioned problems, but I didn´t want them to seem insignificant and I also didn´t write my opinion or conclusion.

    And my conclusion is that VorpX is still a beta driver and all problems can be fixed and even in this state the experience can be enjoyable. Compared to the other driver, VorpX isn´t the losing one (even if it may sound like this), the other driver got rid of many of the problems I mentioned here, but VorpX has more features, a bigger forum, is definitely more user-friendly, has (in my opinion) a better “basis” and therefore more potential (Both have there pros and cons).

    And to answer the question, yes it has added enough (many) features, like position tracking, (I think) the game optimizer, fov enhancement, updated profiles… to be an enjoyable experience (as mentioned above).

    #80789
    KristoferNathan
    Participant

    I’ve owned an Oculus Rift DK2 since Christmas of 2014. I’ve enjoyed many of the experiences from small projects like Proton Pulse, Affected, and Dolphin VR to AAA titles like Elite: Dangerous and Alien Isolation. I’m not a developer. I’m just a huge VR fan with enough software/hardware knowledge and patience to get stuff working most of the time and so far I’ve been delighted and I’m very excited about the future of VR. I’m always looking for more opportunities to try new VR experiences and idea of an applications that would allow me to play many of my favorite PC games in VR was promising, but there was a lot of apprehension.

    Like many, I lurked on the VorpX forums, watched many Youtube videos, and read as many reviews as I could about the program and hesitated due to so many complaints and mixed reviews. Finally, last week, I mustered the courage to give it a shot. After all, I’ve blown more than $30 on worse things before and if it worked even for a game or two it might be worth it. Long story short: I am very pleased with my purchase. But before you go clicking the “buy now” button, please read on.

    First, it is important to understand that the most vocal are generally those who are unhappy. This is clearly the reason why there are so many negative reviews and complaints out there compared to positive reviews. We don’t have a plethora of review sites yet for VR where we can go for honest, unbiased reviews of everything VR (though the Rift Arcade and Road to VR do a great job and both have made my daily RSS feed). The Oculus Rift community is still very small compared to the rest of the gaming community so when you have a vocal minority they are going to make a big impact. Unfortunately, happy people are just less likely to go posting about how satisfied they are. Those who are enjoying the product are busy enjoying the product. Those who aren’t happy are posting on forums everywhere with sometimes constructive criticism but far more often emotional ranting. Don’t let this completely deter you.

    Is VorpX a consumer-ready product? No. Absolutely not. Why not? Because it’s exclusively designed for the Oculus Rift and the Oculus Rift is NOT a consumer-ready product. It is that simple. It’s software in beta designed for hardware in beta. We are all still in the testing phase. Even most experiences designed from the ground up for the Oculus take some tinkering around to get working. I’ve encountered very few applications that utilize the direct-to-rift function properly. The vast majority of the time I must extend my monitor to the Rift, set the Rift as the primary display, close one eye with the Rift on, and execute applications or move them over to my main screen for easier execution. This is not a consumer-ready experience and that is okay because this product is still in development.

    Does VorpX work? Short answer: yes. It’s an experimental application designed for experimental hardware for software that was not designed for said hardware. That is a nightmare from a developmental perspective and the fact that I’ve gotten it working with 9 out of the 10 games I’ve tried it with is pretty impressive. Some of the games that I play regularly do not currently have stereoscopic/geometric 3D support but the cinema option is very cool and even emulated 3D is fun to play around with. For those games, VorpX is still not my preferred way to play but it has nonetheless been an enjoyable experience.

    For the games with full 3D support, it has been absolutely awesome. Portal 2 looks great in VR and becomes almost a completely new game and Skyrim has so far been nothing short of incredible. Over the past few days, experiencing Skyrim in full 3D has made it my favorite VR experience thus far. The VorpX interface makes it easy to zoom out to letterbox view when I need to access the UI and zoom back in when interacting with the environment. I plan to play the entire game through exclusively in VR using VorpX and I’m looking forward to every moment.

    It is important to note that, just like most other VR experiences, you’re going to need to tinker around with VorpX in most cases to get the best experience and sometimes even then things may not work out. This is the nature of the beta experience. I can’t stress how important options like interpupillary distance are. You can use the built-in IPD calibrator or google ways to measure your IPD manually but these options are IMPERATIVE in order to optimize your experience.

    If you’re patient and knowledgeable enough, VorpX should be well worth the $30 price tag. In many cases it will allow you to experience some of your favorite games all over again in a brand new light. For the experiences that don’t work for you, search the forums and if you find nothing post about it but try to post as productively as possible. Keep in mind, there are updates regularly and the most recent patch has expanded compatibility and implemented some great options. VorpX is a great step in the VR process and, for this humble VR fan, makes the bright future of VR even brighter and definitely has made the wait for the official release of the Oculus Rift much easier.

    #80785

    In reply to: BAD REVIEWS

    NipOc
    Participant

    Hi,
    I bought VorpX a while ago and tried it in different games, but couldn`t play one of them for a longer time, for different reasons.
    For one, the head tracking is coupled with the mouse movement, which introduces some lag and makes it hard to get proper head tracking speed because you have to calibrate the speed by yourself, by changing the mouse speed.
    Another problem is the image distortion
    <img src=”http://farm4.static.flickr.com/3101/3105820062_1306a089a7.jpg&#8221; alt=”” />
    the problem with that is not, the distortion itself, but that the (fisheye)distortion changes when you move your head
    <a href=”https://www.youtube.com/watch?v=7_t2G7ErFeM”></a&gt;
    (The distortion in VorpX is not as hefty as in the video).
    These two things break immersion completely for me and make me feel sick really quick (sometimes in seconds).
    But there are three other problems,
    one is the Hud, which is not in your vision in almost every game, to view it, you have to use “edge peek” (lets you view the edges of the screen), which is very annoying.
    <img src=”http://www.entertherift.fr/images/206-drivers-edge-peak-vorpx.png&#8221; alt=”” />
    The other things are are the lack of proper 3D depth calibration, the default value is not the right value and since you have no calibration tool, you have to guess, which is the right value
    and the proper fov adjustment (the inbuilt adjuster often causes glitches and culling).
    (eye seperation and 3D FOV Enhancement)
    <img src=”http://www.entertherift.fr/images/204-drivers-menu-vorpx.png&#8221; alt=”” />

    But there are positive aspects too, for example the cinema mode, which lets you play the game on a huge screen in front of you and dx 10 and 11 support.
    <img src=”https://www.vorpx.com/wp-content/uploads/2015/03/vorp3de_overview.jpg&#8221; alt=”” />

    I (and others) mentioned most of those problems, but didn`t get a reply and I know that fixes for this are possible because there is a free dx9 VR driver with none of these problems, 3D calibration, HUD placed in vision, head tracking decoupled, fov correction… (often offers a VR experience nearly or completely as good as “native” implementation (played a few games with it (to the end))). The downsides of that driver are the lack of dx10 and 11 compatibility and the support for less game (because profiles need more time).

    #80583

    In reply to: double screens

    Ralf
    Keymaster

    Reversed screens are technically impossible with vorpX. If you have trouble converging (which might seem like reversed images to you), please check for the things below:

    1. Check whether the DK2’s display orientation is set according to the instructions in the DK2 Setup guide that comes with vorpX.

    2. Make sure that games are set to 1920×1080 for the DK2. Other resolutions will almost certainly cause convergence issues, as they are not displayed using the whole screen on the DK2.

    3. Try do adjust your IPD (interpupillary distance) manually. This can be done on the display page of the vorpX ingame menu.

    4. Lower the 3D-Strength parameter in the vorpX ingame menu.

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