Archives

Homepage Forums Search Search Results for 'Left 4 Dead'

Viewing 10 results - 91 through 100 (of 100 total)
  • Author
    Search Results
  • #24475
    Ralf
    Keymaster

    IPD calculation is indeed not quite correct currently. 60.9 sounds a bit too low in your case though. Please check whether the game runs in 1920×1080. Other resolutions can cause issues similar to what you describe.

    For head tracking in Dirt 2 (and other games without mouse look) you have two options:

    You can either use OpenTrack to simulate TrackIR input or configure vorpX to simulate a gamepad axis. The first option is the better one, simulating a gamepad has a few drawbacks.

    A. OpenTrack for DK2:

    https://www.dropbox.com/sh/544fbhsokdpy3n7/AAAKwl6BluqwT9Xn2slyp0dCa

    B. Head tracking as gamepad

    1. Press [DEL] to open the in-game menu
    2. Go to Input page
    3. Set ‘Handle Gamepads Internally’ to Off
    4. Set ‘Headtracking as Gamepad’ to Relative or Absolute depending on the game. You should get a grasp of what is better quickly.

    The options below this should be more or less self explanatory except maybe Deadzone Correction, which efectively eliminates analog stick deadzones set by the game.

    If this is done, the head tracker is now a gamepad axis. The final step is to go to the game’s input options and map look left/right/up/down to the ‘Rift-Gamepad-Axis’, exactly as you would do with a real gamepad.

    Now you are able to look around in your cockpit. The view has to be centered from time to time because of possible yaw drift (should be greatly reduced with an calibrated magnetometer). There is a shortcut for centering.

    #18172

    In reply to: No game working

    Ralf
    Keymaster

    Head tracking works out of the box for almost any game that has mouse look, regardless whether it is on the supported games list or not.

    For some other games (like many racing titles) you either have to configure the vorpX head tracking as gamepad axis (see below) or use an external solution like OpenTrack which can emulate TrackIR input. The game needs to support TrackIR for that of course. OpenTrack usually is the better alternative, although a bit complicated to use. Gamepad emulation has a few inherent problems like high latency, but is still better than nothing.

    OpenTrack for DK2: https://www.dropbox.com/sh/544fbhsokdpy3n7/AAAKwl6BluqwT9Xn2slyp0dCa

    vorpX head tracking as gamepad:

    1. Press [DEL] to open the in-game menu
    2. Go to Input page
    3. Set ‘Handle Gamepads Internally’ to Off
    4. Set ‘Headtracking as Gamepad’ to Relative or Absolute depending on the game. You should get a grasp of what is better quickly.

    The options below this should be more or less self explanatory except maybe Deadzone Correction, which efectively eliminates analog stick deadzones set by the game.

    If this is done, the head tracker is now a gamepad axis. The final step is to go to the game’s input options and map look left/right/up/down to the ‘Rift-Gamepad-Axis’, exactly as you would do with a real gamepad.

    #17724
    andersonc
    Participant

    Hi there,
    I just tried VorpX with both Skyrim and Left 4 Dead 2, after a lot of fiddling I was able to get it running somewhat smoothly, but what really bugs me the 3D effect I get.
    At default settings everything feels very flat, like as watching a movie on a flat screen, and only objects that are really close seem to have 3 dimensons. If I crank up the 3D Strengh slider all the way up I now get a nice 3D effect from farther objects but everything seems zoomed out/small, feels like I am inside a dollhouse or something. I
    I tried raising the FOV both through console and the FOV Enchancement slider, but everything still looks small.
    Is this how things are supposed to be? You just strike a balance between 3D Strength and FOV that is suitable to your tastes or is there an optimal setting to correct this where you can have both a nice 3D effect from distance and a good scaling/FOV?
    By the way, I tried both Geometry and the Z modes in Skyrim, they both seem to behave like this…

    Thanks!

    #17485

    In reply to: Dirt 3 – maybe 2?

    Ralf
    Keymaster

    Hi Woody,

    The first thing you should do is apply the Game Optimizer tweaks for Dirt 3 in the vorpX config app. This switches the game to D3D9 and thus enables Geometry 3D.

    When this is done, you can adjust the FOV in the vorpX ingame menu. The menu entry is called 3D FOV Enhancement.

    Headtracking can either be done by configuring the Rift head tracker as gamepad in vorpX (see below), or by using OpenTrack. The latter will give you better head tracking, sou you should do that if possible. Apparently there is a DK2 ready of OpenTrack available here:

    https://www.dropbox.com/sh/544fbhsokdpy3n7/AAAKwl6BluqwT9Xn2slyp0dCa

    And here are the steps that are required to use the Rift head tracker as gamepad axis with vorpX:

    1. Press [DEL] to open the in-game menu
    2. Go to Input page
    3. Set ‘Handle Gamepads Internally’ to Off
    4. Set ‘Headtracking as Gamepad’ to Relative or Absolute depending on the game. You should get a grasp of what is better quickly.

    The options below this should be more or less self explanatory except maybe Deadzone Correction, which efectively eliminates analog stick deadzones set by the game.

    If this is done, your headtracker is now a gamepad axis. The final step is to go to the game’s input options and map look left/right/up/down to the ‘Rift-Gamepad-Axis’, exactly as you would do with any other gamepad axis.

    #16888
    Ralf
    Keymaster

    Here’s a short tutorial. Just be aware that this, while better than no head tracking at all, in most cases is not comparable to the normal head tracking, especially due to higher latency.

    1. Press [DEL] to open the in-game menu
    2. Go to Input page
    3. Set ‘Handle Gamepads Internally’ to Off
    4. Set ‘Headtracking as Gamepad’ to Relative or Absolute depending on the game. You should get a grasp of what is better quickly.

    The options below this should be more or less self explanatory except maybe Deadzone Correction, which efectively eliminates analog stick deadzones set by the game.

    If this is done, your headtracker is now a gamepad axis. The final, but very important step is to go to the game’s input options and map look left/right/up/down to the ‘Rift-Gamepad-Axis’, exactly as you would do with any other gamepad axis.

    #16823

    In reply to: Dirt 3 problem

    Ralf
    Keymaster

    There is a way to configure vorpX as gamepad substitute (see below), which can be used to get head tracking in Dirt 3. This is better than nothing, but (very) far from perfect.

    The better option is to use an external tool like OpenTrack, which can emulate TrackIR input, instead of vorpX’s head tracking. We can’t do this in vorpX directly due to legal reasons unfortunately. I’m not sure whether OpenTrack is updated to the DK2 yet though.

    The next vorpX version *may* have an internal cure for the issue, but it’s not entirely clear yet whether that really will work out.

    Here’s the gamepad method:

    1. Press [DEL] to open the in-game menu
    2. Go to Input page
    3. Set ‘Handle Gamepads Internally’ to Off
    4. Set ‘Headtracking as Gamepad’ to Relative or Absolute depending on the game. You should get a grasp of what is better quickly.

    The options below this should be more or less self explanatory except maybe Deadzone Correction, which efectively eliminates analog stick deadzones set by the game.

    If this is done, your headtracker is now a gamepad axis. The final step is to go to the game’s input options and map look left/right/up/down to the ‘Rift-Gamepad-Axis’, exactly as you would do with any other gamepad axis.

    #12862

    In reply to: No sterepscopic 3D?

    Ralf
    Keymaster

    Left for Dead is not officially support in the current vorpX version, that’s why there is no Stereo 3D. vorpX tries to run even unsupported games, but in most cases without S3D. Normally a message is displayed on startup whenever that is the case.

    The next update of vorpX will have full support for L4D2.

    #12308
    Ralf
    Keymaster

    There currently is a bug that causes this for some games. It’s already fixed in the dev version, the fix will be available with the next update.

    Until then you might be able to circumvent the issue by starting the game through a vorpX shortcut: right click the vorpX tray icon, choose “Create Desktop Shortcut”, then browse to the game’s .exe. This will create a special shortcut on your desktop.

    If this doesn’t work for L4D2, you’ll have to wait for the next update. Sorry for that.

    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

    #10646
    Ralf
    Keymaster

    Hi Steve,

    Yes, documentation is an issue, on the other hand 95% of people wouldn’t read it anyway…, plus the gamepad stuff is quite unintuitive atm.

    For headtracking to work in racing titles that do not have mouselook but allow you to look around with an analog stick, make sure that the gamepad emulation is set to the follwing options:

    Handle Gamepads Internally = Off
    Headtracking as Gamepad = Relative or Absolute depending on the game, you should get a grasp of what’s better quickly.
    The options below this should be more or less self explanatory except maybe Deadzone Correction, which effectively eliminates analog stick deadzones set by the game.

    If this is done your headtracker is now a gamepad axis. The final step is to go to the game’s input options and map look left/right/up/down to the ‘Rift-Gamepad-Axis’, exactly as you would do with any other gamepad axis.

    Now you are able to look around in your cockpit. The view has to be centered from time to time because of possible yaw drift (should be greatly reduced with a calibrated magnetometer). There is a shortcut for centering.

    Please note that this will never be as good as mouselook-headtracking, since games do all kinds of filtering to gamepad axis movement, plus deadzones + non-linear ramps, and so on. Usually there is no way to get super responsive, perfect headtracking this way, but it’s always better than no headtracking at all.

    Some Codemasters titles should be more or less ready to go with the Rift as axis 0, but unfortunatly clip the movement in cockpit views beyond -/+45° or so. Works still quite nice. All you have to do is the setup in the game options.

    Hope this helps.

    ———————

    BTW: There is also a Gamepad to Mouse/Keyboard Emulation available that allows you to play any game with a gamepad, if you like. To enable that, set ‘Handle Gamepads internally’ to ‘On’. This also allows for example to play Skyrim with gamepad and head tracking wich is otherwise not possible.

Viewing 10 results - 91 through 100 (of 100 total)

Spread the word. Share this post!