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I don’t know if this is old news, but I have googled a whole bunch and there doesn’t seem to be much about Doom3 VR other than native DK support and some unfinished third party mods to bring it all up to date.
I have some success after playing about a bit today.
First I cloned the Quake3 profile and told VorpX where the Doom3BFG exe is.
After that it basically boiled down to setting ‘g_fov 140’ in game with the native 3D support turned off and using VorpX to gain HMD support instead. Game res was native for CV1/Vive (i was using Vive) at 2160×1200 with everything enabled apart from motion blur which bugged me.
In VorpX settings I used 3D geometry mode. I maxed out the Field of View Enhancement, possibly enabled letterbox2 as well (I’ll have to check tomorrow it’s 3am I am on my laptop in bed). I tweaked a few other small things, but they made little odds so won’t bother to mention them specifically and that was it; pretty playable and scary too ;)
The 2D stuff that works well enough
For the game menus and PDA i used the peak shortcut to zoom me in and out as required.The cut scenes looked very zoomed in so i used peak here too. If you time pressing the peak shortcut button just as the camera zooms back to your first person point of view it’s actually pretty cool and seamless but it has to be done manually obviously.
Unresolved
I haven’t tried adding the body with ‘pm_showBody 1’ yet so when you look down nothing is there.HUD is an issue I don’t feel confident I can solve but I will keep trying. Right now when i think I am getting low on things i quickly use peak to see the HUD, it’s hacky but it works at a pinch. I’ve trawled the internet looking for some sort of hud offset or hud scale or hud x/y console command but nothing as yet. Perhaps there’s a modification out there we could use?
Any advice or help with this, or your experiences of getting Doom3 working with either CV1 or Vive (with or without VorpX) are very welcome indeed.
Hi everyone,
First I’d like to congratulate Ralph for this amazing software. Specially now that Vorpx 9 is out (and Extend mode is finally gone!)I’m just having problems with Quake, and I wonder if someone has any info on this (maybe someone in this forum already played Quake with Vorpx)
I checked the “Game Compatibilaty Page”: https://www.vorpx.com/supported-games/
And apparently Vorpx supports Quake, but it says “Quake with DX9 mod”But I’m not sure what mod is that… There’s a post where Ralph tells someone to use “DXQuake”,
here: https://www.vorpx.com/forums/topic/vorpx-pre-release-thread/#post-176But I guess that was a mistake, because “DXQuake” is a DirectX 8 version of Quake, and Vorpx …
Anyway, if there’s no Directx9 version: I do have the OpenGL version of Quake, but it doesn’t work properly (one of the Oculus lenses is always red, Vorpx even shows a message that says “recommended resolution: 1920×1080”, But I already changed the resolution to that (Vorpx even shows that I am using the 1920×1080 resolution already, but it stills recommend 1920×1080)
Another alternative is buying Quake on Steam. But I don’t know if it works with Vorpx…
So, I have 3 options:
1-Find the correct DX9 versions of Quake
2-Make the OpenGL version I already have work properly
3-Buy the updated game on SteamI’m OK with any of them, I just want to know if anyone can help me make the game work properly (If not, then can someone confirm that the Steam version works with Vorpx 9?)
Thank you!
Topic: VorpX non-functional
Hi guys,
first of, I have followed all hints at basic trouble shooting, spent hours trying to resolve this issue by searching the web. Unsuccessful so far.
I can not get VorpX to work with any game on my system at all.
iMac running Windows 8.1 pro with up to date Bootcamp drivers
Oculus Rift DK2, runtime 0.6
VorpX beta1
NVIDIA Driver Version 355.83
Clean Windows 8.1 installationOculus config set to extend mode. Selected DK2 as primary display in system settings. Also tried assigning different hotkeys.
The Rift is always acting as a 2D monitor. VorpX does not inject at all, when I am pressing the corresponding hotkey.
Oculus desk demo running well, so is Quake for Rift. Appreciate your help.
Thanks
ChristianHi,
Still loving my DK@ and vorpx – more so after upgrading from SLI GTX 550’s to a GTX 770 (which may be an EVGA step-up to a GTX 980 is a coupel months…)
So, now I can pin skyrim at 75 fps (not in geo mode, and not maxed out, but I can and it still looks great), but I notice stuttering when moving my head.
If I were to pan across 90 degrees, the image with stutter-jump 2-3 times. If I do the same with the mouse, it doesn’t. I haven’t seen this behavior in Quake2VR or Halflife 2 beta which natively support the OR.
Any ides why this is, or what I can do to improve it? It’s rather jarring and nausea inducing after a while.
Thanks!
