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  • wm79
    Participant

    This indeed did the trick. But there is a question now. I tried to disable head tracking because I do not want the head tracking to affect the weapon aim. For me, the “Quake-solution” is perfect. They did a “quakespasm”-mod so Quake 1 supports rift. I can adjust Quake so that I look around with the Rift without my head movement affecting crosshair. Crosshair is just affected by mouse movement. How do I do that in CS:GO / Source and in BF4? I think it is the perfect solution for shooters on the Rift.

    #110988
    libory
    Participant

    I made this wonderful program to work and I wanted to share it…

    It comes from another forum but the process is the same.

    It really changes the way of dogfight…. impressive. With trackIr was cool but with this is AMAZING. I don’t get sick even with loops and crazy stalls… lol. Many people gets sick, not sure…

    After playing around a bit I found out it is not perfect (it is not made for this really). When you shot the 3d effect turns off, not sure why. So it looks like a machine gun shaking effect but x2 or x3. I have no idea why is that and I tried everything I could. Sometimes annoying sometimes doesn’t bother much. Maybe the stereo 3d never worked well, not sure, I don’t have a 3d monitor with me to try. I tried the stereo MOD but it didn’t work. The depth is very good. Everything in the cockpit is readable. Planes in distance are not perfect but you can see them and look at other planes in formation with a natural head rotation is very nice. You are there…

    Aiming now is very impressive. I can see the planes crossing below my plane and after I dive into them shooting at his tail…. really amazing guys….

    About how I made it (it wasn’t easy at all)…. I use mainly two programs…

    First I made a custom resolution of 1600×1800 (I have a Nvidia card).

    I edited the config.ini and I added this resolution and I turned off WideScreenFoV=0 and change the mouse pointer mouseUse=1 because you need the middle mouse button to zoom in and out the VorpX menus.

    For the head tracking I use Opentrack with the tracking of the oculus 0.8 and simulating a trackir (it works 360 degrees in all directions) https://github.com/opentrack/opentrack/releases

    Keep in mind the Opentrack doesn’t support oculus runtime 1.3 so I installed this wrapper to simulate the runtime 0.8 needed to run Opentrack. https://github.com/kalavaras/LibOVRWrapper/releases/ .

    This are the settings in Opentrack:

    Input: Oculus Rift runtime 0.8.0 — HMD
    output: freetrack 2.0 Enhanced

    I turned off all the filters in the “Filter” tab. (there is an empty one on top of the list)

    In Options-Output-Translation compensation I turned off “Enable” and enable “Disable Z axis compensation“.

    In Options-Camera-Center pose Offset I changed the value of TZ to 5.000 cm.

    And for the oculus I use a program called VorpX….

    The VorpX doesn’t support IL2 but it supports OpenGL. By default when you play it you don’t see 3d at all you just see 2d (it looks 3d but it is not). The thing I did is take the template for Quake (yes, Quake..lol), copy it and I changed the .exe to look at the il2fb.exe in my IL2 folder and it worked.

    At first the cockpit is out of the place but you need to change the 3d separation in the VorpX menu to 0.01 and then the magic turns on. The cockpits looks amazing :)) Remember to save the settings in VorpX menu.

    I play with the FOV at 90 (PageDn Key). You can play with the zoom settings (in VorpX menu) till you find confortable with the perspective.

    Another annoying thing is VorpX (at least in my machine) doesn’t run if head tracking is off and you need to turn head tracking off in VorpX menu everytime you load first time IL2.

    Just I don’t like the tracking in VorpX as it emulates a mouse. Opentrack much better.

    So… the way I do it is:

    1- Turn on the PC
    2- Open Oculus home (be sure the oculus is setup properly if not the opentrack gets confused)
    3- Open Opentrack and start
    4- Open VorpX
    5- Run the game
    6- As soon you are in the interface in game turn off the head tracking in Vopx (it should be amazing if they would add a trackir emulator)
    7- At first the menus and interface are in your nose. You need to press the middle mouse button and then it zooms in and out.
    8- Enjoy

    It is a bit of work at the beginning but I think it is worth it if you love IL2 1946 (by the way I am in HSFX 7 but I don’t think it really matters).

    Good hunting!

    #110789
    TenaciousJ
    Participant

    These aren’t all FPS games, but are excellent picks:

    The Vanishing of Ethan Carter is AWESOME in VR if you’re into mystery adventures
    Elite Dangerous if you like space exploration games
    The Elder Scrolls Series – primarily Skyrim.
    Fallout 4
    The Batman Arkham Series
    Metro 2033
    Call of Duty Black Ops 1-3, Battlefield 3-4 and even Hardline, Any Splinter Cell or Crysis game
    Alien Isolation
    Quake I-III
    Half Life 2
    Portal
    The Witcher 1 and 2 if you like extended campaign games that will suck all your time, not sure if Witcher III is manageable at acceptable graphics levels
    Bioshock: Infinite
    Borderlands
    GTA IV and V
    and to tickle your fear of heights check out Mirror’s Edge

    Essentially if your computer can run it, and it’s built on a major game engine like Unreal, Unity, and quite a few others – it’ll play in VorpX. The less popular it is the more tweaking you’ll have to do though because it won’t have been done already by someone else. Once you get used to the Vorpx in game menu you’ll be able to get games to run. Whether you get a true stereoscopic experience depends on how the game was coded though.

    I’m sure that’s clear as mud now.. lol. But hopefully there are a couple of games on there you can check out that are well established as compatible.

    VorpX Supported Games

    #103955
    gnet2000
    Participant

    I cannot play Amnesia Dark Descent at all. Both eyes get flashing flickering of the game and the frame rates is so low it would be less than 1 frame per second. Im running win 10 64 bit. AMD fx-8350 Black edition and an R9 390x video card. Quake 2 does the exact same thing. I have tried many settings to no avail. Games like Skyrim and fallout 4 run just fine. It seems to be a possible issue with Open GL not really sure. Any help would be greatly appreciated.

    annabel82
    Participant

    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.

    #89906

    In reply to: vorpX 0.9 Slight Delay

    Ralf
    Keymaster

    Short update on OpenGL since this was highly requested: Amnesia will have 3D, also almost everything else that uses the old OpenGL fixed function pipeline.

    Modern, purely shader based OpenGL games won’t have 3D for now, that’s not as straight forward to implement. Addressing the open issues in the ‘official’ part of vorpX has higher priority for 0.9. Also many features of the D3D part will be missing in OpenGL for now (HUD-Scaling, shadow treatment etc.).

    However, you will be able to play OpenGL classics until about the time of the Quake 3 engine in full Geometry 3D, also everything newer that still partially uses the fixed function pipeline (like Amnesia). idTech4/5 probably won’t be covered, haven’t tried one yet though.

    #26486
    OculusRiftRocks
    Participant

    can’t seem to get vorpx to inject with this game.

    Any advice would be much appreciated.

Viewing 7 results - 61 through 67 (of 67 total)

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