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Jun 24, 2018 at 6:43pm #173636
In reply to: Old User Profile Thread
RJK_ParticipantUnfortunately i dont own Rage, so i wont be a big help.
As far i know Rage has an openGL renderer. You may try that together with a quake 4 Profile. For a test you also could try the Dishonored 2 profile.
Jun 3, 2018 at 12:18am #173264In reply to: Old User Profile Thread
DemosthenesParticipantDaikatana 1.3
Just as an experiment I copied my old modified Daikatana xp installation over to Win10 and then updated it with the following:
https://bitbucket.org/daikatana13/daikatana/overview
A new fixed version which allows high resolutions etc.
I know Daikatana was working before with a Quake 2 profile, but it’s nice that this newer version works too. Easy to install and nice 3d too.
May 15, 2018 at 7:34pm #172881
OculusRiftRocksParticipantas i said before it is generally not a good idea to send the incorrect signal to an LCD monitor regardless of the reprecussions of the monitor, it is bad practice in any case.
but yes it will look correct on the HMD but it is like dual signalling to 2 different displays, you would run it in a window on the alternate monitor which has different Res/AR properies and run it full screen on the main one that your using, imagine two monitors, one 4:3 1024×768, one 16:19 1920×1080, if you have software that ran the game on both monitors at 4:3 and the user looked at the 4:3 display, the 16:9 display would just have it in a window, you would not constantly feed the 16:9 1920×1080 display with a full screen forced 4:3 image that would be stretched, in general you would do this.
also keep in mind this is how almost EVERY game runs on steamVR, Oculus Home & fan Mods, I’m very sure VorpX used to be like that as well, it has a windowsed SBS view like quake II fan mod, VorpX is the odd one out, its bad pracitce to do this, it just so happens that it’s not a major issues in most peoples cases but it is still incorrect to do this, but if VorpX used to show windows SBS view, can’t it easily do it again?
May 15, 2018 at 7:22pm #172879In reply to: Critical Feature Request – Independant headtracking
OculusRiftRocksParticipantcould you not do it the way quake II fan mod does it, it does independant head tracking as a hack, it really just follows the direction of the GUN!
i am 99% this should be possible to do without being able to get into the games code, simply follow touch controller directon, try the quake II fan mod and you will see what i mean.
May 14, 2018 at 8:15pm #172841
OculusRiftRocksParticipantits a new 12″ high end laptop monitor with a custom board, its very popular alternative solution to the bulky monitors with no matte and IPS finish which was my main reason for going down the custom route, this is the best monitor on the planet and will never give it up for anything.
makezine.com/2011/09/06/33-board-turns-your-bare-lcd-into-working-monitor/
This link sums it up, but it looks much better these days, its for people that want 13″ IPS and Matte rolled into one, you wont get that with conventional monitors.
sadly VorpX does damage the monitor, the picture that is displayed flashes a lot when you run in 5:4, if you run the game for more than 5 minutes the picture on the desktop is runied for about 20 minutes, it needs to recouperate, i was only able to test quake 4 and return wolfenstion for 5 minutes to see what it was like but ultimataely couldn’t play it.
in my experience every official steamVR and fan moded VR game has run in a window, serious sam 3, arizona sunshine and doom 3, this may be due to this issue, but to a much less severe extent for every case of user, overall I dont’ think you want to force a monititor to run at a much higher resolution and/or different aspect ratio than its native resolution in general, seems that VorpX is the odd one out runing in fullscreen monitor.
maybe it can be looked into later, but I don’t think its a good idea to dismiss it too quickly, the standard seems to be to have it in a window not duplicated on monitor (then again i remeber seing robo recall on the monitor i think?)
for now I will try to run games in a window, to see what that’s like.
May 10, 2018 at 12:09pm #172788Topic: Having a blast!!
in forum General vorpX Discussion
slydk1982ParticipantI was a bit on the fence about vorpx.. But I bought it back in my DK2 days and thought it wouldnt hurt to try it with my cv1 now that i got it.
It works amazing!! I mostly do old school shooters.
I made Quake with darkplaces and mods work in vorpx, its awesome!!
Also Rage and Dusk works great now and I made profiles for those games in the cloud.
Now I look at Amid Evil. Its is UE4 engine..
How does UE4 runs with vorpx?? Are there any profiles I can use?Thanks for this awesome software :)
Mar 25, 2018 at 11:25am #171982In reply to: Prey(2007) and Quake 4 problem with new vorpx
matteo39Participantyes, but wolfenstein (2009), that uses the same engine of quake 4, don’t work with vorpx.
Mar 24, 2018 at 7:29pm #171970In reply to: Prey(2007) and Quake 4 problem with new vorpx
mr_belowskiParticipantI know this is an old thread, but in case anyone’s wondering what happened to Quake 4 support, with the current version of VorpX is absolutely perfect. It runs well, looks good and is a proper old-skool shooter. Bloody marvellous :)
Mar 17, 2018 at 6:01pm #171842
matteo39Participantwith the new version of vorpx quake 4 and the first prey, which use the doom3 engine, they run perfectly, but wolfestein (2009, that uses the same engine) not working: vorpx shows the phrase “attaching to wolf2.exe”, but then the game does not appear in oculus .
what can I do?Mar 16, 2018 at 8:49pm #171823In reply to: play to star wars jedi academy with vorpx
RJK_ParticipantYou could try an OpenGL profile like from KOTOR or Neverwinter Nights 1, Quake 3 / 4 ect.
Mar 3, 2018 at 3:55pm #171443In reply to: OpenGL games, like NWN 1
RJK_ParticipantQuake 4 profile doesnt show black screen anymore when pushing ESC. Though Quake3 profile (as far i remember) has HUD adjustment which is missing here. I have uploaded a profile to the cloud with G3D in FULL VR mode. Looks quite nice to me, push DEL for a nice 3rd person view. Only issue here is the HUD which still could be larger and better visible. Tell me if you like it.
Mar 2, 2018 at 11:19am #171383In reply to: OpenGL games, like NWN 1
RJK_ParticipantUsing a quake 3 profile makes the headtracking work better, but 3D settings must be done very carefully. Leaving the game performes better with Quake 3, HUD has better quality, but still text is not readable. Black Screen appears with all profiles used when pressing ESC in order zu go back to main menu.
Mar 1, 2018 at 9:00am #171351In reply to: OpenGL games, like NWN 1
morbidexpressionParticipantI tried the ones Ralf suggested and the Quake 4 profile is the one to use with Neverwinter Nights: EE. You don’t need to remap edgepeek and all three modes work. Wish I could increase 3D strength a bit but there’s definitely SOME depth there, noticeable when adjusting camera. Very playable multiplayer if you like to use voice chat too.
Feb 27, 2018 at 6:57pm #171319In reply to: OpenGL games, like NWN 1
RalfKeymasterThe older the game the better the chance to get an OpenGL title working with stereo 3D. Good base profiles for experiments are Quake, Quake 2, Quake 3, Quake 4, Star Wars Jedi Knight 2 and Amnesia, which all use slightly different stereo approaches or settings. As a last resort try the D2X-XL profile, which still uses the outdated (but most compatible since simplistic) pre 18.1.0 implementation.
Feb 27, 2018 at 12:32pm #171315In reply to: OpenGL games, like NWN 1
morbidexpressionParticipantNeverwinter Nights: Enhanced Edition works for me now, I think I’m using a copy of the Quake III profile using nwnmain.exe in admin mode. In geometry 3D. It looks gorgeous zoomed out like a tabletop game but spazzes out and turns into a postage stamp occasionally. Hitting the middle mouse button seems to sort it out. Something with the camera settings and/or head tracking is going wonky but can probably be fixed easily.
Piddled around on a persistent world server anyway since I had voice chat going with the mic on the rift, REALLY enjoyable to muck around half-playing D&D with people online despite the camera and cursor problems.
Ralf, might be worth taking a look at profiles for NWN1:EE and NWN2, that worked for me as well and was goddamn delightful loading up an old module I made and running around rubberbanding in 3D throughout.
If anyone can sort out the camera or find a good graphics setting that fixes these glitches, shout! They are redoing all the assets and character models for NWN:EE along with improvements to the UI and shaders, so things could improve significantly if we can adjust the UI in a few months.
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Topic: Having a blast!!
I was a bit on the fence about vorpx.. But I bought it back in my DK2 days and thought it wouldnt hurt to try it with my cv1 now that i got it.
It works amazing!! I mostly do old school shooters.
I made Quake with darkplaces and mods work in vorpx, its awesome!!
Also Rage and Dusk works great now and I made profiles for those games in the cloud.
Now I look at Amid Evil. Its is UE4 engine..
How does UE4 runs with vorpx?? Are there any profiles I can use?Thanks for this awesome software :)
with the new version of vorpx quake 4 and the first prey, which use the doom3 engine, they run perfectly, but wolfestein (2009, that uses the same engine) not working: vorpx shows the phrase “attaching to wolf2.exe”, but then the game does not appear in oculus .
what can I do?
