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  • #79984
    Karlor
    Participant

    You could try experimenting with some of Skyrims memory patches. I haven’t tackled it yet for Skyrim but the 4gb patch with Fallout NV and NVSE work with vorpX so I bet there is something that will do the same for Skyrim. If you get ta memory patch to work you should be able to load up a lot more textures and such. Also crank up the positional tracking strength until it feel better/faster, it makes it better. And mess with the vignette size and image zoom until its comfortable. I also set vorpx to lens B even though I use A lenses, its less in your face feeling and you can adjust everything to still fill your vision. I also recommend getting some kind of first person mod that puts your body in the game.

    Karlor
    Participant

    Some video cards have an option to do the old style blue and red 3d. That could be some how activated? I do remember having this happen if I recall when I was messing with settings and other things. I cant remember if it was something in the fallout/skyrim options side or the vorpX side. I think it may have been when I was experimenting with alternate launchers for Fallout NV. I use the newest NVSE and the newest 4gb launcher to activate Fallout NV and vorpx works great with it. You can dial it in to be perfect with all the options vorpx has and the added performance from the memory patch is a must.

    #79934
    Karlor
    Participant

    I had this happen with my DK2 before. Im not sure why it stopped but I was messing with alot of settings and experimenting around with all kinds of input devices and other stuff.

    Solution:
    Open vorpx config, go to general, then under device settings inside of general you can select what device vorpx uses. In your case pick dk1. Hope that helps

    Szabby
    Participant

    Hard to find the solution, becouse I would have to see the issue with my own eyes in order to be able to find out what the problem is.

    Would you please answer the following questions:

    1. What version of SDK did you install?
    2. Which lenses do you use, A or B?
    3. Did you go through the settings demo in OR serivce software?
    4. While in the game, did you try to alter IPD settings?
    5. Is your VorpX 0.7.5?
    6. What FOV do you use in Skyrim?
    7. Do you use geometry 3D or Z-buffered 3D in Skyrim?

    As a matter of fact, I don’t think you problem is hard to solve. Oculus Rift is still an experimental device, so it needs to be constanlty tested to get the experience you desire. For example, I had tons of problems with STALKER games, it took me about 2 weeks to make them run properly, but now everything is great. So don’t worry.

    #57997
    paultennent
    Participant

    I have been happily using VorpX and my DK2 on rfactor for some time. Today (first time using it for a while) vorpx updated itself, I then updated my OR runtime and firmware.

    Now I am unable to run rfactor. This is a problem – I work in a university and have an experiment scheduled for first thing monday morning which depends on being able to run rfactor in the rift.

    I am able to open the game, vorpx injects and seems to work – indeed as far as I can tell the whole menu interface works fine. However, as soon as I try to load a track it immediately crashes to the desktop.

    Any help on this would be greatly appreciated. I have looked around to see if there is a way to roll back vorpx to a previous version, but the web installer just grabs the newest one.

    Best,

    Paul

    #29488

    In reply to: STALKER GAMES ON DK2

    Szabby
    Participant

    Hi!

    Thanks for your kind trying to help!

    In fact, in the last couple of weeks I have made a good progress in testing different methods, and now finally I am able to run all STALKER games on DK2. Thing are quite tricky though to organize, but after several experiments I found the “know how”.

    Lost Alpha runs in DX9 only, for some reason R3 renderer crashes every time.

    STALKER SHOC of course is the same, DX9 only, as it always was a DX9 game (however, a patch is already under developement by russian modders, which will add R3 to XRay of SHOC). I use SHOC with Autumn Aurura 2.1 mod, and the graphics quality is really remarkable, even in DK2, perfect!

    STALKER COP seems to be the best choice for DK2, as it can be run in DX11, full quality, plus, the most important thing is,that VorpX adds “Z” type 3D to the game. I use COP together with Merge Mod, and it’s also great in DK2.

    STALKER CS I haven’t tried yet, but I’m sure, it also works fine on DK2.

    Biggest challenge was to find solutions, how to increase FOV in these games, becouse vanilla FOVs are around 55 and 67.5, which make the games unplayable on the rift. there are some FOV changer mods as well, but these also don’t fit, as the highest FOV these offer is only 90, which is still way too low. And Lost Alpha is the only STALKER game, that includes console FOV command. In all other STALKER games you can not change fov nor in console, neither in ltx files, becouse to do that you have to alter the engine dll files. Of course, with shift+scroll you can change FOV ingame with VorpX, but this solution isn’t good, becouse it’s only a “false” solution, that takes screen further in front, and to be honest, seeing the edges of the screen spoils all 3D experience of immersion.

    I would highly recommend for Ralf to pay serious attention to Lost Alpha. Dezowave team will release Lost Alpha Developers’Cut soon, with higher resolution textures, improved light and shadows and extra nature content. So when released, Lost Alpha will be the best graphics quality STALKER game out there. According to millions of fans, I assume, making this game VorpX ready with at least “Z” 3D support is more than justifiable!

    thanks: Szabby

    #27072
    npnielsen
    Participant

    Hello there!

    Anyone using VorpX with the rift?

    I have a technical question regarding how to use several monitors with the rift dk2.

    We are going to run some experiments with the rift and it is necessary for us to be able to see what the participant is viewing on the rift. Therefor we want to have a second monitor that shows us exactly what is shown on the rift. I have tried to make this work for weeks but I haven’t succeeded. My problem is that the rift is in portrait mode as a default. That means that if I duplicate the rift (rotated to landscape mode) the picture on my second monitor will be rotated 90 degrees and the resolution will decrease because the height is suddenly the width (so that my width is now 1080 and no longer 1920). I have tried to make it work with a dvi-splitter with no luck, since I still have to choose the orientation for the output which I split.

    When I surf the internet it seems that it is possible to make this work, but I haven’t been able to receive help on forums.

    Can you please help me?

    Kind regards, Niels Peter Nielsen, Denmark

    #27068
    KristoferNathan
    Participant

    Ralf,

    It is not good to use 3rd person as a reason for why World of Warcraft is not working well with VorpX. There are a lot of 3rd person games built specifically for VR and they work wonderfully. Blaze Rush, Lucky’s Tale, and Toybox Turbos are all spectacular 3rd person VR games that play very well with the Oculus Rift. Even some games that were not built with 3D in mind such as Windwaker played via Dolphin VR work very well. There must be an issue specifically with VorpX compatibility that causes World of Warcraft to run poorly.

    Manuel,

    If done correctly, World of Warcraft could probably be a fantastic VR experience. The Rift MMO which is very comparable to WoW recently patched in experimental VR support and, while it needs a LOT of work, it displays the endless potential that both 3rd and 1st person MMOs have with VR. I hope that if Ralf decides that there is more that can be done for WoW and VorpX compatibility perhaps the program will support it better. If not, we will just have to keep our eyes open for a more ambitious developer.

    #26816

    In reply to: DK2 SDK 0.4.4

    KristoferNathan
    Participant

    Ok that makes sense. I’ve played a few games in 3rd person with the rift and its actually not so bad. Rift (the mmo) for example recently added experimental oculus support and, while the interface is terrible, its actually quite good.

    Does VorpX work with games that were purchased through Steam?

    Have you tested it with systems that have two video cards (e.g. my Razer Blade gaming laptop has an integrated card and a high performance gpu for games)?

    #26802

    In reply to: Am I crazy?

    Ralf
    Keymaster

    Skyrim works definitely pretty well in Geometry 3D and looks gorgeous this way, but it’s also a prime example why Z-Buffer 3D, which is twice as fast (even a bit more in Skyrim), can be the better alternative in VR, even if both options are availale. At least in games that are not designed for VR.

    Except maybe on extremely low graphics settings it will be impossible to reach 75fps outside in Skyrim with G3D, regardless how fast your PC is. So to reach comfortable 75fps Z-Buffer 3D may very well be the better choice, especially in longer sessions. Unless you are totally immune to any kind of simulator sickness a high framerate can be more important than perfect S3D, which is only one of many depth cues your brain uses to create a sense of depth.

    Interesting read in this regard: http://en.wikipedia.org/wiki/Depth_perception

    #26423
    Ralf
    Keymaster

    Positional tracking will be user unlockable in every Geometry 3D game.

    Those that have been tested and found working well with pos tracking have it enabled per default. For all other Geometry 3D games there is an unlock option in the ingame menu when expert settings are enabled.

    That’s the best of both worlds: only validated and glitch free games have it enabled, but expert users are still free to experiment.

    #26269
    Ralf
    Keymaster

    Even in this simple case there would still be the issue of having to distinguish between menu/inventory etc. screens and the main game screen. As much as I would personally like to spend time experimenting with something like that, there are more important things currently.

    #26266
    Ralf
    Keymaster

    I understood that. Without access to the source code of a game this is not trivial in most cases though. To do something like this two things are required:

    1. vorpX needs to know what is a HUD element and what is part of the scene. You and me can see easily what is the HUD and what is not the HUD, but for a driver like vorpX it can be more complicated. There are multiple methods to achieve this in vorpX, but it’s not possible for every game.

    2. If 1. is out of the way, vorpX would need to know which part of the HUD is rendered where. This is even more complex. As stated above, this is theoretically possible in some cases, but nothing that would be required for this currently exists in vorpX.

    If I find the time, I’ll experiment with the idea I have for that, definitely sounds like fun project, but that is all I can promise.

    #26250
    Ralf
    Keymaster

    Rearranging indivudual HUD elements is theoretically possible in cases where the HUD can be detected, but it would require a whole new HUD rendering subsystem in vorpX and quite some work per game.

    Even if that subsystem existed it’s probably unfeasilble in most cases due to A. the effort required per game and B. (equally important) multiple HUD/menu-screens in most games which are probably impossible to distinguish. This would for example lead to a working ingame HUD, but at the same time messed up menu screens.

    If I find the time, I’ll experiment with the general idea I have for that, but don’t hold your breath for it.

    #26193

    In reply to: STALKER GAMES ON DK2

    Ralf
    Keymaster

    There is no 3D in unsupported games like the specific Stalker game you mention. Supported games have Stereo 3D, in regard the Stalker series currently this applies to Call of Pripyat (an possibly others when using the DX9 renderer).

    BTW: immersion in VR is a result of many factors, and S3D isn’t even the most important of them. The most important factor for VR immersion is the ability to walk and look around in the game. You can test that yourself with a simple real world experiment right now: close one eye and check whether you are still immersed in your surrounding.

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