There already is an option called “G3D Latency Enhancement” on the input page of the vorpX ingame menu which eliminates input lag almost entirely. It applies head rotation directly in vorpX, completely circumventing the games input pipeline.
You can experiment with that in every Geometry 3D game. Setting it to something around 0.3 should usually suffice, above 0.7 lag is even gone in games that run below 60/75fps (read Skyrim).
One small caveat: enabling this in Skyrim creates a slight rendering artifact with far clouds/fog when turning your head. But that’s not really bad.
In case you haven’t done that already the other thing you can/should do is adjusting the head tracking sensitivity in vorpX until turning your head feels fully natural.
Can’t say anything in regard to the mod unfortunately.
Seems like a great candidate for VorpX, but I’m of course having problems.
When I run the game, it pops up on my main monitor (and I’m still trying to figure out how to fix that). The “VorpX” splash is on it, but it’s rendered completely normal. If I can get the image on my DK2 (I have to make it my main display and then move the window over), of course it’s just the usual uncorrected gibberish.
The reason this is frustrating is because once, just once, I saw the game come up correctly for the rift, but on my main screen. It was distorting the way Rift games do and looked to me like I’d finally done it, but I can’t make it happen again. I’d been experimenting with a whole bunch of different things like main screen on/off, using the dedicated VorpX shortcut or not, running from Steam or the exe…
Has anyone else made this work reliably?
I found a post, roughly a year old, stating that it would be in one of the next updates.
Well, Updates on this thing are painfully slow and with little documentation; so it might be that it IS being added in “one of the next updates”.
Unfortunately I don’t have proper advice for you on how to rebind it within VorpX, although there ARE rebinding options when you press DEL and go to the section with the Hotkeys.
I haven’t touched VorpX since I’m waiting for an update (atm this thing doesn’t work for the stuff I really wanted to use it for (arma 3)), but I believe there was an option to rebind certain keys internally.
Be careful though (and experiment after applying settings), as the bindings, as many other things, are bugged. In this particular case, certain Keys in the binding are SWAPPED, so you’re in for a surprise :p
It seems you have a mod included which is causing this errors. Like I wrote: I had a fresh install of Morrowind, claculated distant land and everything worked finde- Then I used Vurts Groundcover, calculated the distand lands again and everything which worked fine before was messed up now, same way like you described it. Pretty uncool, because grass is such a nice thing to have in Morrowind. :-/
But again: with a fresh install there seems to be no problems. Copy MGE into the folder and open it. Create distant land just by clicking thru the steps the programm leads you. It should work.
I used quite low settings: not to high resolution for world textures, medium meshes and so on, because my PC is not powerful enough to get smooth fps. Perhaps when you set the settings a bit lower it works better? Or lower the visible cell-distance. I set mine to five.
Unfortunately it’s a lot of experimentation at the moment.
I’m using geometry mode with a GTX 770 SC.
I haven’t actually played much since I got it working – I’m still standing int the corner club…
After reading your post, I experimented a bit and I do see the frame rate drop below 60 outside, sometimes. My suspicion is that it has to do with fire/torches/smoke in the scene but I’m not sure, the frame rate is all over the place. 60-120 fps. I probably still have some experimenting to do.
I haven’t managed to get distant lands working, but if you do then I’ll be giving it a better go.
I currently have it set to 8X AA, 16x anisotropic scaling, linear mipmap, Depth pixel fog. In game “real-time shaodws”, don’t seem to matter much.
I’m still in the window for eVGA’s step-up program… there may have to be an upgrade to a 980 in my future…
Interesting development…
Ok so, context first: I forgot to mention in my first post, the mouse worked fine the first time I started Planetside 2 in Vorpx, but upon closing and starting again later, it ceased to function properly, no settings changed that I was aware of, but it had been a day since I first played it.
Now fast forward to today, when I just remembered that Planetside 2 has a 64 bit and 32 bit client… I had forgotten because well, the 64bit use to be disabled, now it just auto chooses one based on your OS. It’s a bit of a pain to get PS2 to start using the other client, but it can be done, so I went and tried the 32 bit client.
Lo and behold, the mouse worked! I thought I had it fixed, and then I remembered that this is what it did last time… So, for the sake of a controlled experiment, I shut the game off and then started it again immediately, changing no settings anywhere. Mouse doesn’t work.
Somewhere, somehow, something is making Vorpx and Planetside 2 hate each other after the first run, and I am lost, just so damn lost… I have no idea what the hell would do this… Even tried doing a clean reinstall of the game, no dice.
Hi there,
today I made a kind of “experiment” with vorpX. As you all know you have to find out the correct eye position in oculus’ configuration window, where you have to look at these greens lines, dissapearing in the side of the screen. Then the setting is fixed.
With vorpX it’s possible to change this position ingame on the fly and see the results directly. So I’m a bit unsure now what is the correct method to find out your real eye distance. Because when I did it via vorpX, the result increased immersion totally, which was pretty impressive.
What I did: I put the rift on, started Skyrim and tried not to focus my view on the pixels in front of me. Instead I focused my view relaxed at a imagined point in the far distance which – of course -causes loosing focus of the near oled display in front of me. Then I opened vorpX-menue and on page 2 I changed the eye position data. While I did this,I let my focus stay at this far imagined point. So I increased the eye-value until the doubled pictures get together into one stereo-matching view.
So I increased my eye position from oculus detected 60.80 to about 63 in the vorpX menue, matching with the new focus in the distance. The initial reason for this was to find out, if his farer way focus is more comfortable for my eyes.
But I was quite surprised how the new picture was soaking me into the game. The only downside was the field of view seemed smaller and a bit of sickness was here again (After my first week with the rift this sickness was totally gone – till today) But I think this is perhaps just of the new focus and I my body will adapt to this new setting after a while and will loose simulator sickness again.
So my question: what is the best method to detect the real, healthy eye position? Because of this impressive effect in vorpX I’m not sure if I did Oculus calibration correct.
I try to get skirim to work. This is what I have tryed so for:
Rift as primery:
Not possible to start the Game because the Icon and the splashscreen to start the game is on the Rift disply. The monitor is empty.
Rift as secondary. Rift set to Extended. VorpX to ‘use system settings’:
Game starts with Vorpx enabeld but on Monitor not on the Rift
Rift as secondary. Rift set to Direct. VorpX to ‘use system settings’:
Game starts without VorpX in a small window on monitor.
Rift as secondary. Rift set to Direct. VorpX to ‘show on all monitors’:
Game starts without VorpX in a small window on monitor.
Rift as secondary. Rift set to Extended. VorpX to ‘show on all monitors’:
Skyrim Error message. Failed to set up renderer. Resolution not supported.
Rift as secondary. Rift set to Extended. VorpX to ‘show on DK2’:
Skyrim refuses to start.
And recommendations?
A few games already should work in Direct HMD mode, Skyrim for example. This may be system dependent though, so consider this *very* experimental.
There is a another way though:
1. Set the Rfift to Extend Desktop
2. Set the Rift as secondary display in Windows
3. Set vorpX to “Show only on Rift DK2”
Just be aware that this does not work with everything. For some games you will have to revert to the DK2 as primary display.
The above setup is explained in greater detail in the DK2 setup guide in the vorpX documentation.
Hi,
I am currently playing an old FPS : Battlefield 3 using DK2 and VorpX. I enjoy my session but as I am not an experimented Vorpx user, I’m pretty sure that I am missing things that may improve my gaming feelings.
My two main concerns are :
– The view is linked to the crosshair. I find it very difficult to target with the DK2. Can we use something (via VorpX options or other apps like “opentrack”) to play with the following config : view using DK2 and targeting using the mouse ?
– I have the feeling that I am very close to my hands and gun on the DK2 screen. I’m not sure it’s related to the FOV (it s set on 90 using Battlefield option). The gun can’t be so big, no ? What am I missing there ?
Thanks for your help.
Tested and working with Operation Arrowhead as well. These are a little trickier to get looking good. Turn off post processing to get rid of the blur. There’s a utility you can use to get a wider FOV here and you can double tap “-” to get a wider FOV in game.
If you also have Track IR (have to enable it in game) you can use that in addition to the DK2 to add independent look vs. aim/move or for head tracking in vehicles… lots to experiment with in this one and what looks good on foot might not look good in a vehicle etc… A useful future feature for Vorpx would be the ability to have a few saved custom profiles we could switch between with hot keys so when either on foot or aiming down sight or in a vehicle we could easily toggle between the settings that work best for each. Hotkeys for in game adjusting of depth, aspect ratio correction and focal point offset would also be great so we can adjust the scene without going into menu mode where it’s zoomed out a little.
Anyway, LOTS of vehicles to play with here too. The helis are great with headtracking especially the little bird with the high visibility cockpit.
Anyone happen to have Day Z as well as I suspect it should work in Geometry 3d for that too?
I followed each step thoroughly even going through multiple post and threads reading everything on what I could be missing. I just uninstalled 3D vision driver and 3D vision controller driver. I’m also going to try to experiment with the watcher to off. I haven’t tested those 2 yet but I will later on today.
I really want it to work as all I play is planetside 2, FSX, iracing, assesto corsa, LFS, GTR2, for sim.. I have DCS full but haven’t played
I might get project cars and rfactor 2 if vorpx really turns out good with those games I have if I can get it to work
I will play these games more tomorrow, not had chance to test for more than 20/30 minutes today. Its strange that its happend 3 times in such a short time. I will collect my windows events, logs and crash reports if it happens again, and take a picture of the BSOD screen. It could be my overclock, only thing I can think of, but like I say its been heavily tested with Prime and runs fine. I do have a low Voltage set for my CPU compared to alot of other Haswell OC’s at 4.4Ghz, but I think I have a “good” CPU.
Anyway, I will report back. FIrst impressions of the drivers in the Rift are very good apart from this issue!
Thanks Ralf! I got it to work by making sure the resolution of Skyrim is 1920×1080. And i set my other monitor to extend desktop instead of clone with my rift as primary monitor. makes it a little tricky to start a game but hey it works.
Skyrim looks really great with the rift so kudos to vorpx for making it work.
One problem I have is the foliage in the game seems to be flashing a little bit (like a neon lightbulb, but only a small value change) which gets nauseating after a while. It could be my quality settings are too high though. have to experiment.
Ralf,
Your support has been excellent. I really appreciate the time you take on these forums. Please don’t think I don’t appreciate what you do.
I’m not a novice to running experimental software, so I’m sort of flummoxed here. I’m sure you’re correct that it’s a local issue.
I’ve seen the screenshot and log to your support email.
I’m not currently setup to test other games. I’ll review the list of approved games and see if I have any to test.