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  • #172495
    drowhunter
    Participant

    Machstorm gameplay

    so teknoparrot 1.50d public release is due out next week.
    Would it be possible to run this game in vorpx virtual theatre with a 180 hemisphere to correct the games warp feature so that it actually surrounds you like the original arcade game ?
    If not can you add support for 180 hemisphere view?

    #172464
    haints
    Participant

    Thanks to user dellrifter22 for creating and sharing the profile!

    Unfortunately, Ubisoft is using some very aggressive anti-cheating software that prevents Vorpx from hooking into the game. There are ways to get around that via hacking, but as Ralf does not want us to discuss that here, I will not do so. Just saying it is possible. Z3D depth is quite good (though hands are disproportionate to the background). Frame rate tanked at first, but I lowered a few settings and now it is zipping along at 1080p quite nicely.

    #172392
    Jimbostein
    Participant

    So I’ll start with the disclaimer that Blizzard has a pretty hard stance on 3rd party programs interacting with their games. They have their online monitoring system, Warden, running as you play. Now, there have been several discussions on the blizzard forums with non-answers and “well, it’s probably okay as long as it doesn’t automate anything” but we don’t know that Blizzard is okay with something like VorpX running. So…I started a new account specifically for VorpX/VR as to protect my 14-year old BNet account…

    So I’ve leveled to 70 so far, 100% in VR. It is fantastic! There is so, so much you gain when playing in VR. The detail on stuff in the game, the texture work/design…even things like face paint on the trolls, or picture frames on the wall that are actually in 3d…seeing other people around you (and their mounts) in full 3D models…everything is just great. The cartoonish style lends itself well to VR.

    I feel like this is something I’ve been waiting for most of my life, FINALLY experiencing Warcraft in the 3D world (as opposed to just wow and the RTS games). I’ve noticed things I’ve never seen…things like warlock spells actually arching over your head before coming down on top of your target, or druid spells (that cast lunar or solar) actually throwing giant moons over targets before blasting them with beams…the sense of scale, the grandeur of the world you’re in…it creates a very different feel to the game and is an experience worth having.

    The only issues I had/have are having to zoom to 3rd person to make it easier to find “gather these items”-type quests, or wanting to zoom out when I’m fighting a bunch of stuff at once, just to make sense of things. And of course, since it’s not natively supported, there is some janky-ness in some textures and effects like water, etc. It’s just something you have to accept, and for me it doesn’t take me out of the game. And you gotta know that some people can get VR sickness because you’re moving in 1 direction but your body is standing still…maybe having it on the “big screen” is better than trying to make it fully surround you. In fact, I’ve recently discovered that WoW in VorpX kinda ruined 3d movies for me. I went to see Pacific Rim 2 in 3D and it all seemed so…normal…of an experience (instead of exotic). I realized, after I sat in my favorite seat in the theater, that the screen I was seeing was just about the same size as the “screen” I’ve been playing WoW on for the last month, and both media being in 3D just made it seem normal.

    So, yeah. I definitely love and recommend trying out WoW in VR.

    It’s super easy to use, too. 1.) Run VorpX program, 2.) start WoW. For me, since I’m running a 2nd account, if I use the launcher it logs onto my main (non-VR) account, and if I run my wow64.exe shortcut it has my VR-account credentials already there for me.

    #170470
    VRluvin
    Participant

    Well, although the Witcher 3 virtual theater crashes after a few with the Samsung odyssey, I want to send praise out to Ralf for creating this software. I have been playing Portal 2 with the new auto VR setting detection system and other than a little flicker of the larger than usual portal gun, it plays flawlessly and is an awesome experience in full VR with the Xbox controller and some room scale movement.
    Thanks for allowing me to play one of the best games ever made in this way!

    #169176
    Ralf
    Keymaster

    Disable BattleEye, that will solve the issue. BattleEye blocks any programs that hook into the game like vorpX, even if they are perfectly aware that it’s not a cheat program. Discussing the matter with its author lead nowhere, he calls this not exactly sophisticated simple block “proactive cheat protection”.

    #168261
    VRluvin
    Participant

    Has anyone got this too work? I have the Samsung mixed reality headset. I have not been able to get the virtual theater to work in either steam VR itself or VORPX (the superior virtual gaming theater). I waited until the consumer version of steam VR/mixed reality software release but still no go.
    If anyone had got this too work then I will try to uninstall and reinstall everything to get things working but if no one has yet, it’ll save me the multiple prolonged failed attempts.
    I also have the Oculus Rift and the vive and both work flawlessly (thanks for the hard work), but I would like to virtual game (witcher 3 (in 3d)/rtcw new Colossus) with the higher resolution.
    Thanks for any info.

    #168030

    In reply to: What is VorpX?

    Electryic
    Participant

    Can anyone explain to me what exactly VorpX is supposed to do?

    I have a Vive and was researching ways to play Resident Evil 7 in VR and read about VorpX. I configured it as best as I could figure and ran Resident Evil while in VR. The screen was all messed up and none of my input controls like mouse or controllers would do anything and I had to force quit it via task manager.

    I did manage to get Diablo 3 to work and it was kind of cool. Apparently, it just plays games in theatre mode like Steam does?

    As far as 3D, VR itself is 3D isn’t it? Is the app design to take a 2D first person game and somehow make it 3D with head tracking?

    Lastly, why does VorpX configuration pop up and mess up the display when I run an already VR gamme such as Space Pirate Trainer?

    Resident Evil 7 isnt on the list of supported games. See the Support section here. Games need a preconfigured “profile” to work. Best thing to do is start with one of the games listed in the supported games list.
    What VORPX does to varying degrees for different games is:
    1) will allow you to play the game in the headset
    2) will incorporate headtracking
    3) will render the game in 3D

    Using these and other tools in the software (from the in game configuration (i.e. “delete” button).. you can take existing games and turn them into VR type experiences to varying degrees. There’s a pretty good list of games that have been configured perfectly and play in VR just as well as the ones you are buying for your VIVE.

    #165912
    rdtg
    Participant

    Hey cornfzd :D

    Try this:
    Start up Portal 2
    Open the console and bind the command: cl_fov 120 to a key like ‘X’
    example: bind “X” “cl_fov 120”
    Now, go ahead and load into your game, but do *NOT* run DirectVR.
    Simply set the 3d to geometry 3d and tweak the 3D settings to your liking. I also do not recommend changing any FOV settings in the VorpX menu, just use the key you bound in the console. :)
    This part is optional if you wanna use a controller, but once you have the 3D strength to your liking, scroll over to your gamepad settings, go ahead and pick a button on your controller to assign to the key for the FOV change as you will need to press it on every new level that loads (pretty sure you can set up an autoexec script for portal 2 somewhere but I haven’t looked into it yet)
    You can assign it to a button on your oculus touch too if you want.

    There you go! :)

    Head tracking should turn on by default in g3d mode on Portal 2
    This completely eliminates flickering and for me, even fixed the sideways portal issue! :D

    I no longer turn sideways when going through a portal although sometimes (very rarely) the camera just flickers when going through. :)

    However, as with directvr, this does have the jumping through a portal glitch that can leave you staring at the ceiling or floor. Easy fix tho, just pause the game, look down and center the view. :P

    Enjoy

    EDIT: Oh! one last thing! I also highly recommend, using vorpx to bind ALT+SPACE to a button on your controller ;) This helps when you have to jump through those pesky floor portals ^^

    EDIT 2: To VorpX programmers: Would it not be easier to have VorpX just run the console commands sv_cheats 1 + cl_fov 120 + sv_cheats 0 every so often? That would eliminate any memory writing issues with the FOV as the game then completely handles that. It also eliminates objects disappearing in your peripheral as it modifies the correct FOV values. I figured out the whole controller thing and I understand that with DirectVR, but I have no AV software, its a clean install of Windows. I even disabled Defender but with directvr get tons of flickering. Using this console command instead of writing over it in memory would completely eliminate any flickering (on any resolution) :) and this applies to any source games

    #127686
    Karlor
    Participant

    I was able to fix the zooming while sitting problem! One more thing to check off. It really bugged me I couldn’t sit and chill comfortably. It’s not an FOV issue its fNearDistance that’s changing and making a “magnification” effect. TO FIX:
    Go into Enhanced Camera ini (SteamLibrary\steamapps\common\Skyrim\Data\SKSE\Plugins)

    Go down to the fNearDistance section and turn on the override option. Next change ALL the fNearDistance= to 10.0 (the normal 1st person distance) and you should be goo to go! Now no matter whats going on you wont get that weird effect.

    Below is my ini settings for Enhanced Camera for people who want to try it out. It has many other tweaks to the stock ini (maxed sitting view limits, constant forced 1st person view/views for all instances, fNearDistance tweaks, Zero headbob, and other tweaks):

    [Main]

    ; Enables a visible body when in first person
    ; This should be disabled when using Enhanced Camera with Joy of Perspective
    bEnableFirstPersonBody=1

    ; Enables a visible body when the console is open
    bEnableFirstPersonBodyConsole=0

    ; Enables shadows on the player when in first person
    bFirstPersonShadows=1

    ; Adjusts the first person camera height to match your character’s race scale
    bAdjustPlayerScale=1

    ; Settings to hide weapons on back when in first person to prevent camera clipping
    bHide2HWeaponFirstPerson=1
    bHideBowFirstPerson=1
    bHideQuiverFirstPerson=1

    ; Settings for hiding the body
    bHideBodySitting=0
    bHideBodyJumping=0
    bHideBodySwimming=0
    bHideBodySneakRoll=1
    bHideBodyAttack=0
    bHideBodyPowerAttack=1
    bHideBodyAttackBow=0
    bHideBodyKillmove=1

    ; Fixes the oddly positioned torch when sitting in first person
    bFixTorchWhenSitting=1

    ; Fixes the missing hands when reading an Elder Scroll
    bFixReadingElderScroll=1

    ; Hides the body during the Skyrim Intro
    bFixSkyrimIntro=1

    ; Faces the camera forward when mounting a horse
    bFixHorseMountCamera1st=1
    bFixHorseMountCamera3rd=0

    ; Used to reset camera rotation to face forward after finished crafting
    bCraftingResetCamera1st=1
    bCraftingResetCamera3rd=0

    ; Used to match camera rotation for 3rd person when switching pov back to 1st person
    ; X – Up/Down rotation, Z – Left/Right rotation
    bSwitchPOVMatchCameraRotX=1
    bSwitchPOVMatchCameraRotZ=0

    ; Used to switch the camera back to 1st person after the player is killed by a killmove
    bFixCamKillmovePlayerDeath=1

    ; Setting to make camera match head rotation for idle animations when switching pov is disabled by script
    ; This setting can cause issues with animations from transform into creatures mods
    bScriptedIdleAnimMatchHeadRotation=0

    ; Fixes a bug with sheathed custom weapons (e.g. short spears) causes a duplicate to appear when looking down in 1st person
    bSheathedCustomWeaponFix=1

    ; Fixes hands not visible during unequip animations when using hand-to-hand or magic
    bEquipWeaponAnimFix=1

    ; Fixes the werewolf head appearing during the transformation
    bFixWerewolfTransformation=1

    ; Enables an alternative method of detecting if the player is done transforming into a werewolf by checking if weapons are out
    ; For detecting mods using the werewolf system to transform the player but don’t play an animation
    bWerewolfTransformDetectWeaponOut=1

    ; Rotates the camera for werewolf during idle anims (transformation and feeding)
    bWerewolfCameraRotateIdleAnim=1

    ; Rotates the camera for werewolf when restrained (Moonlight Tales Essentials animations)
    bWerewolfCameraRotateRestrained=1

    ; Holding the SwitchPOV key down while on a mount and moving the mouse changes the camera distance
    ; This the the minimum distance to detect if player is just tapping the SwitchPOV key
    fMountedSwitchPOVDetectDistance=0.03

    ; Enables smooth animation transitions but also adds inertia when moving
    bSmoothAnimationTransitions=0

    ; Used to set the amount of inertia
    fControllerBufferDepth1stOverride=0.01
    fControllerBufferDepth3rdOverride=0.14

    ; Enables compatibility with 360 animations mods
    bFix360Animations=0
    fDetect360AnimDegrees=20.0

    ; Sets the maximum angle you can look down while sitting
    ; Valid values between 0 and 90, Game Default: 40
    fSittingMaxLookingDownOverride=90.0

    ; Sets the maximum angle you can look down during mounted combat
    ; Valid values between 0 and 90, Game Default: 30
    fMountedMaxLookingDownOverride=90.0

    ; Sets the maximum angle you can look down while dragon riding
    ; Valid values between 0 and 90, Game Default: 70
    fFlyingMountedMaxLookingDownOverride=90.0

    ; Sets the maximum value you can look left/right on horseback
    ; Valid values between 0 and 180, Default: 120
    fMountedRestrictAngle=180.0

    ; Sets the maximum value you can look left/right while dragon riding
    ; Valid values between 0 and 180, Default: 120
    fFlyingMountedRestrictAngle=180.0

    ; Sets the maximum value you can look left/right for werewolf
    ; Valid values between 0 and 180, Default: 120
    fWerewolfRestrictAngle=180.0

    ; Sets the maximum value you can look left/right for scripted forced 3rd person
    ; Valid values between 0 and 180, Default: 120
    fScriptedRestrictAngle=180.0

    ; Enables first person during events where the game normally switches to third person
    bFirstPersonSitting=1
    bFirstPersonCrafting=1
    bFirstPersonKillmove=1
    bFirstPersonKillmoveBow=1
    bFirstPersonKnockout=1
    bFirstPersonDeath=1
    bFirstPersonCannibal=1
    bFirstPersonVampireFeed=1
    bFirstPersonHorse=1
    bFirstPersonHorseTransition=1
    bFirstPersonDragon=1
    bFirstPersonDragonTransition=1
    bFirstPersonWerewolf=1
    bFirstPersonVampireLord=1
    bFirstPersonTransform=1
    bFirstPersonRestrained=1
    bFirstPersonDontMove=1
    bFirstPersonIdleAnim=1
    bFirstPersonPairedAnim=1

    ; Sets the percent chance of staying in first person when performing a killmove as a werewolf/vampire lord
    ; Valid values between 0 and 100, Default: 33
    fFirstPersonWerewolfKillmoveChance=100
    fFirstPersonVampireLordKillmoveChance=100

    ; Enables first person for when the camera is forced into 3rd person by script
    ; This also enables compatibility with transform into creature mods
    bFirstPersonScripted=1

    ; Forces the camera to stay in 1st person if the view is switched to 3rd person other than by pressing the Switch POV Key
    ; Can be used to increase compatibility with custom animation mods but there may be bugs
    bForceFirstPersonCamera=1

    ; Forces the camera to stay in 1st person during 3rd person only sitting animations added by some mods
    ; Requires bForceFirstPersonCamera to be enabled
    bForceFirstPersonSitting=1

    ; Enables settings for changing fov
    bEnableFOVOverride=0

    ; Settings for changing fov
    fFirstPersonFOV=130.0
    fFirstPersonFOVCombat=130.0
    fFirstPersonFOVSitting=130.0
    fFirstPersonFOVCrafting=130.0
    fFirstPersonFOVKnockout=130.0
    fFirstPersonFOVDeath=130.0
    fFirstPersonFOVCannibal=130.0
    fFirstPersonFOVVampireFeed=130.0
    fFirstPersonFOVHorse=130.0
    fFirstPersonFOVHorseCombat=130.0
    fFirstPersonFOVHorseTransition=130.0
    fFirstPersonFOVDragon=130.0
    fFirstPersonFOVDragonCombat=130.0
    fFirstPersonFOVDragonTransition=130.0
    fFirstPersonFOVWerewolf=130.0
    fFirstPersonFOVVampireLord=130.0
    fFirstPersonFOVScripted=130.0
    fThirdPersonFOV=130.0

    ; Enable settings for changing fNearDistance
    bEnableNearDistanceOverride=1

    ; Settings for changing fNearDistance
    ; Decreasing these settings reduces camera clipping but may make mountains flicker
    fNearDistanceFirstPerson=10.0
    fNearDistanceThirdPerson=10.0
    fNearDistanceSitting=10.0
    fNearDistanceCrafting=10.0
    fNearDistanceKillmove=10.0
    fNearDistanceKillmoveBow=10.0
    fNearDistanceKnockout=10.0
    fNearDistanceDeath=10.0
    fNearDistanceCannibal=10.0
    fNearDistanceVampireFeed=10.0
    fNearDistanceHorse=10.0
    fNearDistanceHorseCombat=10.0
    fNearDistanceHorseTransition=10.0
    fNearDistanceDragon=10.0
    fNearDistanceDragonCombat=10.0
    fNearDistanceDragonTransition=10.0
    fNearDistanceWerewolf=10.0
    fNearDistanceWerewolfKillmove=10.0
    fNearDistanceVampireLord=10.0
    fNearDistanceVampireLordKillmove=10.0
    fNearDistanceRestrained=10.0
    fNearDistanceDontMove=10.0
    fNearDistanceIdleAnim=10.0
    fNearDistancePairedAnim=10.0
    fNearDistanceScripted=10.0

    ; Enables the head bob when in first person
    ; Position setting match the camera to head position. 0 – Disabled, 1 – Enabled
    ; Note: This overrides the camera position and may not be as compatible with some animations
    bEnableHeadBobPosition=0
    bEnableHeadBobPositionSprint=0
    bEnableHeadBobPositionCombat=0
    bEnableHeadBobPositionBow=0
    bEnableHeadBobPositionBowAim=0
    bEnableHeadBobPositionCombatSprint=0
    bEnableHeadBobPositionSneak=0
    bEnableHeadBobPositionSneakCombat=0
    bEnableHeadBobPositionSneakBow=0
    bEnableHeadBobPositionSneakBowAim=0
    bEnableHeadBobPositionSneakRoll=0
    bEnableHeadBobPositionHorse=0
    bEnableHeadBobPositionHorseCombat=0
    bEnableHeadBobPositionDragon=0
    bEnableHeadBobPositionDragonCombat=0
    bEnableHeadBobPositionWerewolf=0
    bEnableHeadBobPositionVampireLord=0
    bEnableHeadBobPositionScripted=0

    ; Rotation settings match camera rotation to head rotation
    ; Valid values between 0.0 and 1.0 controlling the amount of rotation
    fHeadBobRotation=0.0
    fHeadBobRotationSprint=0.0
    fHeadBobRotationCombat=0.0
    fHeadBobRotationBow=0.0
    fHeadBobRotationBowAim=0.0
    fHeadBobRotationCombatSprint=0.0
    fHeadBobRotationSneak=0.0
    fHeadBobRotationSneakCombat=0.0
    fHeadBobRotationSneakBow=0.0
    fHeadBobRotationSneakBowAim=0.0
    fHeadBobRotationSneakRoll=0.0
    fHeadBobRotationHorse=0.0
    fHeadBobRotationHorseCombat=0.0
    fHeadBobRotationDragon=0.0
    fHeadBobRotationDragonCombat=0.0
    fHeadBobRotationWerewolf=0.0
    fHeadBobRotationVampireLord=0.0
    fHeadBobRotationScripted=0.0

    ; Sets camera position relative to the head node
    ; Note: Only moves the camera if head bob is enabled, otherwise moves the body
    fCameraPosX=0.0
    fCameraPosY=14.0
    fCameraPosZ=6.0

    ; Sets the camera position for horse riding
    fHorseCameraPosX=0.0
    fHorseCameraPosY=14.0
    fHorseCameraPosZ=6.0

    ; Sets the camera position for horse riding combat
    fHorseCombatCameraPosX=0.0
    fHorseCombatCameraPosY=2.0
    fHorseCombatCameraPosZ=6.0

    ; Sets the camera position for dragon riding
    fDragonCameraPosX=0.0
    fDragonCameraPosY=14.0
    fDragonCameraPosZ=6.0

    ; Sets the camera position for dragon riding combat
    fDragonCombatCameraPosX=0.0
    fDragonCombatCameraPosY=2.0
    fDragonCombatCameraPosZ=6.0

    ; Sets the camera position for werewolf
    fWerewolfCameraPosX=0.0
    fWerewolfCameraPosY=14.0
    fWerewolfCameraPosZ=6.0

    ; Sets the camera position for vampire lord
    fVampireLordCameraPosX=0.0
    fVampireLordCameraPosY=14.0
    fVampireLordCameraPosZ=6.0

    ; Sets the camera position for scripted forced 3rd person
    fScriptedCameraPosX=0.0
    fScriptedCameraPosY=14.0
    fScriptedCameraPosZ=6.0

    ; Moves the body in first person to adjust the camera height
    fCameraHeightOffset=0.0

    ; Enables the head node when in first person (may make hair visible)
    bEnableHeadFirstPerson=0
    bEnableHeadFirstPersonHorse=0
    bEnableHeadFirstPersonDragon=0
    bEnableHeadFirstPersonWerewolf=0
    bEnableHeadFirstPersonVampireLord=0
    bEnableHeadFirstPersonScripted=0

    ; Enables experimental third person arms when in first person
    bUseThirdPersonArms=0
    bUseThirdPersonArmsBow=0
    bUseThirdPersonArmsBowAim=0

    ; Fix missing enchantment art when using 3rd person arms (including bound weapons)
    bFixEnchantmentArt=0

    #127529
    prinyo
    Participant

    I uninstalled MEA after the trial so I can’t test what works and what not.

    Since I posted first about Tridef here I want to say that I don’t see it as a product in the same category as VorpX. One of them is specifically useful with 3D TV sets, the other one is VR specific. And while I have no intention in discussing Tridef here, there is something I wanted to say about VR theather mode vs 3D TV.

    I feel I (and other users that own and use 3D TV sets) have a different idea of what we value in VoprX the most. For me it is the DirectVR and the way VorpX turns an old flat game into a VR experience. I actually started seriously replaying Skyrim and FO3/NV (TTW) in the past weeks because they feel now like completely different games. And the heavily modded Skyrim playthru I’m doing now is one of the 3 best experiences I ever had in VR.

    I completely ignore the existence of the Theater mode. The resolution of the current HMDs, the SDE, the sweets spot issues, the general inconveniences coming from wearing the headset for hours, make me prefer the big 3D TV. In the next few years – until the screens, the graphic hardware, the optics in the VR headsets improve a lot, playing on a 3D TV will be a vastly superior experience to any form of VR theater mode. (I don’t know if providing a 3D SBS stream to a monitor/TV is something that was ever considered as an option for VorpX.)

    As as result of all this I consider all the time spent into making a game playable in theater mode in VR to be wasted. As opposed to making a game be able to be experienced and played as a VR experience. It is slower and harder to do I guess, but it is worth it. Just my 2 cents.

    #126926

    In reply to: F1 2014 on Vive

    Tisalia
    Participant

    Nothing happens…….

    I get the message from Steam that the game isn’t meant for VR and could affect performance.

    Then the taskbar icon appears.. then I get a steam warning message that the couldn’t be loaded because of a error, with the options to check out some Q&A.

    the game works flawlessly in desktop theater mode, and normally. Just not with Vorpx

    #126306
    davevas
    Participant

    Been trying for months to setup each game loaded, to be in a virtual cinema.
    I would love to see a mode that runs like Stream Theater for my Gear vr. Where I would add the Windows system 32 program mstd.exe and every app in windows would load with the current setting (sort of like virtual desktop).
    Is there a way desktop viewer can run multiple apps without having to rehook into each one (the disconnect I get when launching anything is disruptive)?
    Brilliant software other wise. Performance and settings blows everything else out of the water.

    #125399
    prinyo
    Participant

    I’m sorry that my failure to post my comment correctly led to a misunderstanding. I should have quoted what I was replying to. The thread has several parallel topics and I can see how my response can be seen as an attack and I’m sorry as it was not the intention.

    I was replying to the idea about the “cautious programmer’s rule” and :

    If there is some kind of functionality and it doesn’t work 100% as people expect, there will be always someone who considers it faulty regardless how many warnings you show. Not having a feature can be better than having a feature that ‘only’ works 90% of the time.

    Hence my suggestion that as early adopters and mostly geeks, most of the users of VorpX will not mind experimental features. The word “complain” is defined as “express dissatisfaction or annoyance about something.” My point is that most of the users will not only not complain about problems with experimental functionality, they will be happy to provide feedback and report problems.

    Both of us (me and TroutVR) and many of the people who post here want basically the same thing – more options and features. And some of them are risky to implement – it is hard to guarantee that they will always work. And they end up not created because of possible user backlash. My point was that in the case of VorpX experimental features and options would be actually welcomed by most of the users.

    Then I was talking about discussions I have read elsewhere (not in this forum). Since the last big update several weeks ago there have been several heated discussions in different online communities. Reading them I could see that almost all of the comments posted by people who actually use VorpX are positive. The negative posts were made mostly by people who have never tried it. And I think I could also say “all” instead of “mostly”. And there are two reasons for the negativity. One of them is the lack of trial which is considered a warning sign as it is very unusual. And the other is the obvious impossibility to recreate the tracked hands kind of interactivity in the virtual world. Yes, the room-scale nazis do exist on both platforms. You can see that in every discussion about is the 3D 360 video VR or not, for example. It is unbelievable how many front lines already exist on the young VR scene. Which is sad and it was never my intention to open another one here. I do apologize if my post has offended somebody because of the way it was posted!

    But I want to add one more thing. For some games, for example the Bethesda games, many things can be done on the game modding side that can work together with the changes VorpX makes. For example working together VorpX and a mod could potentially allow for hand-tracked weapon manipulation and fights (in a game like Skyrim SE for example). However a potential mod creator will not be able to do a mod like this if they don’t have the possibility to use and experiment with functionality that is considered risky and will never be implemented in VorpX. One additional reason why the experimental features can be a good thing.

    Anyway, all of this is a personal opinion. I consider VorpX the best VR related software purchase I have made and all my posts here are with good intentions. Again apologies if I have managed to unwillingly offend somebody.

    #124543
    glmaxfield
    Participant

    See below for system configuration.
    Issue(1)
    This version crashes when selecting “Local Profiles”,
    “Game Settings Optimizer”, and “Trouble Shooting”

    Issue(2)
    The ‘In-Game Key Bindings’ does not work – pressing the ‘Delete’ key does not show the ‘in game’ menu in game (have changed the key bindings and still does not work)

    Issue(3)
    Third Person games only show in ‘Theater’ or ‘Cinema’ mode.
    In the previous version the ‘Tomb Raider’ games worked in full 3D, but in this version only in 2D Theater Mode.
    Please provide a setting (on a per game basis or globally) to allow ‘Theater/Cinema’ or Full 3D mode.

    Computer Configuration:
    OS: Windows 7 64bit
    MB: Asus P9x79LE
    CPU: i7-3820
    RAM: 64 GB
    VID: Nvidia Titan X (Pascal)
    VR: HTC Vive
    Software: SteamVR, Vorpx
    AntiVirus: really?

    Gary

    #123108
    d_WAR_f
    Participant

    I played native vr projects like “project cars:pagani” demo version. Useing ultra peset 1280*720 with 8xAA – prety good and smooth performace.
    When i lauched “evolve” it`s awful. i changed all switchers to low, 640*480 resolution, even turned off 3d mode leaveing just virtual theatre with no inviroment. i still see freezy picture and sound glitches. when i turning head picture jumping even if headtracking off.
    When i exit game and return to oculus home screen all start work normal: sound, picture, headtracking.
    it`s loock like some software problems. M.b. vorpx works better in win 8 or win 10.
    m.b. it coflict with smtg. i read that vr drivers dont like overlays (skype, shadowplay, steam).
    m.b i had to install some win updates (i turned off autoupdate)
    I saw many videos on youtubeand there were no broblems.
    VR set conncetr as it meant – only usb 3.0 native mb ports

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