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  • rustysalter
    Participant

    Hey Ralf does the above video assist in any way to further the implementation of eother Cybershoes or Leap Motion?

    Leap motion sensors have already been purposed for several headsets, they will be sold with Pimax headsets too. They do need more implementation in software but I’d argue it’s an excellent opportunity for you to market your own product by demonstrating cross compatibility, which benefits you and the peripheral companies in the long run
    (Like potential for paid partnerships maybe for your continued endorsement and support?)

    rustysalter
    Participant

    With such things there always is a bit of a chicken and egg problem. It’s a difficult decision to spend time on support for devices without a large enough userbase while there is other work to do that benefits more vorpX users.

    I certainly see some potential for using Cybershoes with vorpX though. If they happen to ship their own software that can map shoe movement to WASD for example (not unlikely), you would even be able to use Cybershoes with vorpX right away.

    With Leap Motion things are a bit more complicated. Supporting that in a meaningful way would require quite a bit of R&D work as we would have to figure out what makes sense in the context of vorpX (actually first if anything makes sense at all). The only answer I can give you at this point is that Leap Motion is a very interesting VR accessory for sure and certainly will be looked into if/when there starts to be broader demand.

    Leap motion gesture capture keybind conversion should be a standalone application or script, as the above game is not launched in steamVR. This leads me to believe leap motiom integration should be easy based on your above comment

    With regards to the chicken and egg problem, Pimax has a Leap motion hand controller they are working on releasing with a wider range of hand tracking. Foot movement and hand tracking with gesture based input is the way forward for VR, and I think if it’s integrated into Vorpx that’s it will bring a greater awareness to full immersive VR.

    Cybershoes has a standalone program called the Cybermanager (but it doesn’t convert WASD, it seems thats done automatically in SteamVR games); but they’re interested in Vorpx support according to their kickstarter so I would get in touch with them at, they will probably send you free shoes.

    moarveer
    Participant

    Cybershoes, I mean.

    #180688
    jjensson
    Participant

    Havoc is the physics engine those games use.

    Wikipedia is a good source for this info if one has a bit previous knowledge of game engines.

    The Witcher 2 is 100% RedEngine, so i thought it would be useful to add the entry. It was the very first iteration of this engine, before it was upgraded for The Witcher 3.

    A new version of RedEngine is used for Cyberpunk 2077.

    Ralf
    Keymaster

    With such things there always is a bit of a chicken and egg problem. It’s a difficult decision to spend time on support for devices without a large enough userbase while there is other work to do that benefits more vorpX users.

    I certainly see some potential for using Cybershoes with vorpX though. If they happen to ship their own software that can map shoe movement to WASD for example (not unlikely), you would even be able to use Cybershoes with vorpX right away.

    With Leap Motion things are a bit more complicated. Supporting that in a meaningful way would require quite a bit of R&D work as we would have to figure out what makes sense in the context of vorpX (actually first if anything makes sense at all). The only answer I can give you at this point is that Leap Motion is a very interesting VR accessory for sure and certainly will be looked into if/when there starts to be broader demand.

    Bubbleball
    Participant

    Is there any way currently to load a peripheral vr accessory into vorpx, similarly to how you do it for steamVR? To be able to use peripherals such as ForceTube, Leap motion modules or Cybershoes in vorpx?

    I’d be keen and eager to buy if there is a way to inject the commands to launch these peripherals in the vorpx settings profile.

    Cheers!

    rustysalter
    Participant

    I’m sure both developers would send him a key as soon as he emails them telling them he was requested to work on vorpx intergration.
    Cybershoes have mentioned wanting to work with VorpX already so I’m sure they would send him a pair for free if they were to get in touch with him.
    Skyrim Together is going open soon and has modding support, but uses the base version of the game, not the VR edition of Skyrim, and has a standalone heavily modified client with a different .exe, so it is practically another game.

    buckjohnston
    Participant

    I just realized this mod seems huge and major changes to the game so nevermind.

    I doubt ralf has closed beta access to this or cybershoes so seems like a stretch to me.

    rustysalter
    Participant

    Firstly I wanted to say thank you for providing the VR industry such a great program, that is the best at what it does compared to others that have tried, and for continually monitoring these forums and for interacting with your customers and posters on this forum regularly, I really do appreciate that.

    I’m not sure if this is a lot to ask for or not, but Skyrim Together has just released with a standalone client and I was wondering if it was possible to have it intergrated into VorpX or if anyone is willing to do a FOV profile for it?
    https://skyrim-together.com/

    Additionally, Cybershoes has a software which works inside SteamVR to adjust settings, and a standalone app which can adjust settings outside of SteamVR, (their CEO contact is at mail@cybershoes.io)
    I believe a game like Skyrim Together with Vorpx support might really do well to boost Vorpx sales, Cybershoes sales and public awareness of Skyrim Together (which Bethesda do not mind existing)
    Overall, I believe the intergration of the above two may be a great boon to the VR industry, if it catches on and is that enjoyable in any similar way WoW was.
    So that is why I’m asking for these requests.
    Thanks for your time and consideration towards these ideas.

    https://youtu.be/OSzNYyrm6_Y
    (I’m not a fan of this reviewer in general, I think he can often be biased, but I don’t fault him for spreading awareness about this setup and I agree with the title of his video so I’ve provided it so you can see what I’m referring to.)

    #176990
    Ralf
    Keymaster

    If you are new to vorpX, you probably want to hop right into the action instead of learning how to configure vorpX. The list below contains first person games that work with litlle to no configuration in ‘Full VR’ due to vorpX’s DirectVR functionality, which can configure important things like field of view, head tracking or resolution automatically.

    For third person games that are usually played best in immersive screen or cinema mode not much configuration is required in general, so this list focuses on first person ‘Full VR’ games that can be a little harder to configure without DirectVR.

    If you are stuck, make sure to check the ‘Essential Hints Guide’ and the ‘Quick Reference’ in the help. They help you understand a few basic concepts.

    Metro 2033
    Metro Last Light
    Kingdom Come Deliverance
    Half-Life 2
    Portal
    Portal 2
    Cyberpunk 2077
    Left 4 Dead 2
    Black Mesa Source
    The Stanley Parable
    Prey [2017]
    Mirror’s Edge
    Deus Ex: Human Revolution
    Thief [2014]
    Get Even
    Dishonored
    Aliens: Colonial Marines
    Oblivion
    Fallout 3
    Fallout New Vegas
    Fallout 4
    Fallout 76
    Skyrim
    Outlast
    Outlast 2
    Crysis
    Crysis 3
    The Hunter: Call of the Wild
    Titanfall
    Titanfall 2
    Conan Exiles [no BattleEye]
    ArmA III (no BattleEye)
    Far Cry
    Far Cry 2
    Far Cry 3
    Far Cry 4
    Far Cry Primal
    F.E.A.R
    F.E.A.R 2
    Shadow Warrior [2013][DX9]
    Shadow Warrior 2
    The Talos Principle
    Unreal Tournament 3
    Bulletstorm Full Clip Edition
    Conarium
    The Turing Test
    Hard Reset [original version]
    Farming Simulator 2017
    Gone Home
    Dear Esther (original Source engine version)
    Quake 3
    Quake 4
    Tron 2.0
    Deadfall Adventures
    Star Wars: Jedi Knight II
    Star Trek Voyager Elite Force
    #176985
    Borvath
    Participant

    >observer_ is a cyberpunk horror game made by the creators of the Layers of Fear. While it is not a known game, it has very high reviews, it is a hidden gem. You could add -vr at launch settings and it would work for the Rift, but they “fixed” this with a patch. It is a Unreal Engine 4 game, so would it work with vorpX? There are many people in its official steam forums who want VR support for this game, but the developers are silent. It is a great atmospheric game, so I think it would be great if it was one of the official supported games from vorpX. There is also a %50 discount on Steam right now.

    x1v33r1
    Participant

    Dear Ralf,

    It would be great to be able to move away from keyboard/mouse input whilst still playing games in VorpX.

    I know Vive and other controllers (hopefully knuckles) work in Vorpx, but when they do the keyboard is disabled. An idea to be able to use more buttons or actions with the controllers would be to use gesture mapping from the vive controllers or caught using a leap motion device and then translate that gesture to a keybound movement or action.

    The link below is for gesture translation software to keyboard input for the kinect, no doubt this wouldn’t work for Leap motion controllers. https://github.com/gavD/Kinect-gesture-keyboard-controller

    I’m not sure how this would work in Vorpx with Leap motion or if it’s even compatible.
    If you could give me any advice on how this type of tracking could be achieved in VorpX using Leap motion it would be appreciated.

    Also, could you please look into adding support for the Cybershoes, which already works in SteamVR, as a locomotion solution.

    They have a kickstarter which has been funded and which is still live
    https://www.kickstarter.com/projects/cybershoes/cybershoes-step-into-vr/description

    #168759
    Laser
    Participant

    2032 still before Cyberpunk 2077 and Star Citizen so its cool. And better to always to get critical bugs out instead of publishing buggy mess.

    ArtInPinkerton
    Participant

    Summary: E.Y.E Divine Cybermancy works really great out the box if you run on HL2 profile as it’s a source engine game. Being a quiky euro-Deus Ex like game, it very atmospheric with large gothic architecture and entrancing visual design.

    Direct VR works for rotation but not FOV and Positional (fails on those two).

    I felt camera height needed adjustment up slightly and FOV, of course must be manually adjusted. I my testing so far, very little in effect glitches.

    I meant to just test it but ended playing for two hours and I haven’t even finished optimizing it. Once I’m done, I’ll upload the profile for easy of use.

    PROVISIONAL Rating: Excellent (Highest being PERFECT) – Martin

    #124489
    Ralf
    Keymaster

    I will send you a fresh download link and instructions how to get the license key to both addresses, just to be sure.

    “cybernet-so.com.tw” is definitely the address in the MyCommerce purchase database. Probably a typo when you entered the mail address into the purchase form. “so” and “ap” are suspicuiouly close to each other on a keyboard.

    Someone else just did the same. Funny that something like this happens twice in one day.

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