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Viewing 11 results - 1,156 through 1,166 (of 1,166 total)
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  • #124172
    Brixmis
    Participant

    Just another thank you! I truly appreciate your hard work. Vorpx is better than ever. Vive controllers work amazing, as does the new DirectVR. Left 4 Dead 2 is a blast! I noticed smoother performance right away as well. My custom 7 Days to Die profile runs a bit smoother. Can’t wait to go try a bunch of others.

    Happy New Year, Ralf!

    “7 Days To Die profile”???? – Please, do share, and make me a very happy man!

    #124136
    hhhqwe
    Participant

    Do you have a list of games that are fully supported by DirectVR? It honestly bought VorpX because I thought that it would have full support for DirectVR

    #124106
    Odencrantz
    Participant

    Just another thank you! I truly appreciate your hard work. Vorpx is better than ever. Vive controllers work amazing, as does the new DirectVR. Left 4 Dead 2 is a blast! I noticed smoother performance right away as well. My custom 7 Days to Die profile runs a bit smoother. Can’t wait to go try a bunch of others.

    Happy New Year, Ralf!

    #124086
    Dedalus19
    Participant

    Hi Ralf, I would also like to know which games support the “head tracking position” feature per DirectVR. I’ve tried Borderlands2 and Skyrim (original) and both report unavailable, but auto FOV and rotation are working. I’m using the HTC Vive, and notice when I turn my head and look up/down, the whole world shifts up/down slightly, instead of just head roll up/down, which induces some nausea. Any method for tweaking the neck skeleton, so that looking up/down doesn’t move the view height in game?
    Appreciated for all your hard work and newest version features!!!

    #124064
    Ralf
    Keymaster

    The DirectVR page in the menu is only shown if a game actually supports DirectVR.

    Currently this true for these games: Fallout 4, Skyrim, Skyrim Special Edition, Half-Life 2, Left 4 Dead 2, Portal 2, Borderlands 2, Bishock (original), Bioshock 2 (original), Bioshock Infinite, Aliens: Colonial Marines, Fallout 3, Fallout New Vegas, Black Mesa Source.

    #124063
    steph12
    Participant

    That’s difficult to predict unfortunately. The system is pretty mature now and has a plethora of (internal) options to find the right data, but on the other hand every single game had at least one unpleasent surprise in store so far, even if based on a largely well understood graphics engine.

    What I can promise is that more Direct VR games will be a priority, I just can’t tell how many games will have it in the end. What’s safe to say though is that it won’t be possible for every game.

    that what i thought, still the actual amount of DirectVr profiles is pretty nice, looking forward to see more of those in 2017 ^^

    you’re always answering us & fast, so thank you for taking the time to do so Ralf, and if i may say, keep up the good work :D

    #124050
    steph12
    Participant

    Ralf,

    how long does it take to make a directVR profile for a game ? i’m sure it depends on the game itself but to have a rough idea.

    i’ve seem many people praising you for this amazing update, but at the same time i see people already wishing for more game with DirectVr support.

    so i’m curious to know if those directVr profiles are time consuming or not too much to implement.

    thanks !

    #124034

    In reply to: Next update

    mikebt79
    Participant

    DirectVR looks great in Skyrim compared to the adjustments I attempted by hand. I clicked the DirectVR Scanner button, some process bars progressed, and suddenly everything looked much more realistic. Thanks for the update!

    #124007
    mleimenmeier
    Participant

    Thanks for the update, but is it possible to disable DirectVR for games like Skyrim again for me as a user?

    The DirectVR Mode looks fine, when I disable SLI and play only with one graphic card instead of three, but when SLI is activated I encounter the worst head track stuttering I’ve ever encountered in a VR game while having 60 fps constantly (and you can see no issues in the window on the regular desktop, only within the oculus it looks like you see every frame is doubled or even tripled (once for each gfx card maybe?) lagging behind the head moving).

    Interestingly enough the Skyrim SE profile runs absoluty fine with SLI enabled.

    Nevertheless thank you very much for your excellent work and a happy new year!
    Michael.

    #123921

    In reply to: Update??

    sucaj
    Participant

    any hints as to what DirectVR is?

    Ralf
    Keymaster

    There are three things that you need to take care of once for each game:

    1. Enhancing the field of view (FOV), otherwise the image will appear zoomed in.
    2. Adjusting the head tracking sensitivy in the vorpX ingame menu.
    3. Choosing the optimal 3D mode dpending on your PC’s performance.

    1. Field Of View

    Setting up the FOV correctly is crucial with the Play Style option set to Full VR. With a wrong FOV in Full VR mode the image looks zoomed in and/or warped. For many games vorpX can handle that automatically, either by auto-adjusting game settings or with the DirectVR memory scanner.

    If vorpX cannot handle FOV automatically for a game, the ideal options are:

    • Setting the FOV in the game options if possible. The right value usually is 112° horizontically or 96° vertically. Some games however use arbitrary numbers, so these values aren’t always right!
    • Setting the FOV with a tool like Flawless Widescreen or by tweaking a game’s config files. The PC Gaming Wiki is a great source of information in this regard.

    If the actual game FOV cannot be set high enough or changed at all, the following workarounds exist. You can combine them for the best possible result.

    • Use one of the letterbox aspect ratio modes in the vorpX ingame menu and/or the Image Zoom setting to compensate for a low FOV.
    • Check whether 4:3 or 16:9 resolutions work better. Depending on the game one may be better than the other in regard to FOV.
    • Use the 3D FOV Enhancement in the vorpX ingame menu (availabe in Geometry 3D games).

    Should you encounter a game where it is not possible to get a good a result with the methods above, you can set the Play Style in the vorpX menu to Immersive Screen Mode or Virtual Cinema Mode, which don’t require a perfectly tuned FOV.

    2. Head Tracking

    If a game does not support DirectVR head tracking, vorpX handles head tracking relative to your individual mouse sensitivity in a game, so it might need some tweaking. If the view rotates either too fast or too slow while turning your head, adjust the Sensitivity on the Head Tracking Settings page of the in-game menu.

    A good way to calibrate mouse based head tracking is placing yourself directly in front of a wall in the game and then rotate your (real) head 90° degrees. Check how far your ingame view rotated while doing that and lower/raise the sensitivity if necessary. Doing this two or three times should usually suffice to get solid tracking.

    3. 3D-Mode

    vorpX uses two very different approaches for creating Stereo 3D. All supported games have Z-Buffer 3D, many of them Geometry 3D. Geometry 3D offers the most lifelike 3D experience, while Z-Buffer 3D is about twice as fast (but has ‘less 3D’). Especially in resource hungry games you should consider the Z-Buffer mode. A high framerate is very important for a great VR experience, often more important than perfect Stereo 3D.

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