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  • #179380

    In reply to: RE 7 Technical doubt

    Grumdark
    Participant

    Update: I have been experimenting and doing some tests with the aforementioned topic in this thread. After testing versions 121217, also 020319_2 civilwolf and an old version RE7 Aspect Ratio Patcher.
    http://www.wsgf.org/forums/viewtopic.php?f=95&t=31880&start=240

    I have managed to make sure that it is possible that the game can be represented in narrower formats without the upper and lower black bands visible.

    At this time, the default settings in the Vorpx menu, is optimized for the current situation with “rectangular” aspect and the resolution recommended by Vorpx 1200×900,logically to mitigate the problem, therefore, to perform tests with narrower aspect ratios, I have had to manually modify them to other FOV enhancement/Zoom values.

    The conclusion after the tests, is that I firmly believe that RE7 can drastically improve its use with headset like Oculus Rift Cv1 with screens of 5:4 format.
    The experience in this case is much more similar (although not 100% equally logical) to the use of a Psvr with this game in its native form.
    When launching the game during some of my tests, I have also observed other positive changes in the distance between our eyes and the menu with the image of the radio cassette with RE7. Other small aspects would need to be retouched.

    In general, I think that if we find a way to automate this through memory, and taking into account that the G3D profile has recently improved the problem of weapons,with some small touches, I think the final result could be very good.

    My question for Ralf, after all my tests, is whether it is technically possible and feasible, to automate using Vorpx by default, a 5: 4 aspect ratio for example and a resolution according to the new format, retouching the current setting and profile to this possible new situation. I’m sure it would improve drastically.
    regards

    #179347
    Muskoka1847
    Participant

    What I want to do is switch/swap the “stick mapping” for the left and right stick. I guess I need to change the mapping in the in game vorpx menu.

    Question I have is, how do you select “nothing”. One of the sticks is mwup, mwdown, blank, and blank.

    How do I enter/select blank? And, is this documented somewhere, because I couldn’t find it?

    #179229
    red
    Participant

    Fix a retractable dog-walking lead to the ceiling by the handle directly above where you sit. Run the HDMI cable thorugh the metal hook that’s supposed to go on the dog’s collar. The cable will now be pulled up and out of the way when not in use and extend when you need it to.

    Go one step further and thread the HDMI cable through a ring at some halfway height between the computer and the dog lead, 100cm to the left or right of your sitting position. The cable will now never touch you.

    Hadn’t thought of cleaning the lenses. Good call.

    #179156

    Topic: Mercenaries 2

    in forum User Profiles
    RJK_
    Participant

    First time in my life i got into serious trouble with the aspect of “Lifetime Estimation” (but who would probably not with all these games and VorpX )

    Mercenaries 2 ( Mercenaries 2: World in Flames) (G3D)

    Serious 3rd Person Shooter from 2008.
    Warning: Game was crashing with lots of VorpX errors when changing contoller settings or cinema mode backgound image, so best if you keep these settings untouched. Game is not the most stable one with VorpX but once settings are made it should run well.

    Turn OFF shadows and other effects like motion blur !
    – Game is optimized for cinema modes (default setting)
    – Looks good in FULL VR with headtracking too
    – Use camera height for better 3rd person view
    – If game shows vorpX logo, but not in headset, delete Mercs2.ini and restart configuration
    – Profile available at the cloud

    FrankZappa
    Participant

    I am not the most advanced pc user myself but i was able to setup vorpX again fairly easily. The first game i tried with vorpX was Half-life 2 / Orange Box episodes & Portal etc…Fantastic!! Simply brilliant Direct vr support. The sharpening tool among other tools etc with 4x msaa, 4.3 ratio, 1600×1200 res, oculus touch was bang on for me… vorpX in game tools work really well. This is true full VR without a doubt and i am thoroughly impressed. I tried vorpx a few years back and did’t care for it…far to difficult to setup for someone like myself and Firewatch recently did not test well but Direct Vr is amazing overall so far. 2018 Vorpx update is a major game changer. I am Just in my first week of testing vorpx after a long time so i will need to explore many more Direct vr adventures. Great job sticking with it Ralf my small investment is paying off it appears! Cheers & Thank you!

    #178876
    Ralf
    Keymaster

    FOV is handled by DirectVR in Fallout NV. If you had to tweak manually in the .ini before, DirectVR was not working correctly.

    You can adjust the the weapon/pipboy FOV independently from the wold FOV in the vorpX menu. Do not touch the world FOV though, it is precisely calculated and 100% correct.

    #178720
    Ralf
    Keymaster

    Just like any other VR app vorpX takes everything into account that is required to calculate the FOV. I perfectly understand your desire to tweak things, guys. But please do yourself a favor and don’t touch the FOV in full VR games if vorpX can handle it automatically. There is enough left for you to optimize beyond that.

    Cinema/immersive screen mode are more like monitor gaming, so there you might tweak the FOV if you want. In ‘Full VR’ mode however the automatic FOV is calculated precisely to six places behind the decimal point. There *REALLY* is nothing to tweak if vorpX can calculate it automatically.

    #177792
    Ralf
    Keymaster

    The first few minutes after the train ride in Black Mesa are a common test case here. Last time I checked it there were no frame drops, with a decent GPU you should have no problems normally. Might make sense to set the game’s graphics options to default and try with and without antialising.

    Never tried Half-Life Source, a clear oversight. Probably not too hard to get it working with full DirectVR support. I’ll look into it.

    BTW: Also check HL2 Episode 1. The first hour or so in the Combine fortress is a mix of action and puzzles so perfect for VR that I consider it one of the best VR experiences to have, with or without vorpX. Make sure to play it standing with Touch/Vive wands.

    #177789
    Ralf
    Keymaster

    Please make sure not to crank up the 3D-Strength too much. In official profiles base G3D parameters are usually chosen so that the default 1.0 you see in the menu provides more or less realistic stereo 3D and scale like you would expect in VR. If at all only touch the 3D-Strength option for minor adjustments. Like many other settings in vorpX this is not a more-is-better setting, its purpose is to fine tune the scale/3D for realistic proportions if necessary.

    Shadows are often rendered separate from the rest of the scene and thus may not appear entirely correct especially close to the camera. The more unrealistic (higher) you dial in the 3d-strength the more obvious such glitches get. In many games you can also disable shadows on the image page of the vorpX menu.

    #176968
    Ralf
    Keymaster

    Turning off async rendering causes judder below 45fps. Do not turn it off unless you can reach 45 safely. Personally I would recommend to leave it on unless you can reach 90. IIRC there even is message in in the menu stating that when you turn it off. Don’t ignore warnings like this one whenever you see them in the menu.

    It’s usually best to not touch any of the sync settings at all.

    #176831
    Distant
    Participant

    i agree but late love, its already released since 2013 🙂

    I got it when it first came out that year and its been sitting there in my steam lib together with other backlogs bcause life was having other twists and turns til now, it still looks phenomenal in 3dvision but vorxp+oculus rift bring it to heart touching level.

    #176773
    senn
    Participant

    Thank you Ralf, meanwhile I solved my issue and I can tell you the Oculus Touch works fine for every games now!
    There was a confusing with the forward key if you use an AZERTY (Z) keyboard rather Querty one (W) AND mostly I hadn’t remapped the keys in the Game itself (only into the worpx menu)!

    Otherwise great work Ralf!

    #176767
    Ralf
    Keymaster

    Can’t really recommend anything besides switching the Touch controllers to gamepad mode. That will grant you either native X-Box gamepad support in games where vorpX doesn’t have to override the gamepad or channel the simulated gamepad through vorpX’s gamepad override.

    #176598

    In reply to: FALLOUT 76 works

    Ralf
    Keymaster

    Short update: if all goes well you can expect a fully featured profile shortly after release. Spent yesterday’s beta time refining the profile and memory scanner settings, so it’s *almost* finished. Unfortunatly no more beta, the finishing touches have to wait until after relase.

    Fingers crossed that there won’t be a day one patch that breaks everything.

    #176266
    Gus_Smedstad
    Participant

    Ah, it appears that was largely disabled if the Vive controllers were enabled and a game pad is active.

    However, there doesn’t seem to be any way to map buttons when shift isn’t enabled. For example, I wanted to change the left trackpad to mouse wheel, but “change button mappings” gives only an option for center-click, and an option for what clicking the trackpad does if it’s shifted. No options for changing what it does if it’s not shifted, and no way to have a touch register as a mouse wheel selection.

Viewing 15 results - 346 through 360 (of 658 total)

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