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  • #176233
    Ralf
    Keymaster

    There was some really odd issue that lead to the response from the update server being cut off randomly during the update check, so it was kind of a lottery. Not sure how something like that can even happen, particularly since the code hasn’t been touched in years. Probably some recent changes in the underlying Windows functionality, that’s more or less the only option in this case.

    I “fixed” that provisionally for now by adding a slight delay in 18.3.0.1, so from now on the update check should be reliable again.

    #176200
    Gus_Smedstad
    Participant

    I really don’t agree about the keyboard. I’ve been a touch typist and PC gamer for 30 years, and my take is that keyboard and mouse is unusable in VR. To take the simplest example of why, if you have to take your right hand off the mouse – which is pretty common – finding the home position on the keyboard is slow and error prone, and then finding the mouse again is also slow and error prone.

    It might be OK if you’re playing a turn-based game, though I still wouldn’t like it much, but it’s a definite dealbreaker in any game where speed of response is important.

    Yes, headtracking is important to me. I’ve used the Vive for 10 months now, and I don’t think I’d bother with VR without it. It’s like the difference between mouse aim and joystick aim, it’s so much faster and more accurate.

    VR is a blurry experience compared to a monitor. I’d just as soon use a real monitor for a sharp image as use the blurry simulated large screen monitor of Cinematic mode.

    Look at it this way – the Vive is essentially like shoving your nose up against a 1080 x 1200 monitor, since that’s the per-eye resolution. If you mask that off so you’re at normal monitor viewing distance, it’s like looking at a 540 x 600 window. Which is why text is so difficult to read at a distance, and why a 1920 x 1200 monitor looks so much sharper. It’s pixels per degree of view, not just pixels.

    I initially tried widescreen, but as I said it made the HUD problem worse. The pop up messages are in the upper-left corner, so they move further out in widescreen resolutions.

    “Disgusting” isn’t exactly the word I’d use for the border bars. Maybe disappointing or distracting? VR has a bit of a goggled tunnel view as it is, and the bars are significantly worse in that regard.

    #175947
    Ralf
    Keymaster

    Can’t replicate this here. Neither in Portal 2 nor in a brief debug session which did not show anything unusual. Keys are pressed as long as the according Touch button is pressed. Since there also have been no other reports of such an issue since Touch support was added almost two years ago, I have to assume that it’s somehow system specific.

    If you have any additional software running in the background that might send Windows key events (e.g. Pinnacle Profiler, XPadder or similar gamepad tools) or that otherwise seems related to configuring/altering your keyboard please disable them.

    As a potential solution you could try to switch the Touch controllers to gamepad emulation mode in vorpX.

    If anyone else experiences this issue, please let me know.

    VV00
    Participant

    I noticed this in several games where you need to keep ‘e’ pressed to do something, like carrying a cube in Portal 2. The key registers for an instant but then it’s like I only tapped it even though I’m still pressing it.

    #175904
    VV00
    Participant

    Resetting the profile didn’t help. I’ll wait for that update to see if it fixes my problem.

    I have another problem (I guess I should make a new thread for it though?), the e key is mapped to a button on the right touch controller but when I press it, it only registers a short tap even if I keep pressing it. For some actions you need to hold that button, like for carrying a cube in Portal 2.

    Portal 2 runs in stereo 3D and direct VR btw, as I found out earlier today when I tried it. So that’s one working. I did seem to be displaced relative to the actual walls though, when I tried to go through portals or doors I would hit an invisible wall, only when I stepped to the side and tried walking through the walls I actually could move forward. The issue resolved after taking the first lift. I was hovering outside of it as it ascended, only in the next area my position and physics seemed to match again.

    #174962
    Ralf
    Keymaster

    It’s not gamepad only. Some people played FO3/NV roomscale with Touch/Vive controllers for dozens of hours. Both games also work with mouse and keyboard, of course. Make sure to disable your gamepad in the game’s options menu if you want to use mouse and keyboard. Bethesda RPGs deactivate mouse/keyboard input while the gamepad is active, with or without vorpX.

    For menus and conversations it’s best to switch to EdgePeek mode, which allows you to look around the screen while using static menus or watching cutscenes, making these situations a lot more comfortable. EdgePeek can be activated via: mouse: wheel click, gamepad: thumbstick click or VR controller: grip button click.

    The above hint and other basics worth knowing can also be found in the “Quickstart Guide” and the “Essential Hints Guide” in the vorpX help.

    #174961
    dwfndley
    Participant

    BRO the touch controllers are a trivial problem. I’d play with mouse and keyboard or a gamepad if the game was otherwise playable. It’s not. You should advertise honestly and say ‘gamepad only’.

    at the very least you need to hack and mod the game so that the zoom-in-to-face for every NPC interaction is disabled, because that causes quite a lot of sickness. and then the interface menus need to be static against the screen, and not move with the headset.

    #174947
    Ralf
    Keymaster

    Since WMR controllers have a thumbstick instead of the Vive controller’s touchpad you have to switch the “Trackpad Mode Right” option on the “Vive Hand Controller” page of the vorpX ingame menu from “Trackpad” to “Thumbstick” to use your WMR controller in the intended manner.

    #174939
    dwfndley
    Participant

    the mouse pointer is tied to the headset and not my (windows mixed reality) touch controllers. is there a way to fix that, because as is it makes the game unplayable.

    dwfndley
    Participant

    Hi,
    I’m thinking about investing in VORPX and a game or 2, but first I want to know if windows MR touch controllers are supported, (particularly for Fallout 3 and the call of duty series? ..and/or any other first person experiences..?)

    …also… there is a Skywind (morrowind remastery in skyrim engine,) that will come out, …eventually I guess, …and if that mod had decent vorpx support, then I would definitely, immediately purchase vorpx just to play skywind in VR. …if you have any comments in that regard..?

    thanks

    MagicMarco
    Participant

    Hi,

    Please unlock the grip buttons on the Oculus Touch Controllers. By locking out two of the primary buttons for internal Vorpx settings, it’s destroying any enjoyable gameplay and negating their advantage over other controllers.

    You could issue a warning/disclaimer of ‘Use at own Risk’ or perhaps do what Logitech does now with their mouse left and right buttons, namely, they can’t be remapped unless the left and right buttons are mapped to other buttons first, or allow them to be swapped with the stick click buttons. Either way, please revisit this policy since the very tool used to enjoy games in VR has become one of the very obstacle precluding it’s use.

    Thank you,

    #174494
    Anonymous
    Inactive

    Briefly tried this a while ago and have to agree. Definitely on my playthrough list for autumn. Won’t touch such a time eater during summer. :)

    #174338
    steph12
    Participant

    Just a heads up for everyone eager to play Dying Light.

    I was one of those people who had Dying Light on my wishlist for geo3D support for forever.

    Techland however secretly added VR support in one of the recent patches. I feel like it was stealth released cause they don’t want to “officially” support it.

    But there’s a tweak you can make in one of the config files that will enable VR and it works amazingly well. Probably my favorite VR experience next to S.T.A.L.K.E.R.

    It doesn’t have motion/touch support but in terms of “presence” or scale, it basically looks as good as any native VR game or the best possible geo3D vorpx game.

    I am aware that this same tweak was viable around the time the rift DK2’s were released but broke when CV1 came out. However this recent update added it back in and can be played on the cv1

    yes it works but the UI is not designed for VR.

    #174336
    xrc6
    Participant

    Just a heads up for everyone eager to play Dying Light.

    I was one of those people who had Dying Light on my wishlist for geo3D support for forever.

    Techland however secretly added VR support in one of the recent patches. I feel like it was stealth released cause they don’t want to “officially” support it.

    But there’s a tweak you can make in one of the config files that will enable VR and it works amazingly well. Probably my favorite VR experience next to S.T.A.L.K.E.R.

    It doesn’t have motion/touch support but in terms of “presence” or scale, it basically looks as good as any native VR game or the best possible geo3D vorpx game.

    I am aware that this same tweak was viable around the time the rift DK2’s were released but broke when CV1 came out. However this recent update added it back in and can be played on the cv1

    Whats the tweak? I tried the game quite a while back with VorpX and it was a horrid experience, mostly the FOV but interesting they made VR support, maybe I can get back into it as I never really made it far beyond the tutorial mission

    #174312
    rtoast
    Participant

    Just a heads up for everyone eager to play Dying Light.

    I was one of those people who had Dying Light on my wishlist for geo3D support for forever.

    Techland however secretly added VR support in one of the recent patches. I feel like it was stealth released cause they don’t want to “officially” support it.

    But there’s a tweak you can make in one of the config files that will enable VR and it works amazingly well. Probably my favorite VR experience next to S.T.A.L.K.E.R.

    It doesn’t have motion/touch support but in terms of “presence” or scale, it basically looks as good as any native VR game or the best possible geo3D vorpx game.

    I am aware that this same tweak was viable around the time the rift DK2’s were released but broke when CV1 came out. However this recent update added it back in and can be played on the cv1

Viewing 15 results - 361 through 375 (of 658 total)

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