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  • #169552
    Ralf
    Keymaster

    There is no either-this-or-that in regard to new and old users. Both groups have to be considered, and I think the latest update did exactly that.

    For those who are new to vorpX things got a lot easier for a lot of games. What may be trivial for you, could look like a major hurdle to a new user. This had to be addressed for more games and it was by unifying the prior Game Settings Optimizer and Direct VR, which is not a ‘cosmetic’ change. It is a long overdue and quite fundamental improvement touching the very core of vorpX in many ways.

    You can still do everything manually, but instead of new users having to learn how to use certain features, they now “just happen” and experienced users have to disable them if they want more manual control, which makes a lot more sense than doing it the other way around.

    There also are new profiles for users like you waiting for something new to play with, also G3D was added to quite a few existing profiles, so I think it’s safe to say that existing users have been considered just as well as new users. What you should take into account is that 3D graphics 2017 are a lot more complex than 3D graphics were 2007, so what kind of 3D is possible depends a lot more on an individual game than it did in the past. Not even nVidia has G3D for every new game anymore in their stereo drivers.

    TLDR: interests of existing and new users have both been taken into account with this release. That is how it has to be done, and that is how it will be done in the future too.

    #169380

    In reply to: using vorpx

    Ralf
    Keymaster

    Menus:

    In quite a few games vorpX can scale the HUD/menus, but if that isn’t case, you can always use the EdgePeek function. Its purpose is to zoom out the image tempoarily to be able to navigate otherwise hard to use menus. Also useful for watching cutscenes.

    EdgePeek can be activated via: mouse wheel click, right gamepad thumbstick click or the right grip button on Oculus Touch/Steam VR controllers.

    You can find other useful keyboard shortcuts on the “Key Bindings” page of the config app.

    Resolutions:

    Also depends on the game: since the latest update vorpX can automatically set an optimized resolution in many supported games. To take full advantage of this new feature check the “Custom Resolutions” section in the vorpX help and after adding the resolutions listed there to your graphics driver select a preferred quality in the vorpX menu (“Direct VR” page). Always keep an eye on your framerate though (ALT+F). Games should not dip below 45fps often.

    For games that do not support this auto resolution feature 1600×1200 or 1920×1440 are good choices for vorpX.

    #169174
    chukovskiy
    Participant

    Is there any start area where the water glitch occurs?

    Turned out that Hannes66 is right, when I didn’t touch any settings, water was OK.

    opaleye
    Participant

    This past month I’ve been playing Fallout 3 in VR with VorpX a lot and enjoyed it. Thought DirectVR was incredible. Chose a profile, start game, just click DirectVR scan and play. So simple so effective and it worked like charm.

    Now today as I tried to play, the vorpx made some changes to the game and tells me I better restart the game, and when I did, first of all my xbox controller which I allways used up untill today when playing Fallout 3 in Vorpx doesn’t work anymore in Fallout 3 and I have to use Touch in combo with keyboard and mouse for some reason, but the image that I’m getting is warped like the pre DirectVR image that used to greet me before activating directVR only now the DirectVR scan button is no longer in the Vorpx menu.

    Has something gone wrong when my Vorpx was updating? The DirectVR option is no longer there and the image I get from Fallout 3 in my Rift makes me dizzy very quickly and I can’t play the game any longer.

    #169064
    markbradley1982
    Participant

    Somebody on reddit said the mountains on Skyrim are flickering after the new update. Did anyone experience that?

    Sadly I can’t play with the new VorpX update because two days ago the left screw fell out if my Vive and my strap detached and the screw is too stripped to reattach. Furthermore my Vive screens keep going black every few seconds. So I’m in touch with HTC about it. This conveniently happened two weeks after my 1 year warranty expired. Ah well.

    Off topic question for Ralf: The game guy talking about flickering mountains in Skyrim says the Batman games have issues with G3D because lighting only shows up in one eye, so you have to play in Z3D. Is this true?

    #169019
    Ralf
    Keymaster

    TBH FC: Blood Dragon is the one of the seven trillion games I re-checked over the last months that I didn’t actually touch, but instead just copied over the FC3 DX11 profile which worked for DX9 back then. Might not be true for DX11 apparently. Don’t expect any news on the matter over the holidays, but it will be looked into.

    Custom resolutions: depends. Some games vorpX switches to windowed mode automatically, for those that isn’t necessary. For most however you should add the resolutions in the driver, otherwise vorpX can’t use them. There is a section in the help that explains which ones should be added and how to do that which also is mirrored here in the forum as a sticky post.

    vrmax
    Participant

    For me the controls in the port are terrible (using the Vive controllers). Looting is very annoying as you always need to hit the exact center of the touchpad. Too many times I have moved unexpectedly instead of looting which is quite confusing at first. I would have preferred to switch the functionality of the center touchpad press and the grip buttons, would have been way better.
    It is obvious this port was released almost untested, but the usability of the controls when using free locomotion was obviously completely untested.
    Using the favorites is also a nightmare.
    You need to constantly stare at the controllers in VR in order to accomplish simple tasks. There is no other VR experience with such unfriendly controls that constantly take you out of the experience. I really have the feeling whoever ported the game believes that VR is a gimmick and hence created a very gimicky – in every regard, port.

    I have the feeling that this control scheme was suggested by HTC as it is a heavy touchpad breaker.

    Sheesh. Sounds like a nightmare to play. Wait, you did use that word.

    Bethesda just broke what didn’t need fixing.

    prinyo
    Participant

    I’m not comparing the controls between VorpX and FO4VR. I’m comparing them between FO4VR and all other VR games.
    The controls of FO4VR are bad as you can’t simply “get used” to them. Fighting with the controls is part of the FO4 experience regardless how long you play. The biggest problem is that the most used functionality is mapped to the very center of the trackpad – interaction, looting, speaking, pip-boy – for all those things you need to hit a very narrow circle at the center of the touchpad. And quite often you cant do that without staring at the controller. It feels like a constant minigame within the game.

    prinyo
    Participant

    For me the controls in the port are terrible (using the Vive controllers). Looting is very annoying as you always need to hit the exact center of the touchpad. Too many times I have moved unexpectedly instead of looting which is quite confusing at first. I would have preferred to switch the functionality of the center touchpad press and the grip buttons, would have been way better.
    It is obvious this port was released almost untested, but the usability of the controls when using free locomotion was obviously completely untested.
    Using the favorites is also a nightmare.
    You need to constantly stare at the controllers in VR in order to accomplish simple tasks. There is no other VR experience with such unfriendly controls that constantly take you out of the experience. I really have the feeling whoever ported the game believes that VR is a gimmick and hence created a very gimicky – in every regard, port.

    I have the feeling that this control scheme was suggested by HTC as it is a heavy touchpad breaker.

    vrmax
    Participant

    To be totally objective there are some advantages and disadvantages in each of them. Both have pros and cons.

    Absolutely there are pros and cons to each. Which is why I think it would be great if it was possible to combine elements of each, and to hopefully do the same when Skyrim VR gets an official PC release.

    Your post does bring up several good points of each of them.

    To me I strongly prefer to use a normal controller as that is what I’m just used to, especially for a game like Fallout.

    In my experience trying to give a game a more robust controller system actually limits what the game can accomplish.

    Native Fallout4 VR, you can uncouple head / neck while walking, which is a bit more realistic in this sense, and allows you to look, fight, distract, with the environment a bit easier when you focus sideways along the way.
    In the case of Vorpx, you always walk to the side where your eyesight focuses.

    Vorpx and Fallout 4 normal version, allows in addition to standard control xbox one / 360 e.t.c. , allows you to map buttons and stick for motion controllers like touch and Vive wands,
    which allows a preferred advantage for me, to adjust smooth movement in the right control, this avoids the obligation to keep the stick pressed to simply rotate angles (CV1 touch and Xbox control).

    Fallout4 VR Native, allows full natural movement to aim with weapons during combat, watch the pitboy on your wrist, and small interactions with objects in the world. By contra Vorpx uses here the controls of static arms logically.

    Vorpx and Fallout4 normal version, has arms and hands, which is pleasing to the eye and immersion.

    We could continue to increase pros and cons, for each of them, for a long time, if you are a good observer.

    In an almost perfect world, I would prefer to use the normal Fallout 4 version + DLC, with the official VR support files inside, which is possible and works after some steps (there is a method), but I still need some fixes that only Vorpx for the Moment contains, button and stick mapping completely to my liking and need, some arrangements for shader etc

    If it were possible to obtain an option in the next Vorpx update, to mix Vorpx with the official support VR, the other normal modified with these files, and Vorpx being able to choose one or the other, would be just perfect, because it could take advantage of some control mappings with Cv1 + touch.

    Good points all around.

    End yes, I would also gladly pay for the official VR version of Fallout 4. Just not $60.

    Grumdark
    Participant

    To be totally objective there are some advantages and disadvantages in each of them. Both have pros and cons.

    Native Fallout4 VR, you can uncouple head / neck while walking, which is a bit more realistic in this sense, and allows you to look, fight, distract, with the environment a bit easier when you focus sideways along the way.
    In the case of Vorpx, you always walk to the side where your eyesight focuses.

    Vorpx and Fallout 4 normal version, allows in addition to standard control xbox one / 360 e.t.c. , allows you to map buttons and stick for motion controllers like touch and Vive wands,
    which allows a preferred advantage for me, to adjust smooth movement in the right control, this avoids the obligation to keep the stick pressed to simply rotate angles (CV1 touch and Xbox control).

    Fallout4 VR Native, allows full natural movement to aim with weapons during combat, watch the pitboy on your wrist, and small interactions with objects in the world. By contra Vorpx uses here the controls of static arms logically.

    Vorpx and Fallout4 normal version, has arms and hands, which is pleasing to the eye and immersion.

    We could continue to increase pros and cons, for each of them, for a long time, if you are a good observer.

    In an almost perfect world, I would prefer to use the normal Fallout 4 version + DLC, with the official VR support files inside, which is possible and works after some steps (there is a method), but I still need some fixes that only Vorpx for the Moment contains, button and stick mapping completely to my liking and need, some arrangements for shader etc

    If it were possible to obtain an option in the next Vorpx update, to mix Vorpx with the official support VR, the other normal modified with these files, and Vorpx being able to choose one or the other, would be just perfect, because it could take advantage of some control mappings with Cv1 + touch.

    #168799
    r_sole
    Participant

    Am I meant to be able to aim with the touch controllers?

    I dont mean with the analogue sticks on the controllers.

    At the moment all I can do is aim with my face or the analogue sticks.

    I’ve tried a full factory reset on vorpx and completely reinstalling it and I still cant get it to actually track and aim with the touch controllers.

    #168769
    quisutdeus
    Participant

    Hey all,

    Downloaded and played fallout 4 vr for 2 hours this morning. Ive also played 10 hours of fallout 4 vorpx (ideally configured with custom 8:9 ar resolution.

    Lets compare experiences shall we?!? Im running a gtx 6gb 1060 and am not here to slam vorpx. As you will see, i was actually shocked by how well vorpx competes.

    Visual quality: Pretty much the same across both versions. Fallout 4 vr has the graphics preconfigured to the settings that i found work best in vorpx. A little less jaggies at distance in the vr version but is a little more blurry at longer distances (looks like they are using a pseudo aa technique also found in mankind divided).
    – About a tie as you cant tweak anything in vr version.

    3d effect: vr version depth is a mix between vorpx geometry and v normal in potency. However the depth between objects is much more subtle (a good thing as i find vorpx pops a little unnaturally). – About 30% better in vr version.

    Resolution: vr version uses your monitors set resolution so you arent forced into anything (unlike most vr made games). This is very nice as it allows you to set a custom 8:9 resolution just like vorpx! Max quality with least performance hit. – Tie here.

    Controls: this is where the vr version shines.
    Having complete control over the guns makes combat amazing. Combine this with the movement option for direct movement, and you can pull off intense firefights. Direct movement is similar to skyrim vr. You point your controller in the direction you want to run and press forward. This allows you to look around while running (great immersion) and is great for combat as you can run one way and look over your shoulder to fire. However vorpx gets major points for being able to customize the touch/wands controls (cant do iy in fallout vr)- Vr version wins here but man i miss vorpx tweaking.

    Stability: Fallout vr is buggy as hell. Typical bethesda release but once you get going it is launching, running and closing very consistently. Vorpx unsurprisingly is a little less stable but within striking distance. – Fallout vr wins here but points to vorpx for being close.

    Usability: you cant play fallout vr sitting down, nor with anything other than the vive wands or oculus touch. You cant tweak any major graphics settings or any controls with vr version – Major win to vorpx here

    Overall, id say vorpx fallout 4 is about 80% of the experience of fallout vr, but has some strengths that fallout vr doesnt have. If you took away hand tracking i would actually say they are about even.

    At the end of the day if you put in the time to tweak vorpx fallout 4 to perfection then i would say save your 60 bucks. If, however, having gun presence (no hands, floating guns for some lazy reason) is huge for you (and it is for me, shooters feel so much better and immersive) and you want to support future AAA ports to vr then it is worth picking up.

    Cheers
    Erised

    Thanks for useful info. I played a bit my steam Fallout 4 with vorpX and it is indeed great experience. However since I don’t like this game in general and on top of it my GTX970 is loosing frames with that game I switched to Fallout NV and vorpX here is just perfect – such great performance even with dozen mods installed including flora enhancement etc etc.

    #168746
    prinyo
    Participant

    Tested it again last night.
    The problem is with the arrow buttons that are hardcoded to the right touchpad. Yes, you can turn down the sensitivity but then you are left with no arrow keys at all, including in the VorpX menu.
    The best solution for me would be swap the default and alt mappings for the right touchpad so the R, Q and the other buttons are active by default and the arrows are only when the left grip is pressed.
    I tried to set it up myself, but the arrows seems are hardcoded and there is no way to rebind them.

    The problem with the current setup is that the arrows fight with the headset for the viewing direction and are really easy to trigger.

    #168733
    prinyo
    Participant

    In keyboard/mouse mode you can change the controller’s pad sensitivty to 0.0 if you want to disable camera movement with the trackpads.

    You mean this will disable the camera movements that are provoked by touching (not pressing) the trackpad? I’ll give it a try tonight.

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