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  • #168705
    Ralf
    Keymaster

    Your wish will become reality shortly (before Christmas). Animated hands as controller visualization are in the next vorpX version. Be aware though that this a purely graphical feature. It won’t allow you to actually pick objects or do similar things.

    As you suggest still great for enhancing immersion, especially with Oculus Touch controllers, which were designed with animated hands in mind. It also works with Vive wands, but there are less possibilities for animating hand poses in that case.

    #168674
    erised
    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

    Everybody
    Participant

    What Demosthenes said is a basically a good write up :)

    Virtual desktop is great if you just want to do basic stuff with VR acting as a giant screen.

    VorpX is the best solution for playing games in VR it has support for things like mapping the Touch controllers various actions to keybindings. As well as some of the best drivers for bringing games into actual stereoscopic 3D (being there rather than just seeing it on a big screen.) But BIG DISCLAIMER at this time for most things VorpX is not plug and play, if you enjoy tinkering / modding in general you will love VorpX.

    If that doesn’t appeal to you keep track of VorpX but hold off purchasing until at least the next update. If people say it’s plug and play ready then for a list of supported DirectVR games and you want to play those games in VR go ahead and buy it then :)

    #168351
    Ralf
    Keymaster

    Touch controllers are usable with almost any game.

    They can either act as freely configurable mouse/keyboard emulator or alternatively as gamepad. The current key mapping is always displayed on the rendered controllers ingame, so this is also fairly intuitive to use.

    #168348
    Russ.Gil91
    Participant

    So I’ve been really considering getting Vorpx but I can’t find a definitive answer on whether games will work with the touch controls and track hand movements or if you just use a mouse & keyboard or controller. Can anyone give me a definitive answer on this? I’m really interested in playing Skyrim in VR but if I can’t use the touch control it might be a deal breaker.

    Thanks for any and all responses.

    #168332
    krogan
    Participant

    no i removed oculus as i got an error first time i set up lenova but i think it was the displayport to hdmi adaptor so i switched my monitor and lenova hdmi connector.
    steam vr seems to work without controllers as i am able to use the free bigscreen software from steam that uses keyboard, and the demo the lab loads but as touch controllers dont work i cant play it. i dont have option for admin rights on steam vr

    icon just vorpx has admin rights for launching but doesnt work when i try skyrim with settings on generic

    #168293
    krogan
    Participant

    i got the lenova today and installed the new steam mixed reality driver.
    It doesnt appear to like the touch controllers and the message lost tracking with blinkin controller icon. I only can use the touch controller in the house i can teleport and click on the movie and photo windows on the walls the left controller seems to flake out even here thou . i installed the halo recruit demo and my field of view was off i was below the floor and could see the pistols if i looked straight up. I am retired and find the controllers very sensitive my hands are a bit shaky and i think id be better of with a xbox controller . I will try resetting controllers to factory defaults and see if that helps. Hope its not the blue tooth adapter its iogear . Let me know if anyone has got new steam app working properly

    #168184

    In reply to: Help with Skyrim SE

    red
    Participant

    Start with a fresh install of Skyrim SE without mods… you can add them one at a time later (and see if any break the game). Don’t worry about how far you’ve progressed with your current character… you’ll want to play it all again in VR.

    The original Skyrim textures look better in the Rift than the Special Edition and the frame-rate is better. Personally I’d buy and use the original.

    Adjust your expectations of a Skyrim/VorpX game-world looking as crisp and clean as the Touch Tutorial. A native VR app will always have better graphical fidelity than a non-native app retrofitted to work in VR. The Skyrim/VorpX experience is wonderful though and well worth the effort.

    Run the game without VorpX to get through the Options (start with medium graphics at first) and the introduction sequence Check gamepad X/Y and any other settings you might want (have a look at the forum posts for details), then create a save and exit.

    Change the resolution to a VorpX-friendly 1920×1440 in /User/Documents/MyGames/Skyrim/SkyrimPerfs.ini -> ‘iSize H=1440’ and ‘iSize W=1920’.

    Launch Steam, Oculus Home and VorpX. Import the new cloud profile if you’re still using Skyrim SE (https://www.vorpx.com/forums/topic/skyrim-special-edition-profile-update-111027/).

    Launch Skyrim (but don’t change the graphics options as this will overwrite your ini) and load your save game.

    When you’re in-world start the DirectVR scan (ALT+L) and maybe recentre your headset (ALT+Space).

    How’s that? You should be correctly oriented, able to use the gamepad to move, use your head position to view and if you squint a bit the HUD is visible (middle-mouse button for edge-peek mode gets round this for now… mods will take care of the HUD later).

    tl;dr Get the basic mechanics working in VR via VorpX first. Then tinker with specific problems and mod to your hearts content.

    #168183
    StratonAce
    Participant

    If I’ve posted this in the wrong section, please forgive me, and please move it to the correct forum.

    Hello. I am a VR newbie and I have just picked up an Oculus Rift Bundle and have been setting it up this evening. I had been holding off on getting a VR headset as I was waiting for some lengthy triple-A games to arrive in VR. With the release of Skyrim VR for the PSVR I was thinking, “Okay, have we arrived?” So I picked up a PSVR and a copy of Skyrim VR. I played it for a bit, thought it was pretty good, or actually very good, but I was missing my mods for Skyrim.

    So, I went on youtube to see if Skyrim VR would be coming to the Vive/Rift anytime soon, and if it would support mods. And what did I see but YouTube videos of people playing Skyrim through VorpX, WITH MODS, RIGHT NOW! And they were saying it was amazing and was working really well. That lit a fire under me and I purchased an Oculus Rift Bundle and a copy of VorpX.

    My PC has the following specs:
    Windows 10 Pro
    Intel i7-6900k @ 3.20 GHz
    32 GB of RAM
    Asus Rampage V Edition 10 motherboard
    Nvidia Titan Xp 12 Gig

    I got the Rift up and running fine, and was blown away by the Touch Tutorial with the little robot. That was really, really, really amazing to me. Having played both Resident Evil 7 and Skyrim VR on the PSVR, I thought they just could not compete with what I just saw on the Rift with that Touch Tutorial.

    So, I excitedly installed the VorpX software. I already had Skyrim SE installed as I think it looks better than original Skyrim, and I run a lot of mods… the Special Edition I find to be more stable with mods.

    I started up my Oculus software, then I started up VorpX using the “Start vorpX” icon on my desktop (three vorpX icons were added upon install: Start vorpX, vorpX Desktop Viewer, and Configure vorpX). Once vorpX was started, I right-clicked the vorpX icon down in my system tray and went to Configure… I then went to Game Settings Optimizer in the left side panel and then went down to Skyrim SE, selected it and chose Optimize Settings and then I clicked Apply & Close.

    I then launched the game (unsure of what all settings I should make from the Skyrim options panel and to the Skyrim ini files) at a resolution of 1920×1080. I DID turn off V-Sync both through the Skyrim ini’s and made sure it was off in my Nvidia control panel settings for the Skyrim executable.

    Upon game start, I had trouble seeing the main screen options as they were far, far down in the bottom right corner of my view, and I just could not see them no matter how I turned my head. So I took the headset off and on my TV screen (this is my living room computer and is normally hooked up to a 4k television set through a 4k audio/video receiver) I was just able to make out the options, so I loaded a save game. Once the save was loaded, my view-point was staring straight up into the sky… So I pressed the Delete key and brought up the vorpX in-game menu, then navigated over to the Direct VR Scan and clicked it (making sure to not move any of my controls). That finished. Things were not looking too good, so I went into the vorpX menu again and changed the 3D Reconstruction from Z Adaptive to Z Normal and that looked at least a little better.

    BUT, when I turned my head, the screen/head-tracking would turn in the OPPOSITE direction. So, I didn’t know what to do to correct that, so I just shut everything down and did a restart on everything… This time the screen/head-tracking was turning to match which way I was looking, BUT, the depth just didn’t feel anywhere close to as good as it did in the Rift’s Touch Tutorial. Also everything beyond like 10 feet in the game world was pretty blurry, and when I got close to characters they all had a weird ghosting or doubling of their image.

    So, I’m sure it comes down to me not running things properly and having all things set up properly. What is the proper way to run Skyrim SE? What ini settings should I make? V-sync on or off? Shadows on trees, the land… on or off? Ambient Occlusion, yes or no? Ansiotropic Filtering? Antialiasing? What about settings for the Nvidia control panel? Maximum pre-rendered frames? Texture filtering? Triple buffering? Vertical sync?

    What should I be changing on the vorpX in-game menu for Skyrim? Also, in the main vorpX config I see Local and Cloud Profiles… Should I be using them with Skyrim? In the Cloud Profiles tab, I see that you can sign in but when I tried with my credentials that I use for these forums the program keeps telling me log-in failed.

    I’m at a loss and I’m not sure what to do or where to start. I’m fairly technical but totally new to VR, the Occulus and to vorpX. Any help that anyone can provide, well, I’d certainly appreciate it. :)

    Also, the PSVR has a quick way to re-center or re-set your VR view if it gets off-kilter, do we have anything similar with vorpX or the Rift?

    #168122
    quisutdeus
    Participant

    I can tell right a way about single player as I play only it – So far I played something like dozen custom team deathmatches and arcade mathes with bots and it works as I said – really great especially if you put on top of good 3D and VR, just insanely good looking game (it looks even better then the original – it supports directx 12, but will not work with vorpX, so I play with DX11).

    I haven’t touched the Campaign yet but I don’t see a reason why it would not work – I will let you know once I am back from work and start it finally.

    If you ask me, don’t mind those outcry about p2w EA introduced with loot boxes – believe me, it is all completely exaggerated. In fact I played it very little cutting some time from my sleep and yet I have like 2.5k credits, before I even started to play for good. Beside that, if you are not going to play MP or not going to play it for real, then this doesn’t really concern you, just like me.

    you can thank all those outcry people for being able to buy heros easily, without those people to unlock one hero you would have to play 40 hours to unlock just ONE hero, EA reduced the cost of heroes thanks to those “outcry” people.

    I am sorry if I sounded offensive – that was not my intention. I just think it is exagerated problem and also – do you know – that alongside cutting the amount of credits needed to unlock heroes, EA also cut the amount of credits earned in same proportion? :D Some may find it funny (like me) but some may feel offended. So from what I know outcry had no practical effect.

    #168121
    steph12
    Participant

    I can tell right a way about single player as I play only it – So far I played something like dozen custom team deathmatches and arcade mathes with bots and it works as I said – really great especially if you put on top of good 3D and VR, just insanely good looking game (it looks even better then the original – it supports directx 12, but will not work with vorpX, so I play with DX11).

    I haven’t touched the Campaign yet but I don’t see a reason why it would not work – I will let you know once I am back from work and start it finally.

    If you ask me, don’t mind those outcry about p2w EA introduced with loot boxes – believe me, it is all completely exaggerated. In fact I played it very little cutting some time from my sleep and yet I have like 2.5k credits, before I even started to play for good. Beside that, if you are not going to play MP or not going to play it for real, then this doesn’t really concern you, just like me.

    you can thank all those outcry people for being able to buy heros easily, without those people to unlock one hero you would have to play 40 hours to unlock just ONE hero, EA reduced the cost of heroes thanks to those “outcry” people.

    #168120
    quisutdeus
    Participant

    I can tell right a way about single player as I play only it – So far I played something like dozen custom team deathmatches and arcade mathes with bots and it works as I said – really great especially if you put on top of good 3D and VR, just insanely good looking game (it looks even better then the original – it supports directx 12, but will not work with vorpX, so I play with DX11).

    I haven’t touched the Campaign yet but I don’t see a reason why it would not work – I will let you know once I am back from work and start it finally.

    If you ask me, don’t mind those outcry about p2w EA introduced with loot boxes – believe me, it is all completely exaggerated. In fact I played it very little cutting some time from my sleep and yet I have like 2.5k credits, before I even started to play for good. Beside that, if you are not going to play MP or not going to play it for real, then this doesn’t really concern you, just like me.

    #168114
    quisutdeus
    Participant

    Works great with the hint you wrote about. You saved me a lot diging into reverse engineering :D, and – I am serious here – give me your paypal and I will buy you a beer.

    BTW, best settings for me are strength to 2.0 and weight maximum to far. Looks quite weird in first touch, and people with weak stomach might get sick within 1-2 seconds, but stereo 3D is just very accurate with that settings.

    #167781

    In reply to: Touch Controllers

    enudrom
    Participant

    Sorry for the necro, but I haven’t found much more about this and I think it would be an excellent feature, (and something Fallout 4 VR is planning to implement in a couple months.)

    Ideally, holding the left trigger would allow for touch aiming as well as the in-game aiming/zooming. So as you held the index-finger trigger on the left controller (right mouse button,) you’d bring up the right controller to aim at the screen as the character brings up the gun to aim down the sights.

    It looks like for Fallout 4 VR there isn’t even an aim mode, instead the left trigger teleports the player forward, etc.

    #167639
    mr.uu
    Participant

    Pimax‘ feature called Brainwarp does not render in real 180Hz. The trick is to render each 90Hz panel with a slight timing offset, so that you perceive 180Hz. But each eye still has an update rate of 90Hz. It supposely can do that in 60/120Hz, too.

    The problem for pimax is, that the game rendering engine has to support it to be in any way effecient to save processing power. By default a VR or 3D game always renders two views at once and delivers these to the compositor of the hmd ecosystem. How Pimax manages to render only one view in the gameengine needs to be seen.

    Afai understand how vorpX works, it could propably alter the viewport for all games which support geometry 3D, but the slight timing difference for each panel must be supported by the HMD hardware.

    I did tell Pimax more than once to get in touch with Ralf, but if they ever will…

    I am a backer of Pimax 8k and 8kx on Kickstarter and i think we should wait for the first official test of this feature. Personaly i doubt that it’s more than marketing..

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