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  • #111599
    Saika
    Participant

    I immediately checked and the compatibility mode wasn’t checked to begin with.
    I did check Windows 7/8 mode to see but it didn’t change anything sadly :(

    The thing is, MO is a program that doesn’t change any file in the computer.It supposedly doesn’t touch the registry or anything, it’s just there, inside the game folder.I tried many older versions but it didn’t fix anything.
    This is weird, almost unfair that only I have this insane issue.

    #111116

    In reply to: No game works!

    Ralf
    Keymaster

    If you mean the direct mode setting in SteamVR than yes, you need to use direct mode, which is the default setting. Do not touch that setting ever unless you know exactly what you do.

    If you can see something inside your headset with vorpX you probably already have that set up correctly, vorpX does not work at all with extended desktop mode.

    #111048

    In reply to: Deepoon E2

    jamessto
    Participant

    Hi guys sorry I haven’t been back on. I’d given up on the Deepoon but can now confirm I’ve got it working now. It turns out my £1600 laptop isn’t good enough! It has a gtx965m gpu and can play the most intense games but the bad news is that the HDMI port is on the intergrated graphics chip so no Oculus compatability.

    I dragged out my old PC which has a gtx 750ti and was able to run it on there with no issues at all.

    So if you have a laptop don’t touch any VR product as they ar unlikely to operate but as far as the Deepoon is concerned it isn’t faulty and runs fine even on an old 750ti.

    It was fun to use but damn I got some motion sickness on the thing. I’m looking forward to using it for developing some VR animations (the reason I didn;t splash out on a rift or vive.

    Thanks for all your help and advice.

    James

    #111007
    Fredthehound
    Participant

    Just email Ralf, I’m sure hell get it sorted asap.

    I STILL can’t get elite running on my rig. I gave up trying. First it was a dll thing then I forget what else. Havent touched it in a month. Looks awesome though.

    There’s another thread on Tech Support you might find interesting

    Ralf – Multicore affinity question

    I got Skyrim Performance monitor working right. It’s not draw calls, CPU bind or ‘technically’ Skyrim’s code. Turns out, it’s the DX9 win 10 ram limit. I finally got accurate data (theres a screen grab). Add VorpX to Skyrim and it inhales the memory. the result looks exactly like a draw call problem. Instant stutterfest at 18FPS.

    TenaciousJ
    Participant

    60hz in VR will give you VR sickness, or it does many many people. Even 75hz is iffy which is why Oculus and Vive both set their refresh to 90hz. Partly because that’s as fast as most widely available video cards can handle at 2160×1200/2 resolution, but also because that’s the refresh rate at which the brain stops telling the body that something is wrong. Anything less than 90hz and there’s a high likelihood that you’ll get sick from it.

    Also with LCD screens, 120hz or 240hz refresh rates aren’t truly refreshing the screen with new images each time. They use smoothing algorithms to make the images look more crisp and insert those images between the actual refreshes of the screen giving it the illusion of a higher refresh rate. This means that the refresh rate will always be a multiple of 60hz, which is the base frequency of many LCD screens. You won’t see many, if any, LCD screens running at 90hz for that reason. If they were 90hz, the true refresh would be 30hz, not 90hz, which would be even worse.

    I’m not trying to be negative at all.. but I hate it when people get suckered in to marketing that’s misleading.

    That being said… I’m excited to see what the next year or two has in store for the HMD market. I think within a couple of years, there will be HMD’s that run at 4k (2k per eye) 120hz or better, with eye tracking cameras that will stream the video over wifi and will be able to track their position without the need for multiple trackers to determine their location in 3-space. Fove is already working on an eye tracking HMD, StarVR has a 2k+ 270 FOV superHMD they’re nearing completion on, and samsung is rumored to have the 4k screens. All that’s really lacking is SLI support so that you can run each eye’s screen on a separate video card to divide the workload and we’re in business.. ez pz lol.

    Note: I just read the end of that last post which touched on a lot of these same points… so, jinx.

    Dayn
    Participant

    Hi, and thanks for any help.

    I have tried, and tried to solve this 3 issues. I have changed 3d settings, POV, and played with all of the options in the VorpX control panel for hours. As well as trying every resolution, including making a custom one in Nvidia control panel

    Issue 1.
    Firstly in “Enhanced first person view” MOD, I have had the “Big Hands” problem.
    The body was fine, in this one but the hands and weapons were so big they filled half the screen.

    And so I tried “Joy of perspective,” and “Immersive camera,” but in these, I get the massive body effect.

    I have the 3rd person running really well. But as soon as I switch to first person, everything changes size, and becomes huge. My body when I look down looks absolutely massive. (not just the hands but everything)

    Also in (Immersive first person View) the whole world becomes big.
    EDIT. I have tweaked and tweaked for HOURS, and managed to get the hands normal. But the body is still huge, and also looking down the perspective is so off, that it looks like as well as being massive, I’m half sunk into the ground.

    Any help or ideas? please.

    Issue 2.
    I have looked for answers, and seen quite a few of threads that didn’t solve my problem.

    I want to use an Xbox controller (as I have always done) with the default key setting on the Skyrim Pad layout.

    But as soon as I switch off VorpX controller, as I just cant play with that layout, I loose head tracking.
    I have managed- (through luck not intentional) -to get both Xbox pad, and head tracking working.
    However, two things happened.
    1, I just cant get all the buttons to working in the VorpX pad configuration. A number of buttons just dont register.

    Any ideas how I can get all the buttons to configure, and work in VorpX configuration?

    Issue 3,
    And this is so really weird. When I turn head tracking on…
    The screen instantly shrinks, like I have activated “Edge peek.” I am now just looking at a big screen. So “head tracking” becomes me just looking round that big screen, like you do in theatre mode.
    I wondered if I had clicked “Edge Peek” by mistake, so I activated “Edge Peek” and the screen got even smaller. I then deactivated head tracking, without touching anything else, and the game became “VR” again, but with no head tracking. (And still incorrect button assigns on the Xbox controller.

    Any ideas please?

    I have gone round and round, Trying everything I can think of.
    Including the following. (Some of these are from threads that Ralf has posted.)

    1. Turn of pad in Skyrim settings.
    2. I also tried turning the Vorpx pad to partial, and then turn off the 3 options under it, (The don’t override ones.)
    Restart Vorpx etc etc .

    But as I don’t really know what Im doing, its all guess work that’s not working.

    And I have also tried to get a profile from the cloud, but after I clicked one, and was told downloaded successfully, I went into the game but nothing had changed from my own settings in VorpX.

    I know all this can be rectified, and that its only my lack of knowledge,
    Could someone who knows please help.

    I desperately want to play Skyrim on my Vive, its why I bought VorpX.
    And all I want is..
    A, Life size (not massive, and not like dolls) but normal size characters.
    B, Head tracking.
    C, Xbox pad working, with the Skyrim default pad layout.

    My PC is.
    Windows 10 64bit.
    I5 4690k
    16 Gig 2400 DDR3
    MSI 980ti 6gig.

    Thanks a lot, I will really appreciate if anyone can help me solve these problems.

    #105346
    Fredthehound
    Participant

    My pleasure!

    I like to say that some guys spend a bloody fortune on golf clubs and that I have other hobbies ;) I’m a writer/journalist (well was-retired now) so part of it is staying in practice, but mostly it’s what you said. We all wonder about things like this but no one will touch it. Why I’ll never understand because VorpX works damn well. Skyrim and Fallout (the 2 games I mod/play) are mind warping in VR and the reason I bought in to VR to begin with.

    In all likelihood, it’s because most of the game/tech media is like any other media. Profit driven… and getting in depth with VorpX in any particular game isn’t financially viable to the publishers. They figure that most people will never buy a rig that can run something like modded Skyrim and in that they are correct.

    However, most people will never buy a Ferrari either but put a Ferrari in an web article and the hits flow like water. Which goes to show you why most ‘journalists’ and editor/publishers suck. They cant grasp the blatantly obvious… and are too lazy to actually follow up on it when they do.

    #103781

    In reply to: Support for X3 (TC/AP)

    Ralf
    Keymaster

    I will have to check that, thanks for the heads up. The profile for the game was added very early on before the first vorpX release 2013. Never touched it again afterwards, so not impossible that a game update broke something.

    Another option would be an injection conflict on your PC. Please try to close everything that potentially also hooks into games: virus scanners, GPU/CPU utilities of any kind, video recording/streaming softeware and generally everything that can show notofocations in games.

    #103635
    Proxish
    Participant

    OSVR have supplied a HMD, and both Tridef 3D and MyDream Swift have both happily supplied press copies of their software, and actively stayed in touch while I review their programs, and ready for an overview and tutorial if need be.

    At this point, the only VR related software developer that has declined is VorpX.

    #103350
    lipplog
    Participant

    There is now a mod that gets vive motion controls working and fixes the FOV on the vive. Actually works pretty good Follow the instructions on this page:

    Alpha Vive Support

    <iframe class=”wp-embedded-content” sandbox=”allow-scripts” security=”restricted” style=”position: absolute; clip: rect(1px, 1px, 1px, 1px);” src=”http://grandtheftvr.com/alpha-vive-support/embed/?hd=1#?secret=Ng4A4tAeUo&#8221; data-secret=”Ng4A4tAeUo” width=”490″ height=”276″ title=”Embedded WordPress Post” frameborder=”0″ marginwidth=”0″ marginheight=”0″ scrolling=”no”></iframe>

    The left controller teleports and also moves using the touch pad while aiming the controller in a direction. The right wand shoots and equips items (press on the touch pad for weapon selection menu)

    To get tons of weapons in game press ~ and in the console type toolup then press enter (this can be done multiple times to get more ammo for weapons)

    Then go crazy

    Yes. This is a great mod. I only wish the trackpad/joystick controls were better. Teleporting around is far too easy. I’d much rather use the thumb controls to walk/run around. Like it is in the Half Life VR mod.

    #103349
    peteostro
    Participant

    There is now a mod that gets vive motion controls working and fixes the FOV on the vive. Actually works pretty good Follow the instructions on this page:

    http://grandtheftvr.com/alpha-vive-support/

    The left controller teleports and also moves using the touch pad while aiming the controller in a direction. The right wand shoots and equips items (press on the touch pad for weapon selection menu)

    To get tons of weapons in game press ~ and in the console type toolup then press enter (this can be done multiple times to get more ammo for weapons)

    Then go crazy

    #103320
    Marco
    Participant

    I think i am experiencing the same issue on the Vive. There seems to be some interferences with controls. Headtracking works good when i open Vorpx menu until the moment i touch the control sticks. This happens with any control configuration. Then, when i open the menu, head tracking goes back, until i try to move with the controller. Everything else seems to be working very well with Geometry.

    GeraldEvans
    Participant

    I can get the desktop viewer going, but when I set Alien Isolation as the profile (apply and close) and then run the game, I lose head tracking as soon as I move using the xbox controller. The only way I can get it back again is by going back to virtual cinema mode -> On and then -> Off. But again I lose head tracking once I touch the controller.

    Any assistance would be appreciated. I really want to scare the pants off myself. Xbox One controller and CV1

    Proxish
    Participant

    Hello,

    My name is Russell. I’ve been trying to get in touch with the VorpX support team for over two weeks now to request a press copy, in order to both run an overview and create a tutorial series on using VorpX with both an OSVR and with a Google Cardboard via Riftcat, but I’ve had absolutely no response thus far.

    As I cannot find a social media page, or any other means of contacting the support other than the Contact Us page, and an email address, both of which I have already tried, can a moderator from this forum please get back to me so I can discuss obtaining a copy of Vorpx?

    Thanks,
    Russell.

    #102295
    timothyb89
    Participant

    Here’s a bit of an odd issue: I’d really like to turn _on_ the Steam overlay while playing games with vorpX

    I’m trying to play Fallout: New Vegas with vorpX using a Steam Controller, but to use the controller, Steam’s overlay needs to be running. Also, I’d like to be able to see its overlay (part of the Steam Big Picture Mode overlay) in-game, since the controller has its own menus for hotkeys and profile switching and whatnot.

    For whatever reason, this actually works! … but only on the first run after a cold boot of my PC. I’ve been able to play the game with vorpX, Steam’s overlay, and the controller all working beautifully, at least long enough to start making a nice controller profile (even using touch menus within the headset). But, when I quit out of the game and start it again, the Steam overlay never loads and the controller doesn’t function properly. (vorpX injects fine in this case, however)

    When the overlay fails to inject, I’ve noticed that I can — with the vorpX in-game menu — turn on “Direct Mode Show Original”. As soon as the game draws on my display, Steam’s overlay injects like it should have at the beginning. This gets controls working, but then Steam only draws its overlay on my actual monitor, and not in the headset.

    I’m guessing that in the “cold boot” scenario Steam’s overlay injects itself before vorpX does, but in subsequent runs vorpX manages to inject itself first. Assuming that’s the case, is there some consistent way to make sure Steam injects its overlay before vorpX does (without having to reboot)?

    My procedure for starting the game is roughly: 1) Boot 2) Start vorpX 3) Start Steam’s Big Picture Mode 4) Turn on Steam Controller 5) Start game with controller.

    (If it helps, I’m using a Rift CV1 on Windows 10.)

    Edit: I’ve also tried pausing the watcher before starting the game, letting it start up normally, and then resuming the watcher. Unfortunately this just seems to crash the game.

Viewing 15 results - 601 through 615 (of 658 total)

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