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  • #102040
    Creep
    Participant

    Hi, just a general question:
    Is there maybe a setting that I overlooked, to offset the absolute position of the image up/down? If not, could something like that be added in the future?

    My problem is that when I try to go for minimum Image Zoom (I know I shouldn’t do that anyway if I want to properly use timewarp, but nevermind that for a moment) the bottom is always the last side to touch my periphal.

    To put it in other words: On the Vive, with an ingame resolution of 1280×1024, when I start from the minimum image zoom and increase it in small steps, the bottom is always the last area that still shows the grey background. On the top it vanishes at least 3-4 zooming steps earlier. So I’m thinking in my case it would make sense to offset the whole image down a bit, it’s just not in the subjective center of my vive.

    I hope that explanation makes sense and I’m looking forward to your answers/tips.

    Regards, Creep

    #101877

    In reply to: Excluded Programs?

    Ralf
    Keymaster

    Please do not touch this list except for adding additional programs.

    All programs listed there are not supposed to be hooked by vorpX. If you remove the vrserver or OVR entry for example, you will cause major havoc.

    #101870
    ItsMurphinTime
    Participant

    Ok after no solution to my issue, i have another question…

    In excluded programs list, i see a few programs on it that are associated with my games, i even see oculus on this list. All of my games are steam/windows except Battlefield 4 which is origin. both steam and origin is on this list also.

    “Programs on this list will never load vorpX even if vorpX ‘thinks’ it might make sense to try”

    Im confused because I never touch the list, but there’s plenty of game oriented programs on there that are directly involved… What should I do? I get the same outcome for games. Sorry, we have trouble loading {game}.exe…

    Please help, i just want to experience my game library in VR…

    #101821
    Ralf
    Keymaster

    Yes, please disable fluid sync on Oculus. As mentioned in your other post, please do not tweak too much, as tempting as that may be. Most options especially in the input and direct mode department are the right ones for your headset per default. They should only be touched under special circumstances.

    If you already tweaked a lot, it might be best to do a factory reset in the config app.

    Custom resolutions of any kind still work, but using the the recommended 4:3/5:4 resolutions is easier and also has some benefits in regard to async timewarp.

    #101501

    In reply to: Skyrim

    alegse
    Participant

    “getting head tracking right” – Is it working at all or just poorly ??? I find the HT sensitivity is very touchy and changing it by 0.1 can significantly change the feel.
    I use 0.75 but it depends on your mouse sensitivity and mouse acceleration (and multi-thread input)

    As for frame rate I have a gtx980 and AMD athlon 4 860K. My frame rate in GEO 3D is not that great either (25-55fps exteriors and 50-75fps in interiors). I am not sure if anyone really gets a solid constant 75fps with skyrim so disappointing as it may sound you may want to try z-buffer 3D.

    #101287
    vorpXfan
    Participant

    System:

    Windows 10
    vorpX Build 16.12
    latest rFactor 2
    Logitech K400 (touchpad keyboard combo, wireless)

    #101151
    Ralf
    Keymaster

    Similar to my little write-up after a few days with the Oculus Rift CV1, here are my first impressions regarding Vive after a similar amount of time for those who are interested. This will also include comparisons to Oculus where suitable.

    Probably the most important thing for those who chose Vive over Rift is the promise of room scale VR, so I get to that first. Nothing new to anyone who tried it: it’s great. Most time using the Vive besides working I spent with Tilt Brush so far, which simply is the most fun way to sketch since the pencil was invented. At the same time I’m a bit more sceptical than most about the amount of room scale games that will actually impress once the wow factor has worn off a little. Games have to be very different from anything you know for this to work well. Time will tell whether game designers will come up with enough good ideas to make this something that will last. I hope for the best.

    In regard to vorpX room scale isn’t that important BTW, at least for now. Typical games where you run around in large environments obviously aren’t really feasible without slightly odd workarounds like teleporting from location to location. If you want to freely roam large environments, a locomotion platform is your best bet.

    In fairness to the Rift I’d like to add that all of what I saw in regard to room scale will probably also be possible with the Rift once Touch is available later this year.

    Now the more technical categories:

    FOV: Absolutely high enough for an immersive experience and slightly higher than the Rift’s FOV.

    Pixel Density / Screen Door: Also good enough to not get distracted. Slightly lower pixel density than the Rift and thus slightly worse screen door effect, which is only logical due to the higher FOV while using essentially the same displays.

    Lenses: Same basic principle as the Rift’s lenses (fresnel) with the same advantage (image overall more clear) and the same artifacts (lens flare/glare with high contrast scenes). I’m still undecided whether I prefer the more blurry peripheral view of normal lenses above the fresnel flare or vice versa.

    Head phones: The headset comes with earbuds that sound more than good enough for everyone with average hearing. Also easily exchangable for something else if you don’t like earbuds or want something better. So nothing to complain here, pretty much the same thoughts I had about the Rift’s headphones.

    Head tracking: Just works. If I have to nitpick then about the base stations which don’t seem to have an on/off switch, so the motor is spinning all the time. At least I didn’t find one. Easy to circumvent, but unnecessary.

    The crunch question: Is there a winner when comparing Vive to Rift? Clear answer: No. You probably will have a favorite, but in the end that comes down to personal preferences. Do you favor FOV over pixel density? Do you favor earbuds over open head phones? Which store do you like better? Things like that. Room scale rather sooner than later will be available for both, so I wouldn’t focus on that too much when making a decision. Objectively both are really great high tech toys.

    #97710
    Ralf
    Keymaster

    You have to unlock it. It’s only on per default in games that were tested with pos tracking. On the head tracking page of the ingame menu is an according option.

    Once unlocked you also get controls to adjust pos sensitivity, but the auto detection is usually quite good. So probably you won’t have to touch those.

    Sanjiyan
    Participant

    Hello, I haven’t purchased this program yet but I probably will in the near future when my CV1 arrives in a few weeks. I’ve been reading though the forums here on other people’s threads and seeing their comments from the community and devs. For the games it does support already there are many that I do want to play, even older games that I never played but think it will be a lot of fun to go and play them with the Oculus. So these games by themselves are well on their way to getting me to purchase this and worth the cost, plus future games to be added over time are a plus as well.

    I do have a question about a comment that I came across in another thread here. It mentioned that there are “some” games which support DX9+ that might be able to run with this software with a simple renaming of the exe file to one of the supported games already in the system. Obviously there is no way for the devs to know which games this trick will and won’t work with. Just as a little test (which I was pretty sure would fail) I decided to try this on FFXIV. Since that game does a file check every time you connect to their service. And indeed it does not work for that game. Back in the DX1 version it looks like TriDef3D used to be able to trick that game in to working with the Oculus but they have since unfortunately discontinued support for the Oculus in their software.

    In the same thread it was commented on that at some point in the future that an option for an unsupported games list might be added in to VorpX, but was not high on the list of priorities at that time. A way of tricking a game to work with it, while unsupported, might still run at least ok. Until support for said game, might, someday be added in to the VorpX software. While continuing to add officially supported games to this software I’ll agree is something that should not be back shelved, I do think this particular feature isn’t something that should be either discounted or just remain as something on the ‘eventually’ list. As long adding such a game to the list should bring up a warning stating that this game is unsupported and the outcome may not work as desired or even at all. There could even be an addition that says (with permission of the person installing VorpX) that every game added to this list could be reported back to you which would give you little bit of a clearer picture of what people want to use your software for. Although it’s possible that the list of games a lot of people want this to work with is, well all of them heheh.

    I’m the type of person that will put in a fair amount of work to get something to work the way I want it to if it is possible to do at all. This past week alone I have been working on getting the Windows Speech Recognition program to work in games like FFXIV and WoW where using the keyboard while wearing an Oculus could be a bit of a hindrance. Getting voice commands to do some simple things like opening your inventory to opening up a party finder UI without having to touch the keyboard of find the options with your mouse have worked out quite well but took quite a bit of effort. Especially getting Voice to Text to work in the Party Chat for those types of games.

    When my CV1 arrives and I use this to play the games you do support I do hope that they are every bit as enjoyable as I hope they will be. And look forward to future games being added as you continue working on it. But being able to at least attempt to use VorpX on a game that isn’t in your list of games is a feature that I will look forward to with great anticipation.

    iankemp
    Participant

    Come on, fullquote and a new thread to flame me…

    I didn’t say, that I use a steam version of MoH. For more comfort I recommended a new profile and named the exe and profiles that worked for me.

    Here’s a workaround with steam

    1 make a copy of the original exe, leave original.exe untouched
    2 rename the copied exe
    3 In the Steam panel,
    [Games] -> [Add a Non-Steam Game to My Library …]
    [Browse…]
    Go to location of renamed.exe –> [Open]
    [Add Selected Programs]
    4 it will now be shown in your steam game library.
    5 start new_game_name from your steam game library, or try to start the exe directly
    No more steam error message.

    But I don’t now if it works with MoH Steam Version.

    And again, this thread is a recommendation for new profiles of games with good g3d and working easily with non-steam versions. Its not my fault, when steam protects the gamefiles.

    moarveer
    Participant

    HTC Vive price is a moving target. It could be “cheap” that is, nearly the same price of CV1, since HTC manufactures themselves all components, it doesn’t have the expensive fabric thing, screens won’t probably be samsung amoled so cheaper, lighthouse is really cheap to manufacture compared to oculus cam, no integrated headphones, it doesn’t include extras like games, xb1 controller or carrying case. HTC has great distribution centers worldwide so even if it was more expensive, it could be cheaper for non-US customers compared to $800-1000 Oculus if they remove import taxes.

    On the other hand, HTC needs to make money on hardware and cannot subsidize the price, and controllers and chaperone camera add to the price. And then there’s the pure marketing factor: even if they can manufacture Vive a lot cheaper, why sell it at lower price when they are the more complete solution? However, Oculus will recieve Touch in H2 and possibly full room VR, will they prefer to get more market share early on or go for the quick buck from early adopters?

    Then there’s the Valve factor, which is completely unknown. Do they help subsidize the product to help selling their own Steam Machines and Steam platform for VR? We don’t know if they are really part of the hardware production at any level or not.

    Short answer: who knows.

    moarveer
    Participant

    Well I’m in a position that I can wait patiently since I’m not touching Oculus. Vive may break their promises, Oculus did already. And yeah, Q1 shipping… by march 28, come on. Remember that we’re talking of HTC, a world-class hardware company that knows how to manufacture and ship products, they have shipped thousands of DKs already (for free), I trust they will ship around april or very close. Besides HTC has worldwide distribution and stock centers, so we’ll see if they indeed have this tax increase or not since they are mostly a matter of import taxes.

    About Vive vs Oculus, actually most of the CES hads-on I’m reading lean towadrs Vive being a better overall experience than Oculus: “HTC makes the VR you’ve been promised, and everyone else needs to catch up” : http://www.digitaltrends.com/virtual-reality/htc-vive-pre-hands-on/

    Also I don’t buy that Oculus don’t have anything to do with the price increase. I bought DK2 and I paid the american price + taxes + shipping too, and it was WAY less than CV1 in comparison.

    #96051
    ben1988
    Participant

    Vorpx was working fine for me in every game

    Skyrim
    Zombiu
    Dirt 3
    Aliens vs predator 3
    Penumbra
    Amnesia
    Bfbc2
    Alien isolation
    Necrovision
    Gtaiv
    Gtav
    Bf3/4
    Payday 2
    Far cry 3/4

    Then after the 0.9.1 version I got the error “unnable to initiate oculus runtime”, this was because the new driver invalidated every occulus runtime version below version 7.

    Now only Skyrim and Zombiu work.

    Updating to windows 10 made every game on steam and several others crash instantly upon starting, despite them working perfectly before the update to 0.9.1. and after several days of troubleshooting I am certain the problem is privilege related, to uncontingent framework dependencies, and those are basically just i/o. What really changed was not changed by me.

    Im guessing the reason you couldnt use clone screen but used direct to HMD is the same reason i am getting the crashes, because the process that simulates direct to hmd is what is malfunctioning.

    So I am instead forced to do a system restore to fix this, but the vorpx autoupdater is a pain, I have to be offline to use it.

    If there was an option to not update beyond a certain patch i would be very grateful, at the current time whatever features are added do not matter because i am unnable to run almost any games with them anyway.

    In windows 10 there is slight mouseacceleration which makes it unservicable for practising counterstrike unreal tournament or starcraft II at a competitive level, and i am not talking about the improved pointer precision feature.

    I would bore you with links and videos of how i can compete at any level with the occulus rift as the FOV inflation makes you extremely accurate (try it for yourself if you dont believe me!) but giving an alternative just for me and a couple of others who struggle with windows 10 is a longshot anyway.

    The reason i dont mind using direct to HMD is because i have gotten extremely good at running it, first i turn the HMD on, then i use launchy to start executibles using touch such as Vorpx, i never have to see them even open. For windows i close one eye and have perfect perception, i have to admit it was very difficult in the beginning and i understand the efficiency is much greater with the “Direct HMD access from apps” mode, but the compatability renders this useless for consumers that are not developers.

    Are you certain 0.9.1. works with the games i have listed?

    Either way vorpx is the best software for vr gaming, the customization perticularly with the real time IPD, 2d FOV and headtracking sensitivity was worth every penny i spent, when fully optimized i can play for days and not get motionsickness, so thank you deerly Ralf and the vorpx team.

    #95801
    ferny76
    Participant

    Thank U Ralf, fter some setting today i play with almost correct setting… Not exactly Vr but similar with BF Hardline.
    ONU problem i have is with the right stick controller (xboxone) that should let me turn 360 on my axis but as soon i touch it on right or left it hyper rotate making useless this stick…
    Anyway thanks for Your help.
    Fernando

    #91308

    In reply to: Fallout 4??

    peteostro
    Participant

    “As far as I’m concerned Z3D will still be the better option in this case due to the almost twice as high framerate.”

    Raf any way to get in touch with that GTA modder that got Pseudo positional tracking working in GTA? would help with Z3D (which I have to admit, once you get FOV fixed with in game commands, is pretty nice in Fallout 4)

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