Homepage › Forums › General vorpX Discussion › Codemasters Dirt 2/3/Grid
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Grocs.
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Oct 21, 2013 at 11:52am #11260
Tankshell
ParticipantHi guys,
Can somebody tell me how well the current Vorpx beta works with these codemaster games?
I have been using Vireio for the last few months in conjunction with opentrack to play Dirt 2/3 which works quite well, but I have to disable shadows in the game settings as there are problems with rendering them in stereo. Currently Grid is totally unsupported in Vireio so I can’t play it at all.
I konw Vorpx supports Grid, so that is a good start. Does Vorpx do anything specifically to help with the shadow rendering in these games whilst in geometry mode? Or will I still need to disable them to avoid the strange flickering issues?
Based on the answer to this question I might purchase a copy of the beta.
Oct 21, 2013 at 6:56pm #11261Ralf
KeymasterHi Tankshell,
vorpX has a shadow fix for GRID in Geometry 3D. It’s not 100% perfect, but the vast majority of shadows look fine. See the screenshots below:
Oct 21, 2013 at 7:26pm #11262Tankshell
ParticipantGreat thanks Ralf. Does this apply to dirt 2 and 3 also. I assume it might as they all run on the same EGO engine…
Oct 21, 2013 at 7:44pm #11263Ralf
KeymasterDefinitive yes for DIRT2, not 100% sure atm for DIRT3, but I think so. Both games currently have to be forced to DX9 for Geometry 3D, but that’s easily doable with an .ini tweak.
BTW: Another benefit of vorpX is that you get (limited) head tracking in Codemaster games, since vorpX can use the head tracker as gamepad axis.
Oct 22, 2013 at 10:24pm #11276Tankshell
ParticipantI have purchased and tried vorpx beta with dirt 2/3 and grid now.
Dirt 2/3 both work great, there are still quite a lot of shadow rendering problems on the cockpit interior, but it works better than Vireio at the moment. World scale and opponent cars feel perfect.
Grid also works, although shadows have same problem on car interiors. The most annoying thing about grid when in geometry mode is the world scale and opponent cars. Opponent cars feel tiny, like toy models, for some reason. And seem to pass through the cockpit when you get close to them, spoils the experience somewhat.
Overall though, glad I picked up the beta.
Oct 22, 2013 at 10:35pm #11277Ralf
KeymasterGlad you like it overall. :)
The scaling issue can easily be solved by lowering the ‘Eye Separation’ in the menu. It’s too high per default in GRID. About half of the default value should look correct.
Oct 23, 2013 at 11:54am #11282Tankshell
ParticipantInteresting, thanks Ralf. I had assumed that as my Vorpx config is tied to my Oculus SDK config utility profile (which has my IPD set correctly), it would have automatically set the correct IPD and eye seperation values…
Or is this not how it works?
Come to think of it, as far as VorpX is concerned, are IPD and eye seperation not the exact same thing?
Oct 23, 2013 at 4:59pm #11284Ralf
KeymasterExactly, IPD and Eye Separation are indeed two different things. The IPD determines how far the image centers are apart on the Rift screen (it’s a real world setting, so to speak), while the Eye Separation determines the distance between the stereo ‘cameras’ in the game, which influences the strength of the 3D effect and thus the perceived scene scale. In other words: Eye Separation is the virtual IPD in the game.
Feb 5, 2018 at 6:27pm #170598RJK_
ParticipantDIRT 2
BTW: Another benefit of vorpX is that you get (limited) head tracking in Codemaster games, since vorpX can use the head tracker as gamepad axis.
It is kind of ridiculous to call this game “supported”, the headtracking only has 3 positions , middle left and right. This is not headtracking this is crap.
Feb 5, 2018 at 8:18pm #170602Ralf
KeymasterThat is not correct at all, but the gamepad stick emulation that vorpX has to use in these games still is not ideal since vorpX can’t control how a game is translating the simulated gamepad input data into camera movement.
Luckily there is a workaround that provides better headtracking: most Codemasters racing games have TrackIR support, so you can use OpenTrack to simulate TrackIR input with your headset instead of using the built in thumbstick emulation.
Feb 14, 2018 at 5:15pm #170789RJK_
ParticipantTanks for Answering, i was just a little annoyed because i bought especially these games for VR. Is opentrack easy to use with vorpX?
Feb 20, 2018 at 4:46pm #171058mpmo
ParticipantI would also like to know this, did you get trackir to work with vorpx? if so, how exactly? i’m currently away from home so can’t try it myself right now
Feb 20, 2018 at 5:09pm #171061Ralf
KeymasterIt’s fairly easy.
- Run OpenTrack.
- Select Oculus or SteamVR as input depending on your headset and ‘freetrack’ as output
- Press Start.
- Disable head tracking in the vorpX config app.
- Launch a game that has TrackIR support.
Caveat: some games may require you to enable TrackIR somewhere in their options menu.
Feb 20, 2018 at 11:14pm #171072mpmo
Participantahh greatly appreciated once again, raf.
Feb 21, 2018 at 9:29am #171077RJK_
ParticipantThank you very much !
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