Homepage › Forums › General vorpX Discussion › Multiple profiles?
- This topic has 2 replies, 2 voices, and was last updated Jan 9, 2019 7:03am by
razer.roze.
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Jan 3, 2019 at 8:18am #178232
razer.roze
ParticipantRalf,
Thanks so much for continuing to work on vorpx, I am really impressed at the level of customization that is offered in the software and the way it still mostly just works. I picked it up to play Monster Hunter: World, which is working great. I wish I could stomach the full VR view but the Immersive Screen is a really awesome way to enjoy the game for me.I prefer a gamepad for third person melee focused games but have developed a preference for inverted y-axis use. I found the feature that allows inverting the headset, which makes the immersive screen really shine with some light head-tracking added in to the mix. The only issue that brings this down is that the menus are very difficult to use with Head Tracking > 0.0 with the pad; especially because I often need to look to one side of the screen while manipulating menu items on the other which doesn’t work well when the “mouse” keeps drawing focus away.
I was initially thinking it would be nifty to have a way to simply set the Head Tracking value to 0.0 via some key command but then I was imagining the more generic solution of being able to toggle between two “profiles” with some kind of bindable meta command (ideally that could be set to one of the pad buttons, similar to EdgePeek) that would swap a full set of config values to an alternate set. Since the software is sophisticated enough to allow on-the-fly updating of values I though perhaps this would be a plausible approach to satisfy unique uses like this and possibly other cases where games switch between multiple game “styles” from time to time (ala Neir:Automata).
Anyway, I thought I would throw it out there.
Cheers,
ZackJan 3, 2019 at 3:20pm #178241dellrifter22
ParticipantI’ve wondered about something similar for games like Battlefield/Battlefront, Farcrys, Medal of Honor etc, when vehicle FOV is often lower than on foot. Or when riding a horse in Witcher 3. Being able to toggle a secondary set of values might help to improve this.
It could also help for switching between fullVR and cinema modes, as I’ve found they each need their own changes to 3D strength, depth weighting, and FOV adjustment to look similar.
And it could be useful for simple A B testing while creating new profiles.
Maybe the vorpX menu box could change color to signify “Alternative Config Set Active” to help avoid confusion to witch is currently being used/changed.
Neat ideas razer, thanks. I imagine this will fall into the “nice to have” list, but we’ll see. There’s still more room on that notepad, right Ralf? :)
Jan 9, 2019 at 7:03am #178393razer.roze
ParticipantAnother relatively standard UI pattern would be to include tabs along the top; possibly initially just one tab with a “+” to add a new one (as browsers and many other applications do). I definitely agree that each mode seems to justify a different set of parameter values and being able to store “sets” of values that could be swapped quickly would be amazing. As a software engineer I understand features are not free and adding big name game support probably takes most of the precedence right now but “as a user I would personally love to be able to toggle my configurations so that different game modes and menus could have different vorpx settings”… see, free user story ;-).
Even an “advanced” feature that was partially baked and required manually cloning/renaming configuration files (“config”, “config_1”) would be super awesome. I have been somewhat assuming the configuration is stored in local files per game (.exe target) though I didn’t see where in a very cursory look.
Anyway, keep up the good work sir.
Cheers,
Zack -
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