apollon01

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Viewing 15 posts - 1 through 15 (of 57 total)
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  • in reply to: Deus Ex: The Fall #219009
    apollon01
    Participant

    Oh great. I will give it a try this evening.

    Thank you.

    in reply to: Deus Ex: The Fall #219002
    apollon01
    Participant

    Hello RJK_

    I am ressurecting this thread to ask whether the new profile is available in vorpX cloud? I can see only the old one requiring DGVoodoo2.

    Thanks.

    in reply to: A little heads-up for technical minded users #207260
    apollon01
    Participant

    Thanks Ralf.

    Most likely I will go the Custom route only to end up with the worst possible experience X-)

    But seriously, I appreciate progress in this area.

    in reply to: vorpX 21.3.5 Available Now #206567
    apollon01
    Participant

    Thanks Ralf, can’t wait to check all the new goodies out!

    in reply to: FluidSync on 30fps on WMR? #206339
    apollon01
    Participant

    Cool, thanks.

    I hope it will turn out well in the end.

    apollon01
    Participant

    Fingers crossed with the FidelityFX, Ralf.

    in reply to: vorpX 21.2.3 Available Now #203370
    apollon01
    Participant

    Btw just to check:

    I suppose you meant FluidSync ON in vorpX, right?

    in reply to: vorpX 21.2.3 Available Now #203354
    apollon01
    Participant

    “One a sidenote: did I mention that the developer preview runtime is a developer preview runtime? :)”

    Yep, got it :-)

    I am using the OpenXR dev tools for the MSFS 2020 as it allows also the 22.5 fps reprojection (yes, with the latest preview enabled) and it runs very well. So it is unlikely I will uninstall it completely.

    But I understand that for vorpX, I need just to disable the latest dev preview and with the reprojection on audo and with the FluidSync it should work.

    That’s what I was after. Thanks Ralf!

    in reply to: vorpX 21.2.3 Available Now #203347
    apollon01
    Participant

    Hi Ralf and thanks for the OpenXR update. It works very well on my end (HP Reverb G2).

    Could you, if you have a minute, provide some light-tech info on the following topics, as I feel a bit lost and would appreciate understanding a bit more of what goes on under the hood?

    Say the game runs at 35 fps.

    Scenario 1: OpenXR (non-latest dev built) set on “no reprojection”
    Do I understand correctly that it is vorpX who does the full reprojection work to get the headset run at 90 fps using the 35 fps from the game?

    Scenario 2: OpenXR (non-latest dev built) se on “auto reprojection” – so able to reproject from 30 fps (mind the game runs at 35 fps)
    Who does the reprojection to the 90 fps on headset end? Is it the OpenXR that takes the 35 fps from the game and makes it 90 fps by its reprojection tech? Or does vorpX play its role here too?

    Scenario 3: What if the game runs below 30 fps and therefore the OpenXR (non-latest dev built) is not able to reproject?

    Based on the above, what approach do you actually recommend as for the setting in OpenXR and vorpX?

    In this thread I read you stating that OpenXR should either be on auto or no reprojection. Is there a preference here?
    And how to change the vorpX FluidSyinc setting in relation to the reprojection setting in OpenXR?

    Sorry for a long question but I am trying to figure out the best playing field between these two applications.

    Thanks!

    in reply to: Question for Windows Mixed Reality users #197396
    apollon01
    Participant

    Same here. It works fine out of the box.

    I start first the WMR portal, then SteamVR, vorpX and the game in the end. Just a habbit. I am not sure whether it matters at all.

    in reply to: Split: Flight Simulator 2020 #196842
    apollon01
    Participant

    Or just wait for native implementation.

    By the time you fiddle with the settings so that the sim looks half good and not feeling completely odd, it will offer VR natively :-)

    in reply to: Split: Flight Simulator 2020 #196834
    apollon01
    Participant

    Aren’t you in EdgePeek mode once you enter FullVR?

    Try to press middle mouse button to disable / enable EdgePeek (default key binding).

    in reply to: Flight Simulator 2020 #196818
    apollon01
    Participant

    Same here.

    It hooks in alternative mode only and while I can enable Z3D or Z3D adaptive mode, there is no 3D.

    Waiting for native VR implementation.

    in reply to: How to move the virtual screen? #195975
    apollon01
    Participant

    Hi all,

    For a while I was not sure whether to participate in this discussion as I did not intend to add an insult to an injury but for the sake of multiple user points of view, here we go :-)

    Myself, for one, would also consider such feature to be useful. For the record, I have already expressed this wish some time ago:

    Immersion screen & head track scaling

    But since I felt the need to move the immersion screen down only in one single title (all the rest I play in FullVR), I did not push for a reply and let go. In the meantime, I also resorted into the “Btw” option, so problem solved.

    I understand the list of possible future features is rather long and likely contains more pressing issues than the one discussed here. However if there is some time to have a look at that, some users might find it useful.

    Thanks and all the best.

    Milan

    in reply to: A little start helper for games #195745
    apollon01
    Participant

    This is indeed useful. Thank you!

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