Forum Replies Created
-
AuthorPosts
-
BadServo
ParticipantTurns out that it was in fact a resolution issue. When I fired up the games tonight without VorpX running, they were rendering at 1024×768. They were configured for 1920×1080 before my VorpX 8 testing yesterday, so I can only assume that the Rift Init crash error I expirienced (referenced in another thread) caused the games to revert for some reason.
Either way, it appears to be working now. My apologies for having wasted your time.
BadServo
ParticipantWas finally able to get the cinema mode to work as intended. Not certain what eventually fixed it, but some combination of de-overclocking my primary monitor, physically disconnecting (not just disabling in display properties) my secondary monitor, shutting off nearly all background applications finally got it to stop giving my the “Rift Init” issue.
BadServo
ParticipantThanks for the suggestion, Karlor. Unfortunately, I was already using the 5.0.1 runtime when I tried this morning.
Tried a few other tweaks and troubleshooting things to no avail. Hopefully something will click into place when I get more time to futz with it tonight.
BadServo
ParticipantI can’t say with certainty that this is your problem, but the DK2 (unlike the DK1) seems to have a lot of issues with judder. Personally, I was unable to get anything aside from the “Desktop Demo” to function without nausea-inducing judder. Turns out that my primary monitor being set to 60hz was causing it. In nearly every demo or application, if I overclock my monitor to 75hz, then the judder vanishes.
I understand that this is hardly an ideal work-around as not all monitors can support such a refresh rate, but it’s certainly solved my issues. Good luck.
BadServo
ParticipantGreat release Ralf. Remarkable how far you got this out the door. Have run into a couple bugs, but nothing heavy. I saw that the new release was available on the RoadToVR site, and it mentions the addition of 15 new officially supported titles. Unfortunately, I haven’t been able to locate a list of all the newly supported games. Is there a changelog somewhere that lists them, or an otherwise complete list? Apologies if I’ve missed this somewhere. Thanks again, for all the hard work, mate.
BadServo
ParticipantMy apologies. While I’ve never discovered why the auto-update did not function, I simply re-ran the original installer and it replaced my existing copy with 0.6.4.
As always, thanks Ralf for all the hard work.
BadServo
ParticipantWork and family life has caught up to me and I’ve not been gaming much since about October. Had some time to play with the Rift tonight and saw the November blog post about an update. The blog mentions version 0.6.4, yet when I run VorpX, the version reported is 0.6.1.
It’s my understanding that VorpX updates should be automatic, but after leaving the VorpX control running for an extended period, I’m seeing no update notification or change in the version number displayed when in-game. Is there something that might be interfering with the update mechanism?
Thanks for any insight.
Oct 17, 2013 at 4:38am in reply to: How do you stop head tracking from moving even when you are still? #11211BadServo
ParticipantI get this same issue in Bioshock Infinite but nothing else. Recalibrating and fiddling with sensitivity has so far yielded no results.
BadServo
ParticipantNo idea what would cause that off the cuff. Any chance it’s picking up another input device like a controller or joystick you could disable? Also try disabling gamepads in the game options.
BadServo
ParticipantSince so many were curious (me among them), is said “screw it” and just bought the game to test. Unfortunately, it’s looking incompatible at this time. Here’s what I discovered in my brief testing.
-If you launch the game through Steam with VorpX running, it launches and runs as expected without engaging VorpX.
-If you navigate to the Steam Library folder where “Gone Home” is installed, there are two executables, “GoneHome.exe” and “GoneHome32.exe”.
-If you create a Desktop Icon via VorpX for the “GoneHome32.exe” file, then the game will load, but you will only see a completely black screen instead of the menu, but you can hear the game’s audio.
-If you enter the game during this black menu screen (enter key resumes your saved game), if will load the game (verified by the shifting sounds of rain when you move), but you still will have no visuals.
@Ralf & @Muteboy: Feel free to move this thread to the other forum since this has become more of a troubleshoots/bug-report thread that a Hint & Tip thread. Thanks.
BadServo
ParticipantSame here. I have a pretty substantial gaming backlog, but if I knew I could Rift this one, I’d buy it right now. The temptation to do so, just to see how VorpX handles it is pretty strong.
BadServo
ParticipantI purchased my copy of BI directly through Steam, so I doubt the installation method is a factor.
BadServo
ParticipantI believe that somewhere (either in the online help or in the troubleshooting thread)m that Ralf mentions you may need to reassign the mouse wheel or middle mouse button if the game in question uses these keys.
BadServo
ParticipantOn my machine, “Bioshock Infinite” is working perfectly (via Steam) for as long as I’ve tried to play it, aside from a minor head-tracking issue as described here:
My specs are as follows:
OS: Windows 8 Professional (64-Bit)
CPU: Intel Core i7-3770K (4-Core / 3.5Ghz)
RAM: 16GB Mixed DDR3
GPU: 2x GeForce GTX 660 Ti Cards, Factory Overclocked Running in SLI
HDD: OCZ RevoDrove3 120GB PCI-E SSDI should note that I have v-sync forced off in the drivers when using the Rift/VorpX and that I’ve disabled Steam Overlay. For reference, I’m using nVidia Driver version 327.23.
@Ralf: If there’s any specific settings you’d like me to try to see if I can make it crash, let me know.
BadServo
Participant -
AuthorPosts