baggyg

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Viewing 15 posts - 31 through 45 (of 45 total)
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  • in reply to: Fallout 4 Scanner #102015
    baggyg
    Participant

    Fair enough – ill stick with mouse emulation for now. Apart from onscreen gamepad prompts it does most everything I need

    baggyg
    Participant

    Update: Yeah its definitely that.

    I switched out the monitor for my HMZ and then it all worked fine. What happens with my monitor is that there isn’t even an entry for it in VorpX drop down. I either get “Use system settings” or “Show on DK2”. I dont get any other option. With the HMZ it also said “Show on HMZ”.

    baggyg
    Participant

    I tried the “Use system settings” option but that made no difference, still went to the monitor.

    Tried a host of other things such as setting monitor to be on the right side of the rift and changing just monitor refresh rate to 60hz. Unfortunately nothing seems to push the game to the DK2. My monitor is connected through a DVI / VGA convertor and I wonder whether this is confusing it since it may not get good naming information.

    I will give it a go without the monitor but just with my HMZ-T1 and the Rift as that is through HDMI. Anything else I can try do let me know.

    in reply to: Vanishing of Ethan Carter #24419
    baggyg
    Participant

    Ralf you are a gentlemen and a scholar! Unset that and made sure non of the other processes were set to admin (Steam / Launcher) and now injecting fine into 64bit. Thanks very much for your patience and guidance.

    in reply to: Vanishing of Ethan Carter #24377
    baggyg
    Participant

    I tried creating a copy of the .dat and renaming to .exe. Running this has no effect – nothing is started in the task manager. I reverted back to normal and ran vorpX in the normal way. Here is a screenshot from the task manager:

    https://drive.google.com/file/d/0BzqmJ69EehZ0OEx2ZldERkcxRnc/view?usp=sharing

    I can’t think of anything particularly special about this machine. Its actually pretty clean as it is new and just used for Oculus stuff.

    Anything else I can try?

    P.s. Outlast also has this issue.

    in reply to: Vanishing of Ethan Carter #24314
    baggyg
    Participant

    Hi Ralf,

    Just checked and this isn’t running by default. All I have in the Task Manager VorpX related is:

    vorpX VR Stereo Driver Control (32 bit)

    I can see the file you mention in Program Files (x86)/Animation Labs/vorpX but looks as though it is not getting run. Any way I can force this to start?

    Windows 8.1 Pro 64bit

    in reply to: Vanishing of Ethan Carter #24301
    baggyg
    Participant

    I played around with it tonight with some help from Steam Communities. The problem seems to be that even if I choose the 32bit executable, it always runs the 64 bit one. If I bugger around and actually replace the 64 bit one with the 32 bit one (renaming the executable), everything works fine.

    I can’t remember whether vorpX supports 64 bit applications. The textures on the 64 bit one are far superior so if I could get this running that would be an advantage. Do I have to do something special to run a 64 bit app?

    in reply to: Vanishing of Ethan Carter #24272
    baggyg
    Participant

    @Ralf thanks for responding. Very odd and frustrating. I can’t find anyone with the same problem so I think it must be something stupid I am doing. Here is a shot of the binaries folder:
    https://drive.google.com/file/d/0BzqmJ69EehZ0RmVBZnBTcEVqaDA/view?usp=sharing

    Can you see anything that shouldn’t be there? Is this the same as yours?

    in reply to: Vanishing of Ethan Carter #24173
    baggyg
    Participant

    Can anyone check for me whether the latest update of the steam version is still injecting properly? I installed it a couple of days ago and it simply does not inject no matter what I do. Tried pretty much everything (UDK.exe / adding Vorpx Desktop Shortcut). There is an odd DLL in the binary folder (EasyHook_64.dll). Makes me wonder whether somehow they are injecting into their own game which is blocking other injection attempts.

    in reply to: Gone Home #11134
    baggyg
    Participant

    On my wish list too. The developer was considering official Oculus Rift support towards the end of August, so may wait to see if anything transpires.

    in reply to: Alice Madness Returns #11133
    baggyg
    Participant

    Thanks for the tips. How did you find headtracking? I tried psychonauts and couldnt get used to my head moving the camera.

    in reply to: Bioshock 1 – Geometry Mode – Lack of Depth #10993
    baggyg
    Participant

    Hi Ralf,

    I had a long play over the weekend and managed to get a better sense of depth after getting the FOV larger / right etc. I think the issue with eye separation is that all elements separate, therefore things like the HUD become hard to focus on even with a modest amount of separation. To be completely fair I do still prefer the rendering and control of world scale on TriDEF as it feels more “life-like”, but prefer the HUD, edge peek and zoom out functions of VorpX.

    Don’t worry too much if you don’t have time to look at this. Bioshock’s art style in combination with the low res Dev Kit aren’t the best match. This will probnably be one of those games I wait until the consumer Rift arrives to finish.

    Thanks for support.

    in reply to: Bioshock 1 – Geometry Mode – Lack of Depth #10796
    baggyg
    Participant

    Donk – thanks for the edge peek tip – that works great!

    I don’t think world scale works exactly the same way since each element is only separated based upon the distance from the camera. What I find in vorpX eye separation is that quite quickly it becomes hard to focus on close elements such as the HUD. Whereas changing the world scale In Tridef seems to lengthen the complete depth without just changing the strength of 3d.

    I’m probably wrong in trying to explain something by comparing a function of a completely different program. It just the easiest way I know how to compare.

    I believe the complete scene needs to be “deeper” while not necessarily increasing 3D strength. The 3D actually looks fine its just that the things in the background seem to be at the wrong depth. They should be further away. If it would help I can send a screenshot taken through tridef so you can see what I mean. As I said I only have experienced this with Bioshock 1 thus far.

    in reply to: Bioshock 1 – Geometry Mode – Lack of Depth #10782
    baggyg
    Participant

    I tried a couple of other games and thought the 3d effect was better – Skyrim certainly looked life like in depth (in both Geometry and Z-Buffer). So perhaps its just bioshock.

    “World Scale – Coordinate system scaling factor. Adjust this if the 3D separation is too strong/weak.”

    This isn’t quite the same as simple eye separation.

    Also +1 for a edge peek toggle button – Skyrim doesn’t seem to allow me to do many things if I have the middle mouse button pressed.

    in reply to: Bioshock 1 – Geometry Mode – Lack of Depth #10776
    baggyg
    Participant

    Hi Ralf,

    Respectfully I completely disagree. Others around (reddit) have also criticised the lack of depth on bioshock (Geometry Mode) as well. The fact it is does not look like real life. Something that is 20 meters away looks like it is a couple of meters infront of me. I am not comparing it to and “over the top monitor 3D effect”. I am comparing it to another 3D driver, and whether you agree or not the other driver appears more lifelike.

    I would also argue it currently feels more uncomfortable because of the lack of depth. In other solutions I can get my bearings rather easily. In VorpX my eyes are having to work hard to figure out at what depth each item is. This really does need a world scale option or the specific bioshock settings looked at. I will try a few other games and report if it is just bioshock giving me this or all vorpX.

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