daggey

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  • in reply to: Request: Additional Key Bindings #199769
    daggey
    Participant

    Vorpx now has a built in Opentrack so the problem with arma3 goes away. You just need to leave headtracking on but turn the sensitivity way, way down and you get the best of both worlds. Sometimes I think having a button to switch between Immersive mode and Full VR mode would be handy though (ie using Mobiglass in Star Citizen) but I’m pretty sure Edgepeek probably does (most of) the same job.

    in reply to: Star Citizen Free Look #199371
    daggey
    Participant

    Yes I saw that an have updated the guide with that info thanks – did you get it working ? What did you think – have only had negative feedback so far unfortunately. People with RiftS seem to be having a lot of trouble but i have played it on Quest, index and Pimax 8kX and feel like it is really good (desptie the no 3d and the UI issues).

    in reply to: Star Citizen Free Look #199174
    daggey
    Participant
    daggey
    Participant

    Awesome – looking forward to it

    daggey
    Participant

    Yes, MSFS2020 , Star Citizen, Arma III are the ones I play. Thanks Ralf, this sounds awesome.

    in reply to: Flight Simulator 2020 #196660
    daggey
    Participant

    Actually scratch the above – immersive screen at 2560 x 1440 with the screen distance -0.30, screen scale max and screen curvature 1.75 with screen vertical curve on is working much better. In game camera setting set to wide camera and in game zoom settings all the way out – that’s on an Index at 80Hz – seem to be getting about 40 frames in game so lots of reprojection etc. Far from perfect but fun.

    in reply to: Flight Simulator 2020 #196659
    daggey
    Participant

    I got it to hook using the new hook fixer feature and used Opentrack to spoof a TrackIR via the HMD which took care of head tracking. No 3d reconstruction available though. Still messing around with resolutions etc but 1920 x 2160 looked ok as a start point for Fullvr mode otherwise was using immersive screen. Frame rate is an issue. Lots of messing around to get it right yet.

    in reply to: Star Citizen Fov #196623
    daggey
    Participant

    Guide has been updated a lot as new versions of Star Citizen can change the ratios that different values in user.cfg generate.

    At the moment (3.10) ; for a normal FOV range HMD use r_Width = 2000 and r_Height = 1000 in user.cfg to create a FOV slider of 94 – 108. You can use 94 to play using monitor and 108 to play using Vorpx + HMD. For an index use r_Width = 3900 and r_Height = 1000 giving you a FOV range of 121 to 132. I use 121 to play in. Then when you load into the game mode you wish to play change to 1920 x 2160 as your resolution and set your FOV again (it changes often when moving from menu to into the game mode). Both the user.cfg specified res (whichever one you are using) and the 1920 x 2160 (or whatever you decide you want to play in) need to be set up as custom resolutions in NVIDIA control panel ahead of time. Opentrack spoofs a TrackIR for headtracking using your HMD so set up TrackIR as your headtracker in Star Citizen headtracking settings (no facial expression tracking with a HMD as yet I’m afraid – but oculus are working on it) and run opentrack as suggested in the guide (download the headtracking profile from dropbox and load it into the opentrack config directory and then select it in Opentrack). Also often get better results / less problems generally if running Star Citizen in windowed mode than in fullscreen. I will update for Pimax settings when my 8KX arrives. Enjoy.

    in reply to: Star Citizen Fov #195130
    daggey
    Participant

    Hey I wrote the reddit post. Opentrack can spoof a trackIR using a HMD running on steamvr or oculus – so star citizen can use the “fake” trackIR from your HMD+Opentrack for headtracking, rather than Vorpx’s built-in headtracking (which I recommend to turn right down to one notch above 0) which is sending a mouse-input like signal to the game to control head movement. This is so the head movement and gun aiming are separated in FPS mode, and so looking around your cockpit doesn’t thrust your ship around when in ship. Also, historically, this allowed for Z-axis (back and forward) head movement but this was removed by CIG when they re-did the whole headtracking system a few patches back (3.2 if I remember correctly) – but that was great while it lasted.

    I know it is complex but I was trying to explain it all. Basic premise is that resolutions in your user.cfg file can alter the range of FOV sliders available to you at menu load in, and these carry across into the game modes when you load in. So if you put the right resolution in your User.cfg, you have a HMD appropriate FOV slider range available to you in game. You can also specify another resolution which matches your HMD resolution (as determined by SteamVR) to play the game in which you change into after you load into whichever game mode (PTU, Ac or SM) you want to play. Both of these resolutions need to be specified in your NVIDIA control panel as custom resolutions or they won’t be available to select within Star Citizen (and it will freak out on loading into the starting menu ie black screen or crash). Currently, on an index i am using 2100 x 1000 in user.cfg (gives a range of 94 which is good for monitor play/pancake to 108 which is good for HMD with Vorpx – this setting should be fine for all standard FOV HMD’s). I play in 1920 x 2160 at the moment, but was using different resolutions at various points based on what SteamVR was telling me the render target slider for 100% of the HMD was (in the video settings of steamVR) – but this changes with various beta patches of SteamVR which is why this resolution setting has chopped and changed over time – so I just settled on 1920 x 2160 and it looks pretty good. I appreciate it is all confusing AF. The reason I add Star Citizen to SteamVR is because it allows access to the Custom Resolution Multiplier slider in the SteamVR settings, and you can easily under or over-sample etc in there [but I am not 100% on how this interplays with Vorpx]. The rest of it was giving people some settings to try out and advising about how to handle edgepeek with a MMO mouse and the fact that the helmet UI is not working with this set-up (but this is changing soon).

    If anyone needs help let me know and I will try my best to help – because this game is very cool and this works pretty well when you get it going.

    daggey
    Participant

    Star Citizen is running really well with the new drivers.

    in reply to: vorpX 18.3.2 Available Now #177732
    daggey
    Participant

    Kingdom Come works (it just randomly froze when I tried to load it) but I have got it working since. Arma3 and star citizen still no good though. Weird.

    in reply to: vorpX 18.3.2 Available Now #177731
    daggey
    Participant

    Hey I am using Vive Pro (SteamVR) – everything working perfectly up until update today (18.3.2.2) – now I get a black screen whenever I load into a game ? Rebooted etc after installation. Desktop viewer works fine, but whenever I hook into a game (Kingdom Come, Arma3, Star Citizen) – I just get a black screen in the HMD. The game screen on the monitor has the Vorpx logo, so it seems to be hooking OK, and audio plays fine – but now everything is black – any ideas ? Tried running as admin but no joy. Thanks.

    daggey
    Participant

    Just to update – that guide has been significantly re-jigged/improved both on the original reddit post and the mirrored version on Star Citizen forums. To the SC haters, man, you guys are going to have so much egg on your face. Remember it when the game is finished and is hailed as the biggest thing ever. IF you don’t get it now, you will in time.

    in reply to: Star Citizen with 18.3 #176243
    daggey
    Participant

    My most sincere thanks. That is awesome news.

    in reply to: Star Citizen with 18.3 #176060
    daggey
    Participant

    Thanking you – any help much appreciated. I will see what I can do as well.

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