dellrifter22

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  • in reply to: Everything moving with the headset #187119
    dellrifter22
    Participant

    My bad. I was just checking something simple wasn’t overlooked. I take it now that the games in question aren’t meant to utilize fullVR tracking. Sorry for the confusion.

    in reply to: 180\360 ingame view? #187117
    dellrifter22
    Participant

    My bad, I thought he meant that he wants to look around the screen without it moving the in game camera (which is controlled by mouselook), in which case the cinema mode is best, as RJK said. Sadly it can’t be in a 360 sphere as described.

    If he means he wants to control the mouselook game camera with his head – without using his hands, then using fullVR mode with headtracking to look all around is best.

    FullVR doesn’t mean the screen is all around you, it means the screen is big enough to fill the view in front of you, and follows in front of your face in every direction you look.

    So the answer to the question of a 360 screen is no, but you can try both fullVR and cinema modes to see which works best for you.

    in reply to: 180\360 ingame view? #187113
    dellrifter22
    Participant

    RJK’s post was probably meant for the other thread regarding head tracking.

    Short answer: No.

    360 degree in game? No I don’t think so. Some 360 video content perhaps, but not likely for games. Main problem being you can’t really reach near that high FOV in games, normally 120 is pushing it.

    vorpX doesn’t render games in a 360 sphere like you imagine 360 videos.

    The closest thing to what you want, would be to use the cinema mode at full zoom with an ultrawide resolution. The wider the resolution, the more degrees you will have extending on each side for you to turn your head to see. This wont continue to wrap clear around your head, and wont always be distortion-free, but I like to play most games this way with a Pimax8k.

    For some games I use 21:9 custom resolutions (2560×1080, 3440×1440). Theoretically you can make any resolutions as wide as you want, as long as your monitor can support it, and the game supports it.

    -create an ultra wide resolution in your graphics driver
    -select that resolution in game
    -set cinema to Ambient/None background in vorpX delete menu
    -zooming all the way in to -1.00
    -set curvature with vertical on, all the way to max 3.00

    Now the tricky part is finding the right FOV values to use in the game so everything doesn’t feel so stretched out.

    I probably shouldn’t recommend you do any of this if you aren’t yet familiar with vorpX, but just wanted to answer your question best that I could.

    in reply to: Everything moving with the headset #187110
    dellrifter22
    Participant

    Maybe I understood wrong, but perhaps all you need is to turn up the tracking sensitivity, which sounds like may be at zero for some reason.

    Make sure Head Tracking is enabled in vorpX config.

    Then in game, open vorpX delete key menu. In fullVR mode, you should see a headtracking sensitivity slider at the bottom of the first Main page. See if turning that up solves your problem.

    Also check the Head Tracking page in that menu to make sure it is turned on.

    in reply to: Assasin's Creed Origins Z-Normal #187109
    dellrifter22
    Participant

    Tested mine just now. Z3D works for me as long as Anti Aliasing is set to High. I seem to remember this from when the game first came out.

    Also make sure your Resolution Modifier option is set to 1.0. My testing showed that anything lower breaks 3D, while higher may work.

    Use Fullscreen to be safe.

    If that still doesn’t fix it, try to alt+tab minimize and back, try your native monitor resolution, and try the different AA settings.

    Maybe if this profile got a quick z-buffer detection patch, this wouldn’t be a problem for others in the future.

    in reply to: vorpX 19.3.0 Sneak Peek: A Feast for Shader Hackers #186959
    dellrifter22
    Participant

    Sounds awesome!! Excited to learn how to use this.

    in reply to: Question about interface elements depth #186875
    dellrifter22
    Participant

    If HUD interface objects have been assigned to the G3D HUD layer by the profile creator (usually always the case with official profiles), you should be able to control both size and depth of the interface.

    Open vorpX delete menu and arrow over to the image settings page. You should see 3 HUD related sliders below. Adjust depth as desired.

    I haven’t tried Witcher 1 myself, but see if this works for you.

    in reply to: Constantly floored by how good VorpX is #186829
    dellrifter22
    Participant

    Oh it’s just terrible… ;)

    in reply to: Star Trek Online #186827
    dellrifter22
    Participant

    Sounds like they updated from dx9 to dx11, which is probably why the old z-normal no longer works. Good news though, G3D now works with this profile. See what you think.

    in reply to: Star trek online #186826
    dellrifter22
    Participant

    Ok, put a profile on the cloud for you to try. I posted a few setup instructions for it here.

    G3D immersive screen zoomed in close, with fullVR and first person view options. Seems to work pretty well. Hope you enjoy.

    in reply to: Star trek online #186759
    dellrifter22
    Participant

    I’ve never played STO before, but I installed it on steam tonight to have a look.

    The good news: I was able to hook geometry 3D pretty quickly – that is until they suddenly took the server down for maintenance. Doh.

    The not so good news: it seemed to run heavy, though I didn’t have time to optimize my settings. No Z3D yet with this profile, but I’ll see if I can find one tomorrow.

    I only ran around the beginning star fleet area, so I haven’t been able to test space or combat yet. But from what I can tell, it should look fine in G3D cinema.

    I’ve read there are a couple chat commands you can use to adjust fov and also lock the camera into a first person type view. Both things I want to try when the server goes back up.

    If you give me a couple days, I’ll try to clean up the HUD layer and find optimal fov settings. Then I can post a profile for ya, perhaps in time for the weekend.

    in reply to: Screen height setting? #186727
    dellrifter22
    Participant

    I might be wrong about that. I mostly use my Pimax8k with only 3dof (no positional tracking), so the screen stays straight in front at the proper height and distance always. I’m unsure if you can do this with other 6dof headsets.

    I’m unsure if disabling positional tracking while in cinema modes will give this effect or not, but you could try it.

    in reply to: Assassin's Creed Origins #186721
    dellrifter22
    Participant

    I wouldn’t give up on syndicate though, there’s a good chance some profile will provide Z3D. Try ACUnity, watchdogs, or even battlefront 2 profiles. I’d try it for you, but don’t have syndicate atm.

    in reply to: Assassin's Creed Origins #186720
    dellrifter22
    Participant

    Origins should work great in Z3D. dborosev was asking about syndicate which might not be supported.

    in reply to: Screen height setting? #186719
    dellrifter22
    Participant

    The recenter key should do the trick. Alt + space by default I believe. Check the configuration app for hotkeys.

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