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dellrifter22ParticipantThe only problem I see with automated reset is during moments you are looking to the sides and not expecting a recenter. It could be more jarring.
I’ve had to deal with a lot of drift with the Pimax 4k, recentering habitually every 20-30 seconds. My only advice would be to rebind to a more convenient key. I use Q to pretty good effect.
dellrifter22ParticipantWell maybe only side effect being a bit of strain from continued rubbernecking back and forth. Or is that headbanging? 🤘
Ha, maybe not, but still not ideal for hmds with drift that need recentering every half minute or so. I love that you can use the Pimax headsets without setting up external sensors, but it does require you have a finger always over that recenter key.
dellrifter22ParticipantThey are probably limited to suit their true purpose of being floating “screens”, but I wouldn’t mind some additional full zoom capability.
Some games with hard fov limits too narrow for fullvr can better get by in the cinema modes; not only because the image is more zoomed out, but the curve of the screen and and narrowing of the focal point seem to help some as well. There are a few profiles I’ve worked where I wish I could zoom the screen in closer to hide more edge culling or borders, to better fake the fullvr mode.
atm, the most you can do is turn screen curve to max and enable vertical curvature as well (cinema mode). This has mixed results with edge distortion though, depending on the game.
dellrifter22ParticipantSounds cool. Adding this to my list of things to check out. Thanks.
Apr 29, 2019 at 5:20pm in reply to: Really there should be a screenshot mode and a Vorpx Viewer app on steam #183600
dellrifter22ParticipantFor a while I considered making a cut video reel to show what many games look like in vorpX, but was never sure the best way to record and view it to proper scale in the headset. Indeed it would probably need a specialized viewer that uses image size info directly form vorpX. Neat idea anyway.
dellrifter22ParticipantSounds neat. This and the exe naming workaround are welcome additions. Thanks.
dellrifter22ParticipantDisable auto resolution in vorpX and select your custom resolution in the game’s settings.
vorpX can handle any resolution or aspect ratio you make and run from a game’s settings menu. The question is whether the game itself supports them or not. Some brief trial and error can quickly determine this.
An easy way to find resolutions is use a calculator to multiply the base aspect ratio. I like to step in tenths to keep it simple (1.1, 1.2, 1.3). A 4:3 example: 1600×1200 x 2.1 “1600 x 2.1 = 3360, 1200 x 2.1 = 2520” = 3360×2520. Then see if your monitor passes the test.
My monitor seems to like odd numbers better and can go higher than some even resolutions that fail.
dellrifter22ParticipantYeah, it may have something to do with steam home environment running all the time, so I disabled that.
I’ve noticed also that if I leave steamVR running after I power off my pimax, gpu load runs up and holds around 80%. Like it’s constantly scanning for an hmd or something? It may have something to do with pitool’s implamentation of steamVR, but I don’t know.
dellrifter22ParticipantYou can also be limited to what your monitor can handle. I’ve recently switched from a 1200p Ultrasharp that could get me near 5k, to a 1440p that can go even higher.
With my new video card I’m able to push just above 6k in AC Odyssey before it starts dumping dramatically below 36fps. You’d think that sounds crazy, but I still notice subtle world detail improvements the higher I go in my Pimax 8k. In the distance particularly.
dellrifter22ParticipantThe Index definitely has my attention until we know more about it. I’m hoping for a resolution upgrade beyond vive pro, but that might not happen.
For the purpose of playing seated games at my desk I’ve also got my eye on the new wave of WMR. HP Reverb and now Acer Ojo. Native 2160×2160 RGB seems to be the increase I’m looking for. Comfort as good as the rift is also a plus.
I’ve never owned a WMR before, does the inside-out tracking work fine while sitting in front of your monitor? Does it suffer from any drifting?
Do I have to have the controllers turned on to use the headset for vorpX?
Does any type of asw work with wmr? Do steamvr ss settings apply?
Anything you dislike about wmr reguarding vorpX?
dellrifter22ParticipantI wonder then if you have some game controller peripheral plugged in or related software that is interfering somehow. Head tracking emulates mouse input by default. Anything special about your mouse setup?
dellrifter22ParticipantThis guy on youtube claims to have it working in fullVR. Not sure he mentions anything about it being 3D or not, but it looks like hooking should work.
In case the game now uses dx12, try to switch to dx11. I haven’t researched this yet though.
dellrifter22ParticipantCheck that you didn’t accidentally disable head tracking in the vorpX config app. On the General page of the vorpX Config there is a checkbox to enable head tracking. Right click the vorpX icon in the system tray to Configure vorpX.
You could also check that the head tracking sensitivity is not turned down to 0 in the Delete key menu in game. This should not be the case with a default profile, but you could check all the same.
dellrifter22ParticipantMake sure you are running Tomb Raider in Directx 11 mode. Launch the game without vorpX, in the video settings change from dx12 to dx11 and apply. This will require a game restart. Then turn on vorpX and launch the game again.
Any newer game that defaults to dx12 will need to be run in dx11 mode. vorpX does not work with dx12 yet.
dellrifter22ParticipantSotTR has it’s own official profile, you don’t need to start desktop viewer. It should hook automatically when you start the game.
Desktop viewer can look like a black cinema screen if you are using a laptop or multi monitor setup.
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