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dimensionaldudeParticipantI don’t have a Pimax, but I’d imagine your performance doesn’t depend on the ratio so much as the pixels. So 1600×1200 will be more demanding than 1280×720, etc.
dimensionaldudeParticipantMy mistake, all seems to be working now.
dimensionaldudeParticipantIt’s a good idea, I was going to leave some advice for a game I got working, but I guess I’m confused by the directions. I clicked on the game, looked for “Review” field, couldn’t find it, I even did a search on the page for “review”, nothing came up.
dimensionaldudeParticipantI just wanted to add I’m having the same problem on Mixed Reality, and like you said, I’ve just been using SteamVR for now instead. In OpenXR, it just gives me a black screen for the games I’ve tested, though I can hear them running.
dimensionaldudeParticipantI just wanted to add I’m having the same problem on Mixed Reality, and like you said, I’ve just been using SteamVR for now instead. It just gives me a black screen for the games I’ve tested, though I can hear them running.
dimensionaldudeParticipantA) Yes, I never use the head tracking mapped to mouse movement, I found it unpleasant. You can turn it off.
B) Pretty sure the answer is yes, the games run how they normally would without VorpX also.
dimensionaldudeParticipantYou’re not the only one to have it. The only solution I’ve found is to never play at night.
dimensionaldudeParticipantits not so much about the bars that show up, its about the experience. The way i plan on using it, is rendering my game in 8k with a very high fov, then have the immersive screen be 1.5-2times larger than the viewport on my headset, with the game ui shrinked down to be comfortable in the middle. This would it would give me more or less the ability to look around, but without it affecting the cursor position.
Depending on the game, I do something similar. I like putting it in cinema mode, set the background to black, then make the screen large enough so that it encompasses my entire view. This makes everything look a little too flat, but again, it depends on the game if that’s an issue. It’s kind of a dice roll if the FOV is locked or not and / or if the screen depth option is enough. It’s bizarre how it works, on some games, I can’t imagine going past 2.0 on screen depth, on others, even 5.0 can seem too low.
Dec 14, 2018 at 7:17am in reply to: Hack to get even crisper display on Odyssey+ (with this one weird trick) #177646
dimensionaldudeParticipantI wonder if this outdoes the Pimax 5k in now, since screen displays were showing that as being sharper than the Odyssey+. That’s crazy you couldn’t run things natively by default though.
dimensionaldudeParticipantThanks a bunch.
dimensionaldudeParticipantI guess my point is I want the best quality image I can get, I would think resolution helps with looking at objects in the distance especially. I’m totally fine with running 15-20 year old games on a higher quality screen rather than running newer ones where I’m still noticing the screendoor, lack of detail on the horizon, etc.
You’re right to wait on the Pimax 5k+ since it’s not even out for most people, I’m waiting for more reviews to roll in on that.
dimensionaldudeParticipantIs there a guide for going about trying to create a profile for an unsupported game? The only thing I’ve done is try to get it to use a profile from another game that shares the same game engine. I wasn’t sure if there was a more in-depth process than that.
dimensionaldudeParticipantI’m probably the person who caused this. My apologies, I never meant to cause problems, I think I just had some wrongheaded idea in my head that I thought I wasn’t explaining. For the record, I wasn’t purposefully trolling, I was just being an idiot. For what it’s worth, VorpX is fulfilling 3D world aspirations I’ve had ever since about 20 years ago on the Revelator glasses and is one of the best things to happen to the PC platform for me.
dimensionaldudeParticipantI just wanted to followup and say that after doing some more testing I have one of two conclusions:
1. Everything is fine and I just had the wrong perception of where the camera should be for what I was looking at. If I’m expecting an object to be right in my face, but it’s really a couple a feet away, skewing my idea of perception. FOV was really the answer to everything where I thought there were depth issues, not extra high convergence.
2. I could just be a moron.
@Ralf
My apologies again for all the trouble. It looks like you were right on everything. I think my main issue was I had the wrong perception about where my brain was expecting the camera to be.
@zahncisten
Your game examples were very helpful. I couldn’t handle a screen strength of even 2.0 on Mass Effect 3 and Metro 2033 was utterly perfect out of the box at strength 1.0. Ironically, Mass Effect 3 has a “dollhouse” effect at ANY strength, but I think that has more to do with the game itself than VorpX.TLDR: Ralf is right on everything, sorry for me being an idiot.
dimensionaldudeParticipantBTW: I have an idea for a “fake doll house”. Since every user can access the shader options of a game, you could try to set the HUD elements completely to “HUD”. Then pulling them very close in the HUD settings. This makes the 3D scene appearing more in the background. Gaining 3D strength to the max should make the scene look like a “doll house” (depending on how the HUD looks like). Best for games where the screen has a complete HUD frame around. In cinema modes you could try focal offset if HUD elements are not accessable. That will push the scene (depending on the game) behind the HUD. Put focal offset to a negative value for that.
If I’m not misunderstanding, that sounds like it could be quite close to what I might be looking for. I’m uncertain what you mean by “set the HUD elements completely to HUD, then pulling them very close in the HUD settings” could you elaborate how you would do that? If it’s already explained elsewhere, a link would be fine.
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