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djbrunoParticipantNot as well as I would have liked. Which sucks… we now have X4 (Rebirth) that natively supports VR (and sucks as a game), and X3 with no support (and is a great game).
djbrunoParticipantHi Ralf,
I just tested X3 with the new version. While the game doesn’t crash anymore, I’m not seeing anything really in 3D. Is Z-Buffer 3D actually working? I was also hoping head tracking would move the look direction, and not the mouse itself. Is the profile as of now very basic?
djbrunoParticipantOh, that’s great to hear. Unfortunately I own most of my games on Steam, and do not have the GOG version. I look forward for the new version :)
djbrunoParticipantI will have to check that, thanks for the heads up. The profile for the game was added very early on before the first vorpX release 2013. Never touched it again afterwards, so not impossible that a game update broke something.
Ralf, its being a while since you last mentioned that you would have to check the X3 profile. Had you had a chance to do it? I noticed another user still having issues with the game crashing on start up.
Thanks
djbrunoParticipantWell, VorpX injection is working for other games. The only other 2 DX hooks that I can think of are the Steam overlay, and NVidia’s GeForce Experience (which I’m not sure if it’s even a lower level hook).
I’ve disabled both and it still didn’t work. I’ve also reconfigured to run fullscreen and it also didn’t work.
General question regarding VorpX: Should we always try to run games with it at 1080×1200? Does that map to a 1:1 pixel resolution on the CV1 after VorpX does its viewport manipulations?
I don’t know exactly where you guys are hooking into DX to create the individual viewports for each eye. I’m assuming its not only at the Present() (DX9) and then doing changes to that buffer.
Half resolution (one eye) would make sense if you are just translating the view in the second eye. But I noticed that even on games like GTA V, the recommended resolution is 1280×1024, which is not 8:9.
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