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Eola667Participant
Many thanks Ralf, pretty useful feature to have.
Eola667ParticipantSorry for bumping, but I might have something of interest if having trouble with the camera clipping, the near and far clip planes are editable via GraphicsRules.sgr in the executable directory, search for ‘ClipPlaneDistances’ and there are the values.
Eola667ParticipantThanks Ralf, much appreciated. The two things that look most appealing at least for me with this game and VR is the freecam and the first person camera they implemented in one of the patches, those two things with G3D and 1:1 positional head tracking strength would effectively put the player in the simulation.
Eola667ParticipantThe Sims 4; Sims 3 works with Unity profiles such as Anna with minor glitches with g3d and pos tracking, but Sims 4, even if it manages to get g3d and pos most of the geometry doesn’t move while other geometry does, making the game really messy and not really playable. I’m not even sure if it’s possible to make this game official, I only know it somewhat works with Unity profiles.
Eola667ParticipantThanks for the hard work Ralf, happy holidays!
Eola667ParticipantMany thanks Ralf, your support is really appreciated
Eola667ParticipantMany thanks for your work Ralf, fixes are always welcome.
Eola667ParticipantThat sounds exactly like what I want to do, I’m awaiting the key for advanced authoring now, I hope the mail didn’t get bugged.
Edit: support replied, thanks for the info. Since the button for the key is still available I thought there were even more in-depth settings apart from the G3D authoring checkbox xD
Eola667ParticipantHahaha, sounds quite fun to be honest. If one wants to play the game as it was meant to be played it’s a no go. In my case it would still be useful though since the only thing I want to do is spectate the vorpx rendering (as in, leave the player character there, without interacting with the game at all and just look at the pieces of 3D vorpx manages to render after the ingame camera); when I border the reset limits I do get a weird acceleration and parts of the environment squish up, but I can get near the object of interest or go through the floor for clipping fun, my main purpose is just observing regardless of glitches, whenever I need to interact I do alt+space again if vorpx didn’t reset me previously.
Up to now I’ve been trying to strategically position the camera to ‘box in’ the area I want to look at, but it’s very difficult to do, without the auto reset it would be easy as pie with some adjustments to compensate; I sent an email for advanced profile authoring as well, maybe there are settings there that let me adjust the perspective to not need to move around too much, though the thought of just rushing into the bounds without protection is… alluring.
Eola667ParticipantI see, thanks for the answer Ralf, I’ll try to find a profile that can scan DirectVR in this game, and test if it works.
Edit: Though I must admit, I’m curious about the issues that arise if the auto-reset wasn’t in place, would be interesting to test out if it was toggleable.
Eola667ParticipantI’m using an HTC Vive and an Unreal engine 3 game. The geometry is perfect and the objects (like characters) are rendered completely 3D themselves, the problem is that if I move too far off center Vorpx auto-resets my screen and the message “Head tracking re-centered, stay in place to avoid” shows up, this also resets my current position in the 3d world and the camera. This is what I want to disable in order to be able to walk around the space Vorpx renders, even if I get into a black hole if I move too far off bounds xD
Edit: to clarify a bit more, this happens when I physically move around the room, not ingame. In this case what I’d want is to leave the game be and physically move to the 3D objects rendered by Vorpx in VR, without my position/camera resetting.
Eola667ParticipantEverything is working perfectly now, thanks Ralf!
Eola667ParticipantHi, this happens with HTC Vive as well, but if I have the headset on while waiting for the exe vorpx is supposed to attach to no problem is found whatsoever. For Vive users just make sure to leave your headset on your face.
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