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erisedParticipant
Hey Ralf,
Quick update on this. I went into my Nvidia Control Panel and noticed I had image sharpening on. When I turned this off and relaunched vorpx and a game the issue was gone. User issue (as these things often are).
I’m not sure if this is worth mentioning in FAQ but obviously this might help someone else with similar issues.
Thanks for your help and I’m excited to be able to play Vorpx games again.
Thanks,
JameserisedParticipantThank Ralf for the quick reply.
The FPS counter shows 80/80. See screenshot here https://ibb.co/SwMxxLT.
I’m OK with this happening on the quest as I understand the latency challenges. Really looking for a valid solution for the Rift-S.
Any suggestions would be helpful.
Thanks,
JameserisedParticipantThanks for the prompt response Ralf – this makes perfect sense. The bottleneck here being the encoding, data transfer and decoding process. The spacewarp being more pronounced the longer this process takes the quest and hence why it would be worse in more graphically intense games.
Alas this makes me quite disappointed. Most of my VR gaming is through Vorpx and coming from a CV1 the Quest 2 is a downgrade in overall experience for graphically intense games although a step up for less graphically intense games. The Q2 really is a jack of all trades headset and although it can do everything, it definitely is a step back in some ways and full vr vorpx is one of those step backs it seems :(.
I would consider another VR headset but the biggest things holding me back are
1) Controller and headset scripting. Using autooculus touch and python scripting it is very easy for me (a coding rookie) to script motion based actions into vorpx games. So for example in Metro Exodus, squeezing my grip button plus raising my right controller to 20 degrees brings up my characters gun and letting go of the grip button drops the gun to the low position. Also headset tracking for real life crouching and jumping translating to Vorpx jumping/crouching.
Ralf have you considered adding such actions to Vorpx? I’ve seen head crouching but I couldn’t get it to work. These actions go a long way to making Vorpx games more engaging and immersive, now that I have experienced them I cannot go back.
2) VR Cables. Proprietary cables are infuriating. I had to replace my CV1 because the cable was toast and it cost 150-200 dollars for a used one. One of the big draws of the quest is that if my pulley system kinks and wrecks my USB 3.0 cable then I just need to spend 15 bucks on a new one. Plus I can have one cable routed full time through my pulley system and one routed to my chair for flight sims.
Here’s hoping the Q2 pro or Q3 comes with a displayport so the Quest line can truly live up to all of its potential.
Oct 9, 2020 at 7:33pm in reply to: Question: What games with TrackIR support are you guys playing? #197224erisedParticipantf1 2020 currently.
Oct 9, 2020 at 7:31pm in reply to: With Lockdown 2020 – Lets discuss our best Vorpx experiences to recommend? #197223erisedParticipantMirror’s edge is just amazing with Vorpx and I’ve been playing through that.
Gearing up to play through Metro Exodus as soon as I get my RTX 3080.
Cheers
erisedParticipantThe bugs are brutal agreed. I couldn’t play in VR for first several days due to them. I agree that people probably shouldn’t buy it in its current state until these are ironed out.
However they have fixed a few of the VR bugs (not all) and was able to play the last few nights and I am having a good time. If you look at the dogfight mode then yes it plays alot like Eve Valkrie. However I would put this game leagues above Eve due to the campaign and fleet battles.
The campaign is actually the main bright spot for me so far. I was expecting small scale but the battles are much larger than expected. 30+ tie fighters plus some capital ships made me feel very immersed and excited.
I’ll check out the XwA VR mod to see how it compares.
TLDR: it is way better than Eve Valkrie and the best VR Dogfighting game I’ve played.
Mar 15, 2020 at 4:56pm in reply to: Valve Index Knuckles and KatLoco/Cybershoes/Vive Trackers foot tracking mapping #193244erisedParticipantIndex controller support will be added as soon as I have an Index. Should arrive tomorrow, so you can expect an update with Index controller support soon.
Directly supporting less popular hardware like Cybershoes or similar accessories is a more difficult topic, I would assume though that such hardware probably comes with its own gamepad/keyboard mapping software.
Cybershoes works perfectly as it maps the cybershoes to mimic the left controller analog stick and vorpx uses the left analog stick for movement too. I don’t believe direct support from Vorpx is needed as a result. Been using it for a few months now successfully.
In essence, any VR peripherals that map to VR controllers for movement will likely work with Vorpx (no work from Ralf needed). Any VR peripherals that have only certain supported games and don’t leverage the standard VR controllers or headset settings would require dedicated support from Vorpx.
erisedParticipantCan’t speak to full on treadmills like KatVR, but Vorpx works very well with cybershoes and my DIY treadmill.
However I believe it should work. The cybershoes work because the map the shoes to mimic the VR Controllers left joystick. I’m assuming KatVR works the same way? I guess it comes down to the question – does KatVR only work in certain supported games or does it work in ANY VR game that has full movement via left analog stick?
If it supports ANY game with left analog stick movement I think it will probably work with vorpx as vorpx uses left analog stick of vr controller for movement too.
erisedParticipantYes its worth it. I’ve probably put 4-5 times more time into games VIA vorpx than native VR games.
erisedParticipantYes they do. You need to use SteamVR mode in vorpx however if you have the oculus rift.
Huge perk is they allow walking in one direction while looking in another within Vorpx. Great feature.
erisedParticipant$$$? Still worth the money?
Yes if you are referring to VorpX – it has been worth its cost 10 times over.
Cybershoes I think so. I need to spend more time tinkering with settings and more time getting used to learning how to move in them to make a full endorsement. Right now my biggest problem with them is that they only have a forward back wheel. If the shoes had an optical ball like old school mice they would be much much much better. Right now having to move your feet only forward backward is very unnatural for anything but going for a walk or jog. You don’t realize how often your foot turns sideways when you move but you keep moving the direction based on the direction your muscles still push. This will probably go away a little with new muscle memories but it will take time and still feel awkward.
However, I do believe a cybershoes 2.0 could be an absolute game changer. Right now they are the best locomotion option I’ve tried. If they could design them from the ground up to be used standing with no harness needed (maybe a flexible sole with more stability rather than so rounded), have more tweakable settings and with an ball instead of roller.
Cheers.
erisedParticipantSorry for delays, photo of my setup below:
Gameplay video of vorpx with cybershoes coming when I get a chance.
erisedParticipantHi James. I have cybershoes too. Would tou please be able to share photos of tour setup and maybe some gameplay while using yoir setup?
Thanks
Sorry for late response – been renovating my VR Room the past few weeks. Due to these renovations, I don’t have everything setup for taking photos. However once I do get the room complete I’ll gladly post some photos and a video of some gameplay using vorpx and cybershoes.
erisedParticipantThe controller trackpad/stick can be used in conjunction/collaboration with cybershoes (both native vr games and Vorpx). So long as you select Trackpad or Trackpad – default in the cybershoes configuration, the shoes will automatically move you in the direction where the shoes are pointing relative to the HMD – what this means is you strafe by turning your hips into the direction you wish to strafe (essentially how humans strafe in real life, as we rarely take steps sideways).
Right now my setup is just the concave base in the middle of my vr room with a pulley system in the drop down ceiling for cable management. I’ll see if I can setup a public drop location for some photos, however the base I build is almost completely copied from this youtube video (https://www.youtube.com/watch?v=oi5DU2JfRhU), I even built the same original harness (but since removed it).
I actually don’t have a dedicated cybershoes chair at all – I committed from the outset that I would get it to work standing. However if the standing simply couldnt’ work, I was planning on using the included hydraulic lift that comes with the shoes and a bicycle seat attached to my concave base (so flush with the “ground”)
Your idea for the concave platform plus chair would work, although in that case I would simple recommend simply drilling a hole into the concave base for the hydraulic lift as mentioned above.
Thanks for the dark souls info, I have the first so might try it out.
Cheers
JameserisedParticipantSo unfortunately it doesn’t look like I can upload photos directly to the forum – I also don’t have a online storage location setup for public access to post the photos.
Basically what I did is assemble a concave base from plywood and 2×4’s and layered carpet overtop. For a harness I build a support structure mirrored after the Kat VR (original model) using ABS plastic piping (extremely durable stuff) semi attached to my drop down ceiling and attached a climbing harness to it.
For the cybershoes, I ended up trying the full harness and it didn’t help as much as I had hoped. The carpet provided by cybershoes wasn’t slippery enough (nor the shoes) to allow in place slide walking in a natural fashion (aka virtuix omni) – I imagine the rollers wouldn’t work properly if it were. I ended up trying out a significant number of walking motions and found one that worked reasonably well standing up. It worked as well with the harness as without so I uninstalled the harness again, but left the base in place with the cyber shoes carpet over top. The concave base is really great at simulating motion and allowing more contact with the cybershoes rollers while walking in place.
One key is that you have to max the sensitivity on the slider of the cybershoes AND make sure you modify the profile for each game to use the “Trackpad” of the cybershoes, not the “Trackpad – Default”. Trackpad – default has about 30% less sensitivity than “Trackpad” setting and you need a lot of sensitivity in order to overcome the design requiring at least one of the rollers to be moving at all times to maintain fluid motion. The motion I found worked is a slight variation of the exact motion used for the cybershoes while sitting down – stepping a little forward and dragging the exaggerated kicking leg and lifting them off the ground one at a time before planting the foot and bringing the other leg up do the same thing. Hard to describe and still awkward, but after trying it for an hour I got much smoother at it and began feeling very immersed by the end. Combat is tricky but with practice should be fine.
One other thing to mention is that the cybershoes add half an inch to your height, so if you add running shoes on top it becomes awkward when walking/running, like moving in platform shoes. I just ended up strapping them to my socked feet and this was much more natural (felt like wearing stiff shoes/snowboard boots with rounded bottoms). The straps are extremly comfortable so didn’t experience too much comfort issues when doing this.
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