jcee

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  • in reply to: VorpX compatibility #166920
    jcee
    Participant

    Ok the doc I linked has a pretty good list of games, though I am a little un-clear on the terminology used for the columns, could someone give be a description of each, and what it actually does? Heres that list(and specific questions i have about each):
    1. Direct VR position: (does this make your character move, when you do? or just the game camera?)
    2. Direct VR rotation: ( can you aim by moving the touch controllers? or is the ‘gun’ stuck in the center of your FOV?, or something else?)
    3. Direct VR FOV: ( I assume this is ‘fisheye’ and means things on the sides don’t get ‘warped’ because you can match oculuses FOV with the ingame FOV?)
    4. Game Settings Optimizer: (does this mean there is already a community profile for it? or something else?
    5. G3D rendering and positional Headtracking: (what does this mean, and whats the difference between it and Z3D rendering?)
    6. Z3D rendering (Is this conversion of a 2D image/video to 3D? or an alternate rendering method, that still gets actual 3d?)
    7. Virtual Cinema (I’m pretty sure this is just a big-screen tv in a virtual space? can you adjust distance, and screen curvature? (2 features I like with tridef VR))

    in reply to: VorpX compatibility #166644
    jcee
    Participant

    https://docs.google.com/spreadsheets/d/1nD_HyS8v_zKf9MZ3OYVpdnKAJBeMycGTgFmaJ639Oyg/edit#gid=0
    is the closest I can seem to find for what I’m looking for, which seems to indicate about a 90% success rate for Z3D, and about 70% success rate for head-tracking. with maybe 10% of games working with direct VR.

    basically, if you have a compatibility list, it stands to reason there should be an incompatibility list too..? if-so is it larger, or smaller than the compatibility list?
    also is there a way to see this vorpX cloud to further check for compatibility without installing vorpX?

    in reply to: VorpX compatibility #166641
    jcee
    Participant

    thanks for the info. yes i assumed 2d without tracking would work just fine in most cases… as there is nothing to inject (atleast on windows 10)
    but no-one buys vorpX simply for playing on a virtual monitor, when there are other (free) solutions.

    so what would you say the success rate is, for a random DX 9-11 game, given up-to an hour of tinkering with the profile? I know its hard for you to give a subjective answer (because people will try and hold you to it) so this question is probably better left answered by a community member, rather than a developer.

    but you can probably answer the tridef Question on if your app supports side-by side 3d as output by tridef 3d, while running in the 2d ‘compatibility’ mode stated above… (virtual desktop does for $15)

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