jeq

Forum Replies Created

Viewing 15 posts - 1 through 15 (of 27 total)
  • Author
    Posts
  • in reply to: Removing 90 FPS limit? #213234
    jeq
    Participant

    Vive pro 2 has refresh rate of 120 but vorpx still limits it to 90. And there are some games which loads very slowly if fps is limited anyhow. Like kerbal space program, if you use fps limiters it can take multiple minutes to load game.

    in reply to: Hud scale affects mouse pointer placement. #206687
    jeq
    Participant

    Edit: It might be track ir supported games, if your head isn’t exactly centered then mouse is not at correct position.

    in reply to: How you setup Skyboxes and other stuff #199522
    jeq
    Participant

    Edit: Managed to increase more depth now, switching vorpx render mode to VR or immersive doesn’t break it out now, just had to find right values. Unity5 base profile didn’t give enough depth but now have just right amount. Switching between this new profile and older profile is day and night to explain what i meant with infinity distance and why it doesn’t work most of VR games. There is other problems tho when tweaking depth (right camera offset) that some shaders (lights and shadows) needs readjusting after doing so. Shadows were anyways at wrong position so no big deal. I am not sure how to adjust them, and which tool to use to do so.

    I am not honestly sure if am doing this all offically correctly, using that ‘TEST’ named type of manipulator at vorpx and not sure if i should use it for all this or not, but it seems very powerful tool.

    in reply to: game controls started acting funny #199470
    jeq
    Participant

    Not sure what it was but its fixed now, here is list of things i changed:
    1) disable windows button on keyboard
    2) New keyboard, old might start break
    3) Disable vorpx gamepad emulation from device managers.

    in reply to: How you setup Skyboxes and other stuff #199469
    jeq
    Participant

    Started conversation on SteamVR community in hopes Valve adds function for this, because there is natural VR games which lacks that depth too.

    That wouldn’t help with VorpX tho, if you change infinity range trought steam VR it would mess loft.

    in reply to: How you setup Skyboxes and other stuff #199468
    jeq
    Participant

    Managed to get immersive screen infinity with advanced shader authoring by changing screen offset of right eye, this method however breaks at VR screen and if you change distance of immersive screen, so it’s something i could only do for personal profile, not something good to share. If there was some min and max adjuster for this related to screen distance i could be able to make it work for public.

    in reply to: How you setup Skyboxes and other stuff #199429
    jeq
    Participant

    Part of this might be steamVR problem actually, because People have different ipd they had to use smallest eye distance. If you think about VR games, you havent experienced a thing where something is huge, if you fly at googleVR it should feel like it is possible drop to surface, that doesnt happen on any game because immersion isnt realistic enought, that is problem which takes People out of VR for months before coming back.
    That said VR Mode of vorpx gives that depth which i havent experienced on other VR games so steamVR cant fix immersion mode bringing far plane closer. There is moments where when flying or looking stars on my back gets my feet tingling as should be expected.

    in reply to: How you setup Skyboxes and other stuff #199423
    jeq
    Participant

    Hey i understood this problem now why it happen. If you move screen further i get close To infinity range for shaders but if i move screen closer it moves objects closer to user, including infinity range (shaders with no transform) . Unity 5 base profile, havent tried it on other games yet but probably every game has this

    Is covereage something i can change when authoring own game profile

    in reply to: Could logical shader behaving be a thing later? #199373
    jeq
    Participant

    I think i figured it out. Question might have been misleading because what i was trying to do is find manual projection define buffers, not g3d special shaders.

    So never mind :D

    in reply to: Could logical shader behaving be a thing later? #199367
    jeq
    Participant

    I agree on that, must be automatic.

    Any tutorials for shader authoring UI? Fastest way to find wanted shader is my problem, rest of comes with practice, i think.

    jeq
    Participant

    Edit: mouse do follow hud tho, but If there is 3d object at scene which you are trying to Click on it Will be a problem because object moves with view

    in reply to: Kerbal Space Program #199227
    jeq
    Participant

    Supports now head tracking. Remember to switch TrackIR on at game settings.

    jeq
    Participant

    Clarifying: Mouse pointer itself follows xyz but game doesn’t regonize that movement so vorpx mouse pointer and games Mouse coordination doesn’t match. So there is error between visual mouse pointer and real mouse location.

    One idea for this would be replacing default vorpx mousepointer with laser line pointer.

    in reply to: Positonal tracking is reversed at vertical axel. #199123
    jeq
    Participant

    thank you! profile authorizing helped me invert position vertically and adjust movement ratio too, for this game extra ability to move head xyz is appreciated.

    in reply to: Positonal tracking is reversed at vertical axel. #199117
    jeq
    Participant

    I made custom profile myself, used Unity 5 base profile. I did upload it to cloud tho.

Viewing 15 posts - 1 through 15 (of 27 total)

Spread the word. Share this post!