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jeqParticipant
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.
jeqParticipantEdit: It might be track ir supported games, if your head isn’t exactly centered then mouse is not at correct position.
jeqParticipantEdit: 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.
jeqParticipantNot 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.jeqParticipantStarted 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.
jeqParticipantManaged 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.
jeqParticipantPart 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.jeqParticipantHey 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
jeqParticipantI 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
jeqParticipantI 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.
Dec 27, 2020 at 9:31pm in reply to: HT positional emulated tracking might mess mouse target. #199256jeqParticipantEdit: 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
jeqParticipantSupports now head tracking. Remember to switch TrackIR on at game settings.
Dec 27, 2020 at 9:34am in reply to: HT positional emulated tracking might mess mouse target. #199223jeqParticipantClarifying: 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.
jeqParticipantthank you! profile authorizing helped me invert position vertically and adjust movement ratio too, for this game extra ability to move head xyz is appreciated.
jeqParticipantI made custom profile myself, used Unity 5 base profile. I did upload it to cloud tho.
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