Jey123456

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Viewing 15 posts - 1 through 15 (of 25 total)
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  • in reply to: Announcement/Idea: Certified Author Program #208800
    Jey123456
    Participant

    G3D support is pretty much entirely dependent on vorpx implementation for specific engines, custom profile have very little they can do about it unless the game in question use same or very very similar engine to an officially supported game.

    And even if they do, theres usually gonna be some glitch and theres nothing the author can do about them other than masking/removing the 3d on whatever shader layer contain the glitch (and sometime even that isnt possible).

    At least as far as im aware, we have no other control when making a custom profile to try to get things to work.

    in reply to: Announcement/Idea: Certified Author Program #208783
    Jey123456
    Participant

    i think some kind of usage tracking of profile might be more viable and give a better idea of which profile are good. Maybe just tracking rough figures like, “this profile was used for 2000hours of gaming 200hours in the past month” kind of thing

    I believe it would be more reliable / realistic to support and give a rather decent way to compare multiple profile for a single game, usually profile that are playable end up having more time played with.

    Jey123456
    Participant

    considering both cpu and motherboard have temperature cutoff at which point power is shutdown around 100C, i dont think its possible for a non modified/non damaged motherboard to reach melting point, but even without security, without an actual short circuit, cpu themself dont really consume enough electricity to warm the whole area to the point of melting, it would get pretty darn hot for sure

    around 150C youll start getting lots of smoke from the board but it wont be melting yet, just burning the first layer.

    Actual melting point would vary a bit, but its usually in the 200-250C. but at that point, your cpu would be long dead.

    The cases i know off with motherboard physically melting were from short circuits on power bus, and not really from the hardware itself heating up during usage.

    in reply to: Zwift support #207987
    Jey123456
    Participant

    apparently Zwift use a custom engine so its very unlikely that any profile will support it for 3d.

    in reply to: Shader control without g3d ? #207845
    Jey123456
    Participant

    ah, i didnt think to just try with a broken g3d profile to set the shader for the ui then turn g3d off. (the specific game i was thinking off is Icarus, but i couldnt find a profile that gave functioning g3d with it, they all had the right eye black sadly).

    I’m gonna give it a try tonight. if it doesnt work, ill just wait for the next vorpx update. thanks Ralf

    in reply to: ICARUS #207780
    Jey123456
    Participant

    which profile did you use to get the g3d ? i couldnt find any that worked.

    in reply to: Vorpx 16GB or 32GB Ram ? #207753
    Jey123456
    Participant

    its more vram than anything else. i didnt notice any severe system memory usage from vorpx itself. maybe a gb or two but definitely not an extra 16.

    in reply to: ICARUS #207735
    Jey123456
    Participant

    An important note is to run the game in dx11 not dx12 or vorpx wont be able to hook.

    in reply to: ICARUS #207734
    Jey123456
    Participant

    The game can be hooked into by vorpx just fine. But i was unable to find any profile that would give functional g3d. in the current state, icarus can be played using vorpx to simulate a giant screen or in a virtual lounge kind of thing, but the game itself remain in 2d on the screen.

    All the unreal 4 profiles i tried shared the same issue, g3d would display black for anything 3d on the right eye, and normal on the left eye. if someone had similar issue with another game and found a workaround, id love to know

    in reply to: A little heads-up for technical minded users #207120
    Jey123456
    Participant

    curious to see how it will impact with the next version. I could see it being useful for very limited gpu scenario, but im not sure by how much it would matter to use the motion smoothing from the hmd / steamvr.

    in reply to: Whats the smallest pixel an eye can spot #207082
    Jey123456
    Participant

    i do have a pimax 4k and 8k and while the 8k feels very clear vs the 4k, even with 8k its not yet at the point where small details are sharp, actual vr games feels stupidly sharp (and the wtf fov level of the pimax 8k often mean that you can see stuff loading to the edges) but games not made for vr usually have smaller text/ui and on those you can see the pixel/gaps.

    Still more pixel density should allow for improvements, I’m curious to see how its gonna look like with the 12k resolution panel that pimax announced for their next headset, altho at the same time, i doubt my 2080 could power it considering even the 8k is pushing it in some scenarios heh.

    in reply to: Whats the smallest pixel an eye can spot #207007
    Jey123456
    Participant

    one thing to consider, is that hmd panel resolution doesnt match 1:1 with whats actually rendered on it, some distortion have to be baked in to offset the lens.

    in reply to: Why not an expanded VR Hotkey with modifiers? #191500
    Jey123456
    Participant

    if you meant mine, basically for games where you have occasional menus that dont work well with controller, having the possibility of a hotkey to “move mouse cursor where im looking at” would be great.

    This way one could map mouse click to the gamepad, and another button for that feature. then when you have to handle a menu, you could just press/hold the “move mouse cursor where im looking at” hotkey then your mouse ingame would be moved to the center of your vision (same way how you get a cursor to select the virtual key grid feature).

    This would be useless for regular gameplay, but so damn usefull when dealing with menus or mousecentric UI when playing with anything but keybd+mouse.

    in reply to: Why not an expanded VR Hotkey with modifiers? #191429
    Jey123456
    Participant

    i love that grid, but using that grid always make me wish we could also hotkey to control the mouse using the same targeting (head movement), aiming.

    It would be very useful in some games if you could bind say f13 to “mouse view” or whatever you want to call it then f14 to click, then you could press f13 to switch the cursor to always be where your looking, then combine that with f14 to click and it would allow a quick way to click on things without needing to use mouse emulation on gamepad or an actual mouse to go and click on it.

    Jey123456
    Participant

    In my experience, vorpx desktop viewer is by far the best when it works, altho i often end up with it shutting down / restarting in loop with no error messages or anything to help me figure what is causing problem and at which point i use virtual desktop.

    Virtual desktop works alright but you wont get as much fps on the virtual screen nor as good clarity compared to vorpx.

    tldr, vorpx desktop viewer is great so long as it work for you, its a bit finicky as for what conflict with it and stuff.

    Virtual desktop on the other hand, is lower quality result, but ive yet to see an instance where it didnt work.

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