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jf032Participant
Before I go, I must also state that I like playing Skyrim in 2D mode (and so, without positional tracking). I need to go play some other games instead of obsessing over Skryim, since I enjoy that mode so much.
The 3D Z-modes don’t seem to work in Skyrim, btw.
jf032ParticipantI’ve been spending too much time worrying about this and I’m too quick to post with information that turns out to be wrong. I’m going to take a break.
Thanks for reading/responding.
jf032Participant“The world doesn’t stay in place” is an exaggeration. I mean, it doesn’t move how I expect it to. Postional tracking is definitely active.
jf032ParticipantDid you change any 3D related settings (for example the 3D-Strength or the 3D-FOV-enhancement)?
The whole system is still a bit rough around the edges, so some 3D related settings might have an influence on this. With default settings at least up/down/left/right should be exactly the same.
I haven’t changed those settings.
While having my head in different pitches, the positional tracking changes strength. I don’t notice this problem in native demos/games/etc. Similarly, when I move pitch my head, the world doesn’t stay in place.
jf032ParticipantNevermind… it is some other issue. The strength of the tracking isn’t consistent, though.
jf032ParticipantI’d like to request other people verify that they have the same problem. It should be pretty obvious if you do.
jf032ParticipantThis isn’t incredibly important, as there is ~100% chance there will be Quake source ports with the Oculus SDK integrated (and I’m not getting my dev Rift until at least mid-April). But anyway, DXQuake is very old, and very slow, as stated on the website (~36% as fast as glquake).
DirectQ, on the other hand, is one of the best-performing source ports. I’m hoping that it works well with VorpX (once again, assuming Quake source ports with direct Rift aren’t available).
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