jf032

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  • in reply to: Skyrim Positional Tracking Issue #16369
    jf032
    Participant

    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.

    in reply to: Skyrim Positional Tracking Issue #16366
    jf032
    Participant

    I’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.

    in reply to: Skyrim Positional Tracking Issue #16365
    jf032
    Participant

    “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.

    in reply to: Skyrim Positional Tracking Issue #16363
    jf032
    Participant

    Did 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.

    in reply to: Skyrim Positional Tracking Issue #16361
    jf032
    Participant

    Nevermind… it is some other issue. The strength of the tracking isn’t consistent, though.

    in reply to: Skyrim Positional Tracking Issue #16358
    jf032
    Participant

    I’d like to request other people verify that they have the same problem. It should be pretty obvious if you do.

    in reply to: vorpX – Pre-Release Thread #178
    jf032
    Participant

    This 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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