jjensson

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  • in reply to: Will the Valve Index require a vorpX update? #183637
    jjensson
    Participant

    Cheers Ralf! The Index specs are revealed now, and preorders are starting today.
    https://www.valvesoftware.com/en/index

    Do you think that a VorpX update for the Index and the controllers (Knuckles) can be available by the time of shipping the hardware (end of June), or will you need some development time (even the hardware itself)?

    I’ve still not decided between Rift S and Index, and i’m pondering about how useful would it be to preorder an Index bundle (it’s soooo expensive!!!)…

    in reply to: A shout-out to modders #183608
    jjensson
    Participant

    I can’t imagine all the implications here, but it sounds very interesting.

    in reply to: Immersive screen mode #183036
    jjensson
    Participant

    Cool! Never thought of that.

    in reply to: Will the Valve Index require a vorpX update? #182857
    jjensson
    Participant

    My impression was that WMR is not as problem free and had not such a reliable tracking of the headset (!) like Oculus units.

    Is this still true?

    And furthermore, in support of dellrifter’s Q: I always wondered if vorpX uses the timewarp (now v2.0) of the Oculus runtime or it’s own implementation.

    in reply to: Will the Valve Index require a vorpX update? #182855
    jjensson
    Participant

    Yeah, i just wanted to hear your prediction, based on the few infos we have and on the technical background that you know better than any of us laymen. :)

    I’m aware that some things can change at any time.

    in reply to: Question about head tracking #182850
    jjensson
    Participant

    I didn’t know that, thanks for clearing it up, Ralf!

    in reply to: Question about head tracking #182847
    jjensson
    Participant

    Oh, i see. Since i don’t have my HMD yet (Rift S or Valve Index :), i can only speculate about things that would be instantly clear to the user with practical experience.

    BTW, are the required screen resolutions for the Immersive Screen Mode the same as FullVR, for example 1600×1200 etc, or do i need to use widescreen resolutions?

    in reply to: Question about head tracking #182845
    jjensson
    Participant

    I think you misunderstood (?).

    For example, i want to play Witcher 3 in Immersive Screen Mode. But i don’t want to be able to turn away my head from the screen, the screen should stay fixed.

    The dude from Stereo3DProductions demonstrated the default vorpX setting where the head AND the camera moved at the same time. But his setting was like 50%. So i thought maybe when it’s on 100% you only move the content *inside* the screen, while the screen itself does not move.

    in reply to: Recommended controller for vorpX gaming? #180817
    jjensson
    Participant

    Nah, i think Witcher games work best as intended – in 3rd person. Wanna see what badass Geralt is doing. :)

    I appreciate your honesty and your support.

    in reply to: Recommended controller for vorpX gaming? #180815
    jjensson
    Participant

    Sounds good.

    BTW, this immersive screen mode would apply to Witcher 1 and 2 as well, right?

    in reply to: Recommended controller for vorpX gaming? #180813
    jjensson
    Participant

    Thanks, Ralf, for all the info.

    But, can i change the distance to this “immersive screen”? If it’s too far away, i would lose resolution, and the immersion suffers, right?

    And can the touch controllers really replace an XBox controller, when they have less keys?

    in reply to: The new Oculus Rift S…(will it work with VorpX?) #180757
    jjensson
    Participant

    Makes sense. Thanks.

    in reply to: Rift touch controller mapping #180731
    jjensson
    Participant

    I’m speculating here, but have you tried the “Delete” or “Backspace” key? In some games those delete the key binding and leave it unmapped.

    in reply to: The new Oculus Rift S…(will it work with VorpX?) #180730
    jjensson
    Participant

    But the Rift S has a 80Hz display, and AFAIR vorpX has some features that work at a halved framerate of 45fps (90fps target). Wouldn’t that be an issue, or is this handled automatically by vorpX?

    in reply to: Updating the supported games list #180688
    jjensson
    Participant

    Havoc is the physics engine those games use.

    Wikipedia is a good source for this info if one has a bit previous knowledge of game engines.

    The Witcher 2 is 100% RedEngine, so i thought it would be useful to add the entry. It was the very first iteration of this engine, before it was upgraded for The Witcher 3.

    A new version of RedEngine is used for Cyberpunk 2077.

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