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jjenssonParticipant
Thanks, Ralf, for the elaborate answer.
I’m gravitating to Rift S ATM, but will need to decide soon. Some Index previews stated that the Index preorder will be limited quantity, so if i decide to go Index, it needs to happen in the next hour or two, or i’ll probably miss the first shipment. :-/
jjenssonParticipantCheers Ralf! The Index specs are revealed now, and preorders are starting today.
https://www.valvesoftware.com/en/indexDo 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!!!)…
jjenssonParticipantI can’t imagine all the implications here, but it sounds very interesting.
jjenssonParticipantCool! Never thought of that.
jjenssonParticipantMy 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.
jjenssonParticipantYeah, 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.
jjenssonParticipantI didn’t know that, thanks for clearing it up, Ralf!
jjenssonParticipantOh, 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?
jjenssonParticipantI 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.
jjenssonParticipantNah, 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.
jjenssonParticipantSounds good.
BTW, this immersive screen mode would apply to Witcher 1 and 2 as well, right?
jjenssonParticipantThanks, 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?
jjenssonParticipantMakes sense. Thanks.
jjenssonParticipantI’m speculating here, but have you tried the “Delete” or “Backspace” key? In some games those delete the key binding and leave it unmapped.
jjenssonParticipantBut 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?
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