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Viewing 15 posts - 271 through 285 (of 308 total)
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  • in reply to: FPS counters with Vorpx #97510
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    Participant

    Thank you! Is there, by chance, a way to lower the text closer to center screen, or increase the size? Edge-peek makes the text too small for me to read, and while the placement is better than any other FPS counter out there, it’s still high enough that I’m straining my eyeballs to look at it directly.

    in reply to: FPS counters with Vorpx #97465
    lipplog
    Participant

    FRAPS should work fine in most cases. I will make vorpX’s built in debug FPS counter available for everyone in one of the next versions.

    Oh wow. Does this exist yet?

    in reply to: Back to Default Settings? #97141
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    Participant

    Great! Thanks so much!!

    in reply to: GTA V – Official Recommendation #96925
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    Participant

    I totally agree. I guess it’s a matter of the mod fixing the bugs, or VorpX fixing the head tracking. Whichever comes first.

    in reply to: GTA V – Official Recommendation #96922
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    Participant

    I highly recommend you download and install the GTA VR mod here…

    http://grandtheftvr.com

    And follow the instructions. It might help to reset your VorpX settings to default before you do.

    in reply to: GTA V – Official Recommendation #96205
    lipplog
    Participant

    Is the GTAV-R HUD mod still compatible with the GTAVR Mod v.0.3.2? I downloaded the version on nexusmods.com and installed using OpenIV, but when I start the game, no HUD is visible.

    P.S. I haven’t gotten past the opening porsche chase, so I’m assuming the HUD, radar, and mini map should be visible at this point.

    in reply to: GTA V – Xbox 360 strange inputs when VorpX running #91588
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    Participant

    I have the same issue with my wireless 360 controller. I’m breaking out the old PlayStation navigation controller to see if that works better.

    in reply to: vorpX 0.9 Slight Delay #90315
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    Participant

    Expect any issues?

    According to the oculus page, everything that worked with runtime 7 will work with runtime 8

    in reply to: vorpX 0.9 Slight Delay #90294
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    Participant

    I’m sure that Ralf has that covered. My guess is that either opening VorpX after the 23rd will promp an auto update, whether the rift is detected or not. Or owners of the software will receive an email with a new download link.

    Whether the new install will require a new response code, I have no idea. I personally hope so, since I stupidly installed Windows 10 without installing Windows 8.1 first, which means I can’t authorize Windows 10 unless I wipe my drive (including VorpX) and start over. I’ve had to reinstall Windows (and therefore VorpX) so many times, they think I’m pirating. So unless version 9 requires a new code, I’ll just stick with unauthorized Windows 10.

    in reply to: vorpX 0.9 Slight Delay #90236
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    Participant

    how to update 0.9 from 0.8?

    Doesn’t opening the VorpX application automatically download and install the update?

    in reply to: vorpX 0.9 Slight Delay #89968
    lipplog
    Participant

    Oh that’s great! I’ll turn off wide screen and give it a try! Thanks so much, Ralf!

    in reply to: vorpX 0.9 Slight Delay #89964
    lipplog
    Participant

    Does GTA San Andreas use OpenGL? GTA SA is so awesome in VR, I’m still using the outdated TriDef injectors. Any chance it will be added to the VorpX library?

    lipplog
    Participant

    And you’re right about the 3D separation. I’ve lowered it anyway to minimize the shadow glitch. Also, I can’t seem to find the option to disable shadows. Any hints?

    lipplog
    Participant

    Thanks, Ralf! And thank you for all of your work. Eery update has really impressed me.

    in reply to: Xbox controller bug in Skyrim #88259
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    Participant

    Never mind. I found the solution here…

    360 Controller disables tracking in Skyrim

Viewing 15 posts - 271 through 285 (of 308 total)

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