OculusRiftRocks

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  • in reply to: vorpX 18.3.2 Available Now #176014
    OculusRiftRocks
    Participant

    ah, can the same thing not be done with crysis 2/3 built in 3D, or was that built in 3D a cheap z-buffer.

    in reply to: vorpX 18.3.2 Available Now #176012
    OculusRiftRocks
    Participant

    what does native 3D mean? how does this differ from geometry 3D.

    in reply to: Oblivion – FoV resets after dialogue #174387
    OculusRiftRocks
    Participant

    directVR works with oblivion!, this is news to me, how well does it work.

    OculusRiftRocks
    Participant

    but couldn’t someone else write this to work with any game WITHOUT source code, all you have to know if the orientiation of right oculus touch compared to head.

    face north, point Right hand/touch east, press forward on thumbstick, strafe right.

    Just Idea, maybe it can’t work, It’s just an idea.

    OculusRiftRocks
    Participant

    hmm, it may be doable with this hack, if

    i look east, move touch thumstick forward ,
    touch controller is facing north,
    then send left in the thumbstick instead of forward,

    maybe you can look into it later, I don’t see why a 3rd party software that picks up on the direction of the touch can’t do this, and this is without game code access.

    OculusRiftRocks
    Participant

    as i said before it is generally not a good idea to send the incorrect signal to an LCD monitor regardless of the reprecussions of the monitor, it is bad practice in any case.

    but yes it will look correct on the HMD but it is like dual signalling to 2 different displays, you would run it in a window on the alternate monitor which has different Res/AR properies and run it full screen on the main one that your using, imagine two monitors, one 4:3 1024×768, one 16:19 1920×1080, if you have software that ran the game on both monitors at 4:3 and the user looked at the 4:3 display, the 16:9 display would just have it in a window, you would not constantly feed the 16:9 1920×1080 display with a full screen forced 4:3 image that would be stretched, in general you would do this.

    also keep in mind this is how almost EVERY game runs on steamVR, Oculus Home & fan Mods, I’m very sure VorpX used to be like that as well, it has a windowsed SBS view like quake II fan mod, VorpX is the odd one out, its bad pracitce to do this, it just so happens that it’s not a major issues in most peoples cases but it is still incorrect to do this, but if VorpX used to show windows SBS view, can’t it easily do it again?

    OculusRiftRocks
    Participant

    could you not do it the way quake II fan mod does it, it does independant head tracking as a hack, it really just follows the direction of the GUN!

    i am 99% this should be possible to do without being able to get into the games code, simply follow touch controller directon, try the quake II fan mod and you will see what i mean.

    OculusRiftRocks
    Participant

    I did read it but as i said i was an early adopter of your software and if i can remember vorpx didn’t mrror the monitor back then, or if it did it was in SBS windowed view i think,I can’t recall.

    I run VorpX games in a window now, vorpX works fine that way, what i am saying is the standard of rendering games in VR seems to be incorect for VorpX as almost every official app runs in a window or minimised because in genenral your not supposed to feed a low resolution/different AR feed into a higher resolution different AR monitor regardless of whether there is a minor or massive issue on the monitors end.

    so I am hoping thinking as

      nice to have

    faeture to be added in over 1+ year if its easy to do, I did see option to mirror image in direct mode, maybe that will do that, but an optin like that would be good, or just an overal standard option in control panel, ‘for windowed gaming’ so you dont feed all these moniors with incorrect resolutions/ARs, some other problems may happen down the line.

    OculusRiftRocks
    Participant

    I have tried that, you have the optin of ‘none’ and ‘ambience’ I select none, then ok/save then quit adn re-enter game and I still get ambience.

    in reply to: Critical Feature Request – Independant headtracking #172850
    OculusRiftRocks
    Participant

    Thanks for that information, hopefully this will help other people find out this information with the search tool.

    OculusRiftRocks
    Participant

    in general your not suppose to feed a 5:4 1280×1024 signal into a 16:9 1920×1080 monitor LCD as its a fixed pixel display, it distorts the image and I belive it is bad for the monitor to some degree, I am an early adopter of your software and I remember when VorpX didn’t duplicate the display and had no issues then, could there not one day be a back door option to do this, maybe this is something you can think a nice to have option to look into later on in many months from now, keep in mind almost every official VR game in steam and fan mod renders the game windowed, only VorpX forces 4:3/5:4 low resolution signals such as 1280×1024, 1024/768 into high resolution widescreen displays, it’s just a practice that is not generally done, otherwise all my games would have this issue but only vorpX does.

    OculusRiftRocks
    Participant

    sadly I will have to take the 3rd option for just now, but try to take a look into it as a nice to have option to look into much later,as doign this on each start up would be rubbish not many people would bother with a game that doens’t remember the VR scan each time in this case of touch controllers as gamepad.

    Thanks

    OculusRiftRocks
    Participant

    its a new 12″ high end laptop monitor with a custom board, its very popular alternative solution to the bulky monitors with no matte and IPS finish which was my main reason for going down the custom route, this is the best monitor on the planet and will never give it up for anything.

    makezine.com/2011/09/06/33-board-turns-your-bare-lcd-into-working-monitor/

    This link sums it up, but it looks much better these days, its for people that want 13″ IPS and Matte rolled into one, you wont get that with conventional monitors.

    sadly VorpX does damage the monitor, the picture that is displayed flashes a lot when you run in 5:4, if you run the game for more than 5 minutes the picture on the desktop is runied for about 20 minutes, it needs to recouperate, i was only able to test quake 4 and return wolfenstion for 5 minutes to see what it was like but ultimataely couldn’t play it.

    in my experience every official steamVR and fan moded VR game has run in a window, serious sam 3, arizona sunshine and doom 3, this may be due to this issue, but to a much less severe extent for every case of user, overall I dont’ think you want to force a monititor to run at a much higher resolution and/or different aspect ratio than its native resolution in general, seems that VorpX is the odd one out runing in fullscreen monitor.

    maybe it can be looked into later, but I don’t think its a good idea to dismiss it too quickly, the standard seems to be to have it in a window not duplicated on monitor (then again i remeber seing robo recall on the monitor i think?)

    for now I will try to run games in a window, to see what that’s like.

    OculusRiftRocks
    Participant

    okay but I was hoping to keep xbox controllers enabled, this is the ideal situation as you get analogue movement & better button prompts, in addition i was hoping to keep as many buttons free as possible as the amount of buttons is limited on the touch controller,the main case is mirrors edge where you need to do a scan on each boot up so

    start mirrors edge
    get up and stand up in special area away from keyboard,
    get into game with 3D world, take 20 seconds with menu navigations etc.
    press and hold both thumbstick for 2 seconds for VR scan
    continue to use xbox gamepad options buttons for analogue movement

    would be the ideal situation, otherwise each time you’d want to play the game would be a menu dreg assuming you want to kepe xbox control scheme.

    maybe there are some other workarounds to this, maybe you can make one button a keyboard key and keep everything else xbox and the game thinks im using a gamepad, i haven’t looked into it, but my suggestion would seem to be the most logical if you -in the worse case scenario – have to do a scan on each boot up and your standing up with touch controllers in xbox mode, to have a press and hold 2x+ buttons for x seconds.

    keep in mind the end goal -in many peoples eyes- is stand up VR with gamepad support for analogue movement and better button prompts.

    OculusRiftRocks
    Participant

    VorpX automatically put it to 5:4/4:3, I can’t tell it doens’t show me in the options panel for wolfenstien, my desktop is monitor is a laptop monitor which is connected via custom board based in china to allow any connection to it, but it must run at 1366×768, I would want to keep the best resolution for VorpX anyway and make it work including 4:3/5:4, it does destroy the monitor to run any other aspect ratio, on 5:4/4:3 it flickers constantly and i can only run the game for 10 minutes then when I close the game the picture on the monitor is broke for 10 minutes, it needs to recover.

    I did try to make the game windowed in that game but it didn’t have the option to do it in the menus, it crashed when i tried to set it to windowed instead, maybe an ini file edit would do it, but if vorpx can run games in a window that would be great, but it does mean I have to find a way to do it, if all games work correctly in VorpX in a window then that’s great, I’ll have to test it though,

    I guess it would be a nice to have option to do it automatically, this is how doom 3 fan mod works as well, in a window, I would have to do this with all games as running higher than 1366×768 isn’t advised on my monitor as well, it mildly ruins it.

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