prinyo

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Viewing 15 posts - 106 through 120 (of 149 total)
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  • in reply to: Keyboard shortcut for DirectVR #125496
    prinyo
    Participant

    I see. Unfortunately EdgePeek is not a solution for most of the cases. I guess the shortcut to enable/disable DirectVR will have to do as a short term fix.

    The other problem that I haven’t found a workaround for yet are the first person mods. If you have one of them installed, for example Immersive First Person View, the DirectVR head rotation will never work. The scan will report success but there will be no rotation. With the version before the latest update it was possible to make it work if you disable the position tracking before running the scan. But not any more.

    I understand those things can be considered unimportant, because after all the vanilla game does indeed work great with DirectVR. But most players do not play the vanilla game and with more people joining the VR and VorpX community in the next months the problems with incompatibility of essential mods will become more serious. I guess most of the problems will be resolved with time when people who are more clever and understand the things better than me join the VR community and give better and more adequate feedback than I can :-)

    in reply to: Keyboard shortcut for DirectVR #125489
    prinyo
    Participant

    Thanks!

    I have also reported those problems to the author of the most popular animation-based mod framework. He, it turns out, also has a Vive and VorpX and he could be able to see if the problems I have are because of problems with my setup or not and if there are possibilities to fix some of them on the modding side.

    You can see one of the problems I’m talking about in an un-modded Skyrim. Activate the forge or start chopping wood or any other situation where the camera shows the player character model while it is in animation and you will see it rotates as you move your head. In my setup this happens when DirectVR is on, but not when it is off.

    I was wondering if VorpX can read signals from the game in some way. Skyrim is extremely moddable and it should be possible to automatically send some kind of signal to turn some features on and off. If there are any kind of signals VorpX can see.

    in reply to: Latest Direct VR Update Suggestions #125399
    prinyo
    Participant

    I’m sorry that my failure to post my comment correctly led to a misunderstanding. I should have quoted what I was replying to. The thread has several parallel topics and I can see how my response can be seen as an attack and I’m sorry as it was not the intention.

    I was replying to the idea about the “cautious programmer’s rule” and :

    If there is some kind of functionality and it doesn’t work 100% as people expect, there will be always someone who considers it faulty regardless how many warnings you show. Not having a feature can be better than having a feature that ‘only’ works 90% of the time.

    Hence my suggestion that as early adopters and mostly geeks, most of the users of VorpX will not mind experimental features. The word “complain” is defined as “express dissatisfaction or annoyance about something.” My point is that most of the users will not only not complain about problems with experimental functionality, they will be happy to provide feedback and report problems.

    Both of us (me and TroutVR) and many of the people who post here want basically the same thing – more options and features. And some of them are risky to implement – it is hard to guarantee that they will always work. And they end up not created because of possible user backlash. My point was that in the case of VorpX experimental features and options would be actually welcomed by most of the users.

    Then I was talking about discussions I have read elsewhere (not in this forum). Since the last big update several weeks ago there have been several heated discussions in different online communities. Reading them I could see that almost all of the comments posted by people who actually use VorpX are positive. The negative posts were made mostly by people who have never tried it. And I think I could also say “all” instead of “mostly”. And there are two reasons for the negativity. One of them is the lack of trial which is considered a warning sign as it is very unusual. And the other is the obvious impossibility to recreate the tracked hands kind of interactivity in the virtual world. Yes, the room-scale nazis do exist on both platforms. You can see that in every discussion about is the 3D 360 video VR or not, for example. It is unbelievable how many front lines already exist on the young VR scene. Which is sad and it was never my intention to open another one here. I do apologize if my post has offended somebody because of the way it was posted!

    But I want to add one more thing. For some games, for example the Bethesda games, many things can be done on the game modding side that can work together with the changes VorpX makes. For example working together VorpX and a mod could potentially allow for hand-tracked weapon manipulation and fights (in a game like Skyrim SE for example). However a potential mod creator will not be able to do a mod like this if they don’t have the possibility to use and experiment with functionality that is considered risky and will never be implemented in VorpX. One additional reason why the experimental features can be a good thing.

    Anyway, all of this is a personal opinion. I consider VorpX the best VR related software purchase I have made and all my posts here are with good intentions. Again apologies if I have managed to unwillingly offend somebody.

    in reply to: Latest Direct VR Update Suggestions #125368
    prinyo
    Participant

    I think if a functionality is clearly labeled as “experimental” nobody should complain if it doesn’t work in their setup.

    I can see that VorpX is in a strange situation now – it does a very good job and in some aspects way more than most of us, the users, actually expected – position tracking in flat games is an amazing thing, the controller remapping also. Yet in some specific circles it is faced with open hate. I was amazed by some comments in one specific sub. Some of what I read is pure hate, some of it comes from “room-scale nazis” with superiority complex. Those people will always complain about something, there is no reason to worry about them when deciding on a functionality to include.

    I think most of the VorpX actual users appreciate your work and value the product. And we are also “early adopters” and more or less geeks. And I think you should feel free to use us as test subjects, providing there is a warning about something been and experimental feature.
    Most of us realize that you are pushing the limits of what is possible to do and understand that it requires experiments and testing.

    As a side note, speaking about the hate some people seem to have, I think the solution is to offer some form of a trial/test. Especially for the Vive crowd no trial is unusual as everybody is used to the refund policy of Steam. And generally any software I have payed for in the past years did have a trial. Maybe you have a specific reason for not offering it and I don’t want to dispute that in no way. But I do believe the trial will be the solution.

    in reply to: Rotation scan problem on Vive #125113
    prinyo
    Participant

    Found the problem. The First Person Plugin mod is now incompatible.
    Removing it fixes the problems.

    in reply to: Rotation scan problem on Vive #125112
    prinyo
    Participant

    I didn’t have time until now to play after the latest update. But now it is completely impossible for me to have the rotation tracking working with DirectVR. Before the update if I disabled the position tracking the scan was always successful. Now it never works. It does say Success but there is no rotation tracking.

    With or without DirectVR now there is an audio problem – when you face a NPC their voice sounds like coming from several rooms away. To be able to hear them I need to turn my head so my ear is pointing to them.

    Both those problems appeared after the last update, it was working nice before that.
    I restarted the game, the PC several times, even reinstalled VoprX and did the optimization again – nothing helps.

    Also it would recenter and show me the red message randomly without me moving at all. Any ideas what in the last update that can cause those problems?

    in reply to: Rotation scan problem on Vive #124661
    prinyo
    Participant

    I think I’ve found the problem. It seems the rotation after scanning always works now.

    tl;dr : If you have trouble scanning try disabling HT Positional Tracking from the Head Tracking page in the vorpX in-game menu.

    I was thinking that my problem is that the scan usually thinks it has succeeded but the rotation doesn’t work despite that. And then I noticed that the positional tracking has an interesting side effect in some situations (in free camera mode the position tracking can affect the player character model causing it to slide left or right as you move). Then I remembered your remarks about how the position can interfere with the rotation.
    So I made an experiment this morning and tried to not move at all before running the scan. Then tried clicking the position reset before running it. Both didn’t help much.
    Then I thought – my POV is always at the level of the PC’s chest and not the head for some reason (I haven’t changed the value for that, it is at 0, also I have played seated all the time yesterday). Maybe this is enough deviation to mess with the rotation. So I disabled the positional tracking from the menu and since then it always works (tried it 5 times).
    Another interesting thing is that even after disabling the positional tracking my POV is still at the chest level.

    Added:
    Interesting experiment. Go to a forge or a similar object that triggers an animation. Start using it and start rotating your head in RL – not move left or right but only rotate your head. You will see your character rotate in sync with you.

    in reply to: Rotation scan problem on Vive #124636
    prinyo
    Participant

    I think I can guess in advance when it is going to work. There is a slight zoom-in just before the scan starts and it is always successful when this happens.

    When it fails I try rotating in different direction, even wait to move to another cell. But it doesn’t help.

    I’m pretty sure this is something related to my setup so I’ll continue to experiment.

    in reply to: G3D ? #124598
    prinyo
    Participant

    You should grab the grand canyon experience off of steam. Pretty awesome going through the canyon in a kayak at night.

    Yes, but that’s on Earth. Nirn is way more exciting :-)

    I’m still waiting for a cool Mars experience where they will simply let me roam around freely.

    in reply to: Skyrim and MO #124596
    prinyo
    Participant

    Yep, I didn’t think about that. If you run it via MO there will be no active plugins but the mod files are there and it is possible some of them leads to crashing. If you have a clean vanilla game somewhere as a backup it is probably safer to test with it.

    in reply to: G3D ? #124595
    prinyo
    Participant

    Once I spent 30 RL minutes siting next to a campfire in Skyrim looking at the stars, moons and the world around, listening to the music and the (modded-in) birds – very relaxing and stress releasing :-)

    But the new version of vorpX makes Skyrim fully playable for me. The dialogue, the subtitles, even the MCM screens are readable now and I switch to Edge Peak only for the inventory.

    in reply to: G3D ? #124586
    prinyo
    Participant

    I think I was quick to blame the camera mod. Seems about 80% of the time the rotation is not enabled when running the scan.
    I’ll check Immersive cam. Witcher 3 seems quite promising in VR. Not sure how comfortable will feel for a first playthru, but for exploring the map and finding the treasures should be perfect :-)

    in reply to: Skyrim and MO #124584
    prinyo
    Participant

    I switched to MO recently after NMM destroyed my setup for the 3rd time which again resulted in several hours of reinstalls.
    I have been playing a couple of hours now using ENB Boost and MO with about 100 mods and no problems. I have Vive, no idea if it works with Oculus.

    It should be easy to check if it works. Just add SKSE to MO and see if it is OK. It shouldn’t matter that the mods were installed with NMM.

    in reply to: G3D ? #124553
    prinyo
    Participant

    How do you play in 1st person?

    There are camera mods but I haven’t experimented with them yet.
    I just found out that a camera mod for Skyrim is messing up the scan of the Direct VR and is breaking the head rotation. And I’m afraid to try camera mods now.
    Which camera mod are you using for W3?

    in reply to: G3D ? #124544
    prinyo
    Participant

    I need to ask this – how do you play TW3 in VR mode? I tried it an Geralt was occupying more than half of my field of view.

Viewing 15 posts - 106 through 120 (of 149 total)

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