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rich0550
ParticipantHi Last question on this thread sorry..
Should I change the resolution for Vive Pro ? or use same as you suggested above?
Thanks!
rich0550
ParticipantThank you for the advise
So I put
D3D8.dll
D3dI.dll
DDraw.dll
dgVoodoo.conf
dgVoodoCpl.exefrom the MS32 director to the game folder. Also Ran the exe just for good measure and made sure it was pointing to the directory.
Also I added DGVoodo Vorpx profile to vorpex and put the everquest.exe game launcher copied profile.
The game runs with the DGVoodu watermark. But Vorpx is not hooking into it. No Vorpx message and no activity in the headset.
Did I miss a step? should I have taken the dll from the x64 folder in DgVoodo instead? If the game is running with DGVoodu shouldn’t Vorpx be able to hook it?
Thanks again in advance
rich0550
ParticipantThis has helped allot making some good headway
A couple things working on figuring out.
1) The actual screen is still pretty small even with .65 or zoom maxed. allot of grey borders.
2) working on getting the head to fully turn when turn 90 degree, turned head tracking sensitivity to 1.0
Geometry mode and Full VR mode set?
rich0550
Participantthank you for that info, I will give it a go. do i need to rundgVoodoCpl.exe before starting the game or what will be running that program?
rich0550
Participantill try thanks, how is it used? do i extract this? D3DCompiler_43 which has D3DCompiler_43.dll to where?
thanksa bit confusing looking through it
http://dege.freeweb.hu/dgVoodoo2/QuickGuide.htmlrich0550
Participanti found this in the directory
EQGfx_Dx8.dll
so maybe it is Direct X 8? Can Vorpx work with dx8?
rich0550
Participantok thanks I was not sure how to deal with headsets that has higher resolutions. If each one needed its own manual input.
same thing with unreal engine I don’t get how it knows what resolution to use for the headset. After 40 years of staring at a screens from CRTs to now, is that i always had to tell the program to match my monitor. Possibly VR is allot more complex than that. Being that, steam Vr, mixed reality portal, vorpex, the game, windows in general all play some kind of role in getting the signal to the headset it is quite complex.
are you accepting donations? you have gone above and beyond always would like to compensate people for extra time and work on things..
rich0550
ParticipantThanks Ralf. Very complex indeed. Thank you for taking the time out to try to explain all this. If you don’t mind my last question is then do I need to do anything different settings for Vive Pro versus Reverb?
looking forward to seeing your future releases in Vorpex. I am happy to support further as well if donations are something you accept.
Thanks!
rich0550
ParticipantOk Sorry edit is off so will have add to thread.
So 2560×1440 is lower than the resolution of the HP Reverb. Then you zoom in another 65% clipping the sides you get 1772×1440. Is that right?
So in order to achieve the maximum resolution of the Reverb you would need to divide the horizontal resolution suggested of 1440 by .65 = 2216
and the horizontal 2560 by .65 = 3938so would need to set at 3938×2216, if zoom in by 65% in order to achieve the maximum resolution of the HP Reverb in such case?
Thanks!
rich0550
Participantok will do thank you! i still do not get how a wide resolution fits on a square one, without losing top and bottom areas. when you zoom does it push the rendering beyond the screen? gah. Thank you for the key points with what to do, will proceed!
rich0550
ParticipantThank you. Here is the thing that is really confusing. If is set a very wide and narrow resolution on my PC monitor would get black space top and bottom or it would be stretched.
How does this work in VR headsets or in Vorpex? So if I have a square screen with HP Reverb 2160×2160 and pick a landscape aspect of some type to use laymen terms.. What then happens. Streching or black boarders?
I guess don’t understand how it is possible to use panoramic wide resolutions on a square screen.
Thanks sorry to continue thread its just confusing as hell.
rich0550
ParticipantThank you for your quick response Ralf. Without you VR would be dead for us.
I printed your response will follow it to the letter.
That is so odd not to use the native resolution, still trying to get my head around the concept
So if your profile is 16:9 res, what do I set the game resolutions at as well?
Dellrifter22 mentioned this setting for reverb.
3200×2880 = quality (my recommended for Reverb)Should I use this or should I use 2160 x something or something x 2160.. still stuck on the native resolution concept.. I think Dellrifter had 10:9 but that was for RDR2. Maybe not applicable for Star Citizen.
rich0550
Participantsorry reason I ask this is the 2160×2160 is the correct native resolution but it looks like a square box in the middle of the screen, and its impossible to zoom correctly into it with Vorpex setting.
confused about resolutions to use in VR, in the past its always been native resolution with projectors and so forth but now what is the best practice?
rich0550
Participantwhich would be a dx9 game profile in the list that would be good to use?
thanksrich0550
Participantgood thanks!
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