rich0550

Forum Replies Created

Viewing 15 posts - 31 through 45 (of 94 total)
  • Author
    Posts
  • in reply to: Any Direct X 8 profiles ? Dx8 #192199
    rich0550
    Participant

    thank 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?

    in reply to: Any Direct X 8 profiles ? Dx8 #192189
    rich0550
    Participant

    ill try thanks, how is it used? do i extract this? D3DCompiler_43 which has D3DCompiler_43.dll to where?
    thanks

    a bit confusing looking through it
    http://dege.freeweb.hu/dgVoodoo2/QuickGuide.html

    in reply to: Everquest Classic? dx9 and link those profile? #192185
    rich0550
    Participant

    i found this in the directory

    EQGfx_Dx8.dll

    so maybe it is Direct X 8? Can Vorpx work with dx8?

    rich0550
    Participant

    ok 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
    Participant

    Thanks 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
    Participant

    Ok 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 = 3938

    so 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
    Participant

    ok 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
    Participant

    Thank 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
    Participant

    Thank 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
    Participant

    sorry 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?

    in reply to: Everquest Classic? dx9 and link those profile? #192067
    rich0550
    Participant

    which would be a dx9 game profile in the list that would be good to use?
    thanks

    in reply to: Essential Game Hints – Please read this! #192062
    rich0550
    Participant

    good thanks!

    in reply to: Star Citizen Fov #192050
    rich0550
    Participant

    So Opentrack can make for independent head movement? Would this work in GTAV. Been hoping to get the head separated from the aim. That would rock!

    in reply to: Star Citizen Fov #192045
    rich0550
    Participant

    I guess edit is turned off.. I read through the walk through more carefully. Firstly Nicely done!

    What is Opentrack doing in this case? What is the point of it? The tracking is working in Star Citizen so hum why? Sorry dont get it.

    in reply to: Star Citizen Fov #192042
    rich0550
    Participant

    wow this is the most Gnarly config ever read though. Yikes..

    Using HP Reverb native is 2160 x 2160? Do I make a custom resolution in Nvidia, and then tell the game to use it? Is this the resolution to use?

    How about FOV? How is this changed now.

    Can someone distill that nice walkthrough above. Dispite even making my own controls and gaming for 40 something years this is way beyond me to figure out what parts are the ones to do and what to do here.

    Thanks ~s

Viewing 15 posts - 31 through 45 (of 94 total)

Spread the word. Share this post!