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RJK_ParticipantOops this forum is definately broken ( i was concerned about “Z3D” ealier in this thread ), so please ignore my previous posting.
RJK_ParticipantJust a note, Superdepth3d is z-buffer 3D only.
RJK_ParticipantPlease note, there are two different profiles for the game on the cloud. One of them is 2D only. If the G3D profile does not work with the GOG game, you may try out some other of my settlers profiles.
RJK_ParticipantNot tested with COH 2, you can request a profile through the link below.
RJK_ParticipantI have not tested the profile with the GOG version.
RJK_ParticipantProbably not, HW1 is DX6 and HW2 DX8 IIRC. you may be lucky with one of my cloud profiles for DGVoodoo2. Z3D for DX6 and G3D for the DX8 game.
RJK_ParticipantNot officially, though i have a profile in the cloud for the game.
RJK_ParticipantBringing back the Pos. setting wouldnt make much sense for this. As you have experienced, this way of moving the camera was very uncomfortable and it was very hard to bring/keep the camera into certain positions.
My idea was to decouple the camera from the viewers position and stick it to a controller which you can then move around the room while in seating position.I understand Ralf, the majority of people wants a clean VR environment with a proper FOV and everything. You will probably have also noticed that too much of that Pos. HT Value can easily ruin the rest of the game, makes you easily VR sick when turning your head or moving around. I used it for sceenshots and sightseeing only, not for normal gameplay. When i think of that now, a free cam may possibly make someone easily sick too if used too much.
RJK_ParticipantSomething that came on my mind, just in theory. I imagine some kind of “Flycam” where the camera can be connected to a controller (vive for example) and be freely moved around in the game. Of corse this is not the main goal of VorpX, but i would consider this at least as something experimental to discuss about. You were able to view objects from absolutely any position against the experimental use of the “HT Multiplier” were the physical position of the Headset (including the player
) was in the way. Like said just some theory ..
RJK_ParticipantI hope you are not taking this too serious, How else would i watch Preston Garvey lifting weights from this angle ;-)

RJK_ParticipantUps, thanks for the hint. Luckily never had any issues so far (crossfingers)..
RJK_ParticipantHmm, i wonder if thats the same as using Focal Offset. I use that quite often without HUD shaders for cinema only games. As a matter of fact most of the time i check if focal offset works first because its more secure (not interfering with other objects later in the game). Besides its the easier (faster) way. (Hope i remember correctly that no shaders need to be defined for the “Focal Offset” trick though)
RJK_ParticipantInteresting. I guess you still have to assign the HUD shaders as usual before this functions can take effect ?
RJK_ParticipantThats what we found out, one image only.
RJK_ParticipantWere are testing the problem that i have described in my email.
It looks like that only one URL is accxepted by the forum.
BBCode or HTML both the same.Thes are the codes that we have tested.
http://rjkole.com/dellrifter_TEST.txtyou may delete this thread, was a test only.
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