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RJK_Participant
Very nice to hear that youre working on it.
With 3D Vision, Dgvoodoo works just fine ;-)
RJK_ParticipantOne of my dreams is vorpX supporting older DX titles like DX5,6,7.
I am running some old DX 6 software on 3D Vision and would love to have that on the vive.
Some very unique software has been written for DX6,7,8, especially some artist software , no other newer software has reached that level of Art again.
You would do us (and probably yourself) a great favor in making these old titles work with VorpX.
PS: As mentioned in an email ( sadly no answer ) i can support you with games, you just need to ask for them.
RJ
RJK_ParticipantI have added now an OpenGL Gamelist to the Engine List
RJK_Participanti was wrong, it thought tomb raider 1-5 is opengl. The wiki list said so, but you need the opengl renderer (opentomb) for that.
RJK_ParticipantIn Tombraider 1-5 (Opentomb, which is a free opengl renderer of the game series.) the headtracking works perfectly. The camera does not follow the mouse.The camera can be movend with left-right-up-down keys and also be headtracking of course. This is how it should be in a third person game.
RJK_ParticipantToday i read (i am a dummie) vorpx supports opengl games. Now that the list of opengl games is huge, even the old tombraider supports that, my question : can i expect ANY opengl game to work with vorpx ? If so i would put some crosslinks on my Engine List because different engines support opengl too.
RJK_ParticipantI ve tried “Dreamfall:The longest journey” (3rd Person). The room was in 3D but the headtracking was connected to mouse movements.(as usual in many 3rd person games). :-(
Last night i thought of the following:
To the software any coordinate of a given room (character position ect.) should be known. Otherwise the environment could not be rendered in 3D. Right ?
So what i thought of is how about manually hook the virtual camera to a user defined coordinate, for example 1 m behind the character, then from this point calculate the headtracking.
If its absolutely not possible to deconnect headtracking from mousemovement, how about at least making a proper headtracking possible at the latest camera position while the mouse is not moving.RJK_ParticipantHalo 2 reminds me strongly on Unreal 1, escpecially the creatures.
RJK_ParticipantI played Halo 2 last night with a Halo 1 profile i found in the VorpX cloud. Worked fine and fluent with geometry3D. Though i must state the monsters look quite pixely compared to 3D Vision, but thats normal in VR i guess.
BTW: If vorpX would allow DX wrappers like DGVoodoo taking place in the game folder, DX8 and lower games like Halo 1 could be played.
RJK_ParticipantAre you shure this works with Vorpx ?
So far i tried the DX10 Renderer for Unreal 1, but VorpX doesnt allow any DX-Dlls in game folders.
BTW: This DX Renderer also supports Deus EX and Rune.
http://kentie.net/article/d3d10drv/page1.htmAnyhow , it works great with 3D Vision though.
RJK_ParticipantVery strange, yesterday i went to buy a playseat. I tested it in front of a small, flat 22″ monitor. No VR ! and i became motion sick. How ist this possible ? The only reason i can imagine is after beeing a real diver for years the brain expects something totally different sitting behind a stearing. :-(
RJK_ParticipantRolf wrote: switch to cinema mode (“Ambience” or “None” scene) and move the screen closer until it fills the entire view.
I ve tried the options you have mentioned. There is a look around option with two keyboard keys i can route to a controller number but couldnt manage the vorpx ingame settings (controller). They are not very self explaining (for me).
I finally (was not perfect, but at least i was able to move my head without moving the whole cokpit with it) by swithing over to cinema mode and pulling the screen a little closer. (i think i used screen offset set to -1.0).
Not close enough, the slider was pulled all to the left, a thick black border was still seen.For such cases a lower value of may be -2.0 would be good. But the slider doesnt go so far down.
If anyone manages to use “Opentrack” please report here.
BTW: Ralf please dont remove any options in futher versions, i cant have enough of them, may be rather explain them extensively ;-)
RJK_Participant300 and up Euros for an I7 at the moment here in germany. I think i wait for a few versions of VorpX futher before spending that ;-)
I think ill first try some “weaker” games which ill do anyway because i have so many of them and keep Fallout 4 for later.
Maybe ill throw my VR glasses in the bin one day when i dont soon get used to that serious motion sicknes i am experiencing. So ill wait a bit in any case.
Anyway, thanks i appreciate your advice.
RJK_ParticipantConcerning “Users Manual”,
I agree most people probably wont read it. But at least a good discription of each option shoul be availiable somewhere. This Button does this,that button is for soemthing else. It is (for me) not clear what some seetings really effect. (i am not english origin). Though, i cant have enough setings to play with ;-)
I myself use a manual only when not understanding what ButtonXY does. But if no explanation is availiable adjustments can easily ruin a day ;-)
RJK_ParticipantIntersting info, thanks Ralf. I i am using a 3,7 ghz dual core with HT. I purchased this one because of serious overclocking abilities. (6 Ghz *lol).
Didnt know last year that i was going to run into VR so soon.I thought HT wasnt so good for a gaming PC, at least thats what some forums say.
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