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RJK_ParticipantThat was a fast response :-) Yes i noticed that there is trouble with different encodings. All thats not really a problem, just wanted to mention it.
RJK_Participanti saw these settings but they dont help. I beleive there is something totally wrong. A video with whirligigg looks completely different to this. With vorpx eveything looks rather flat, with whiligigg you stand in the middle of the scene, you can look left and right like in real, with vorpx you stand somehow away from whats happening. Its like you look into the scene, with whirligig you ARE in the scene. Hard to explain, may be someone else can test this also and give a better decription.
Well, this issue is not so important. Dont bother looking after any improvements here. I can use whirligig, would just have been nice to use mpc-hc too.
RJK_ParticipantThe dev of this site speaks of a free script which can take 360 degree shots within VR. May be worth reading @Ralf
Capturing Virtual Worlds: A Method for Taking 360 Virtual Photos and Videos
This might me also interesting:
RJK_ParticipantOk,i found a way how to run it through the big screen in the house on the hill. Though it seems not to be possible to run that app offline…
RJK_ParticipantA screenshot function in VorpX would be great. I am talking not about a side by side shot, i am talking about a full 360 degree shot that i can use for example as a background for steamVR or whatever app.
Imagine you could save your favorite gamescene into a 360 degree image you can later sit in the middle of and drink a beer.
I cant remember of a program which dows that job. Only 3D Vision takes side by side pictures but thats another story.
RJK_ParticipantVery 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.
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