rtoast

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Viewing 15 posts - 31 through 45 (of 53 total)
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  • in reply to: So I've just bought vorpx and now… #125179
    rtoast
    Participant

    I had the head locking problem as well and figured out that it was due to my game pad being turned on already before launching skyrim. I posted more about it in the technical support forum so check that out if you think your issue might be related to mine.

    I never bothered to check what the vorpx in game menu was saying about the override, I just know that it worked perfectly if I followed this start up sequence and that just from playing I could tell that game pad emulation was completely off

    in reply to: Rotation scan problem on Vive #125177
    rtoast
    Participant

    Ok, just wanted to chime in with an update.

    After trying a multitude of times now I feel fairly confident in saying that the problem for me is the game pad causing the issue.

    Without exception, every time I have tried to launch Skyrim with the game pad already turned on (wireless Xbox one gamepad) the direct vr scan will NOT work. It will either crash, fail, or succeed in the scan but still fail to work.
    If I launch the game with the gamepad off, navigate with the mouse until loaded into the actual game, do the scan, THEN turn on my gamepad after the scan, it will work just fine every time!

    Just to reiterate, this is the vanilla Skyrim SE, no mods, no plug-ins, no ini tweaks!
    Get into the game first, do the scan, and THEN turn on your gamepad (Xbox one wireless) and it works flawlessly for me every time.

    in reply to: Rotation scan problem on Vive #124757
    rtoast
    Participant

    I tried it again the other day and this time I didn’t turn on my game pad at all (I’m using a wireless Xbox one controller) until after I was in game and performed the scan.
    First scan was successful and worked flawlessly, so afterward I just turned on my game pad and started playing. I didn’t test any further so I don’t know own if that sequence helped or if I just got lucky. The experience was so amazing I just got sucked into playing for like 3 hour, haha.

    I should go back and check out, original Skyrim as that is where my original character/save file is, but framer ate so far is fine in the SE. I do prefer the color palette of SE and the upgrades to all the vegetation etc. It’s like running the original with a bunch of mods but not having to deal with all the hassle.
    Hopefully the framer ate doesn’t tank when I go to other areas like whiter until etc, but so far it’s good

    in reply to: skyrim (enderal mod) books are unreadable. #124658
    rtoast
    Participant

    yea I had this issue as well but was able to resolve it by tweaking some of the HUD scale sliders to get the words to sort of line up correctly again (I might have messed with the settings before hand and didn’t realize the price for messing with the default values, hah)

    in reply to: Rotation scan problem on Vive #124657
    rtoast
    Participant

    I’m on a CV1, win10 intel-i7 and an Nvidia 1080 and I can reiterate having a similar issues.

    When I first booted up Skyrim SE and did the first scan it worked great, had to tweak some controller stuff (had disabled the gamepad emulation to get it to feel just right, always felt off when emulating) and invert the y-axis, but it worked flawlessly.

    My second play session I had to scan several times and had some issues but eventually got it going again.

    Today’s attempt at playing though never worked. Scanning became very problematic (many failures and crashes) and I just never got it working again.

    Are there any other tips to getting a good successful scan? I’ll try disabling the gamepad when doing the scan next time, then try re-enabling it, or goin in or out of locations to try scanning in different load zones (if this makes a difference?).

    I tried one of the other profiles from the cloud at some point and had problems, but I seem to remember that when I re-loaded the default VorpX profile the scan worked fine, then I just had to re-tweak my control stuff (disabling the HMD only allowing verticle tracking and disabling controller emulation and invert-y)

    Perhaps one of the settings I’m changing makes the scan much more likely to fail. I suspect that it might be the case that I have to load the default Vorpx profile before each play session then change settings after the scan is complete, but I’ll need to test this more to come to any definitive conclusion.

    As a side note however: The new gamma/saturation/sharpness sliders are working MIRACLES in making these games looks SOOO much better than they did before!

    in reply to: Resident evil 7 ralf #124535
    rtoast
    Participant

    I second this notion. I was almost certain (as I’m sure just about everyone else was) that the pc version would have oculus/vive support, especially being the first heavily touted “real” VR game from a major franchise/publisher, only to find out mere weeks before release that it is only going to have VR support for PS4.

    I mean, I’ve got a ps4 but I haven’t bought a PSVR because I have an oculus. I imagine there’s going to be a lot of upset fans/customers if they buy it on PC only to find out it doesn’t have the one feature they’ve been hyping. There’s already some backlash from a lot of people at the incredulity of it all, and it’s only going to get worse after the game releases and everyone else realizes it.

    So now I’m like, well, I guess I’m not playing it until 2018..
    Or until Vorpx solves that problem, haha.

    in reply to: Games that would rock with VorpX (Geometry) support. #111920
    rtoast
    Participant

    new 3D profiles for the holiday season? My birthday is on christmas day, and all I want for both is Dying Light in full geo3D vorpx mode! Haha Hopefully Santa’s elves can learn to code..

    Also yes, Mad Max would be pretty neat, driving around the wasteland in that cockpit view in VR..

    p.p.s. I thought some people were saying here on the forums that they got Layers of Fear up and running in full Geo3D. I haven’t tried it myself but I seem to remember reading a thread about it

    rtoast
    Participant

    ok, just found the link for requesting a new download link in the FAQ, sorry for not being thorough before cluttering up the forums! Just waiting on reply now thanks!

    in reply to: Will there be any updates this year? #111523
    rtoast
    Participant

    Exciting news! New game profiles? Or updates to existing game profiles?

    (Fingers crossed for dying light! )

    rtoast
    Participant

    I guess I’m one of the lucky few that gets no VR sickness whatsoever, regardless of visual artifacts, mmovement, framerate, or wonky headtracking.

    Still hoping for a solution to the shadow problem as well and would lije to hear from anyone whose tried that mod too.

    I’m sort of just waiting to see if it gets resolved in the next vorpx update, as I’m probably going to hold off on playing through AI until the new movie comes out, cause I’ll prob be in the mood for an Alien game and there aren’t many good ones so I’m saving it

    in reply to: No Man's Sky Not Working #110697
    rtoast
    Participant

    Try hitting the button that’s bound to edge peek maybe? Perhaps it’s starting zoomed out like that. Or try using the keyboard commands to navigate the vorpx menus. Maybe the zoom is set low or it’s letterboxed

    in reply to: was vorpx really worth it? #110695
    rtoast
    Participant

    Good to hear, I hope it goes well. I haven’t tried Mirror’s Edge Catalyst yet but I’m definitely looking forward to it.

    in reply to: Homefront: The Revolution #110694
    rtoast
    Participant

    Thanks! I’ll give it a shot. Didn’t realize Evolve was a cryengine game, always assumed it was running on source

    in reply to: Cant' get around the oculus app #110255
    rtoast
    Participant

    In the upper right hand corner of the oculus store front window there ahould be an icon that looks like a gear, that’s the settings. Go in there and there should be a switch that you can turn to enable outside sources to work with the oculus.

    The oculus software should be running in the background anytime you use the rift, even if you aren’t using it for designated oculus games. It’s essentially the “on” mode for your oculus

    in reply to: was vorpx really worth it? #110223
    rtoast
    Participant

    Personally I feel like it was well worth it overall. I think a lot of what determi es people’s satisfaction is managing expectations. I k ew going in that it was going to be a lot of work and a lot of tinkering. After about a week and a half and finally gaining some experience using the utility I feel much more confident in my ability to use the program to it’s strengths.

    At the outset, what would take me half a day to set up vorpx with a particular game now takes me maybe an hour tops. And if it doesn’t work I’m at least satisfied that theres nothing else I can do and that the vall at that point os in Vorpx’s court. At that point all you can do is wait for further updates and hope that whatever game your trying to run gets better support.

    Going in, my main goals were to get Dying Light, Skyrim, Stalker (call of pripyat), Alien Isololation, and to a lesser extent Far Cry 4/Blood Dragon working in VR.

    Of those I’ve got the 2 working perfectly, Alien near perfect (lighting glitch in one eye), Far Cry working in Z3D, but so far Dying Light is the only complete failure.

    But in my eyes, 2.8 out of 4 of my primary titles working as I’d hoped ain’t bad. So I’m pretty happy with my results, now I’m kind of just hoping for a breakthrough with Dying Light.

    Overall though I just think that anyone expecting this to be a magical solution to adding VR to old games out of the box is setting themselves up for disappointment.

Viewing 15 posts - 31 through 45 (of 53 total)

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