TenaciousJ

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  • TenaciousJ
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    Make sure VSYNC is off, that will limit your FPS to your monitors refresh rate.

    in reply to: Games not working with Oculus CV1? #124880
    TenaciousJ
    Participant

    Hey guys,

    I had the same problem as you initially. Here are the steps to get Alien Isolation running with Rift CV1 (at least those that worked for me), but this process should work for any game that’s supported.

    First thing you need to be sure of is that you load Vorpx FIRST. If you load the game first it WILL NOT load into your Rift.

    Once Vorpx is loaded, go to local profile and select Alien: Isolation (or whatever your game is) and click apply and close.

    If you’re running the steam version, as I am, you’ll then start the game from the desktop icon. I initially tried starting the game from steam, and that didn’t seem to work, but the desktop icon fired it right up. At any rate, the executable must be named AI.exe which is the default exe for the game. ANY other name will fail to load properly because that’s what the profile looks for.

    Once it’s loaded, there are quite a few configuration changes that are needed to get the Rift to look mostly correct, which took me a while to figure out (and it’s still not perfect but definitely playable).

    Note: I have not been able to get the gameplay using the controller to work properly. Anytime you click a button it seems to take over your view and headtracking stops working. If anyone fixes that I’d love to know how to do it.

    So here are the settings I use. I have seen others that have crazy stereo depth settings, maybe for Vive, but those do NOT look right in the Rift at least for me.

    Main Settings:
    3d reconstruction: geometry
    separation (3d-strength): .06
    3d FOV enhancement: 0.00
    Camera height modifier: 0.00

    the reason the separation has to be so low is that with a high separation level, the other characters in the game and some items blur significantly because essentially you’re looking at two of them. I do not find that this affects the immersion at all. Adjust to preference obviously.

    There are other profile settings listed that use high 3d FOV enhancement, which to me warped the walls significantly so that it was very nauseating and caused my perspective to be all screwed up. Again, I find that to give an unrealistic perspective so I lowered it to 0. Your milage may vary.

    Image Settings:

    Crystal Imaging: Normal
    Aspect Ratio Correction: Letterbox 1
    Image Zoom: 0.96

    Head Tracking Settings:

    HT Sensitivity: 1.65
    HT Roll On
    HT Pos. Tracking: Off
    HT Pos. Tracking Strength: 1.25
    HT Invert X and Y axis both OFF
    HT Crouch Jump – off, set to preference.

    I guess you can leave Touch and Gamepad settings alone mostly, but here is what I have though I use keyboard so it doesn’t affect my gameplay.

    Disable mouse acceleration: off
    Override XBOX Gamepad: Partial
    Overright Left/Right thumbstick: both ON
    Override buttons/trigger: off
    Left stick x/y sensitivity: 0.20
    left stick deadzone: 0.15
    right stick x/y 0.30
    right stick deadzone 0.00

    Like I mentioned earlier, if anyone has gotten the gamepad and headtracking to work simultaneously on a Rift I’d love to see how you have yours setup so that I can try it. Gamepad would be much more enjoyable to use than keyboard and mouse is while in VR.

    in reply to: Mafia3 #111907
    TenaciousJ
    Participant

    I used the GTA V profile as the base, added the mafia3.exe, and excluded launcher.exe. Using vorpx desktop, I loaded mafia 3 and it started natively in my oculus with vorpx enabled. I must say it’s only moderately immersive, and nailing down the controls are a bit tricky. I uploaded the profile to the online database as “Mafia III – GTA V Base Profile” so you can download it and try it out.

    in reply to: Mafia3 #111890
    TenaciousJ
    Participant

    I’ve been playing it, but haven’t tried using vorpx yet. I’ll give it a shot tonight to see if any profiles work.

    in reply to: Newbie FPS CV1 question #110789
    TenaciousJ
    Participant

    These aren’t all FPS games, but are excellent picks:

    The Vanishing of Ethan Carter is AWESOME in VR if you’re into mystery adventures
    Elite Dangerous if you like space exploration games
    The Elder Scrolls Series – primarily Skyrim.
    Fallout 4
    The Batman Arkham Series
    Metro 2033
    Call of Duty Black Ops 1-3, Battlefield 3-4 and even Hardline, Any Splinter Cell or Crysis game
    Alien Isolation
    Quake I-III
    Half Life 2
    Portal
    The Witcher 1 and 2 if you like extended campaign games that will suck all your time, not sure if Witcher III is manageable at acceptable graphics levels
    Bioshock: Infinite
    Borderlands
    GTA IV and V
    and to tickle your fear of heights check out Mirror’s Edge

    Essentially if your computer can run it, and it’s built on a major game engine like Unreal, Unity, and quite a few others – it’ll play in VorpX. The less popular it is the more tweaking you’ll have to do though because it won’t have been done already by someone else. Once you get used to the Vorpx in game menu you’ll be able to get games to run. Whether you get a true stereoscopic experience depends on how the game was coded though.

    I’m sure that’s clear as mud now.. lol. But hopefully there are a couple of games on there you can check out that are well established as compatible.

    VorpX Supported Games

    TenaciousJ
    Participant

    60hz in VR will give you VR sickness, or it does many many people. Even 75hz is iffy which is why Oculus and Vive both set their refresh to 90hz. Partly because that’s as fast as most widely available video cards can handle at 2160×1200/2 resolution, but also because that’s the refresh rate at which the brain stops telling the body that something is wrong. Anything less than 90hz and there’s a high likelihood that you’ll get sick from it.

    Also with LCD screens, 120hz or 240hz refresh rates aren’t truly refreshing the screen with new images each time. They use smoothing algorithms to make the images look more crisp and insert those images between the actual refreshes of the screen giving it the illusion of a higher refresh rate. This means that the refresh rate will always be a multiple of 60hz, which is the base frequency of many LCD screens. You won’t see many, if any, LCD screens running at 90hz for that reason. If they were 90hz, the true refresh would be 30hz, not 90hz, which would be even worse.

    I’m not trying to be negative at all.. but I hate it when people get suckered in to marketing that’s misleading.

    That being said… I’m excited to see what the next year or two has in store for the HMD market. I think within a couple of years, there will be HMD’s that run at 4k (2k per eye) 120hz or better, with eye tracking cameras that will stream the video over wifi and will be able to track their position without the need for multiple trackers to determine their location in 3-space. Fove is already working on an eye tracking HMD, StarVR has a 2k+ 270 FOV superHMD they’re nearing completion on, and samsung is rumored to have the 4k screens. All that’s really lacking is SLI support so that you can run each eye’s screen on a separate video card to divide the workload and we’re in business.. ez pz lol.

    Note: I just read the end of that last post which touched on a lot of these same points… so, jinx.

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