TheIronWolf

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Viewing 15 posts - 1 through 15 (of 16 total)
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  • in reply to: Possible conflict detected. #196903
    TheIronWolf
    Participant

    Is it possible to disable that warning somehow? Ancient game I am playing uses plugins, and vorpx works just fine but warning gets in a way at startup

    in reply to: Massive fps drop w/ vorpX #124282
    TheIronWolf
    Participant

    Check Ansynchronous/fluid settings in vorpX, see what you get by flipping.
    Note, rF1 (and gtr2) sometimes starts up very slowly, low framerate, I’ve found no workaround other than start it multiple times.

    Can you share how did you achieve 90fps in rF2? What are your settings?

    in reply to: Headtracking – rfactor 1 & 2 #124257
    TheIronWolf
    Participant

    Yep, 1280×1440 is one of the res I am trying (yesterday I tried 1080×1215, did not get FPS gain though). I have some suspicion that FPS might not be calculated correctly, because I don’t see much of the visual speed up (smoothness) with lowering the settings, but it might be all asynchronous hacks in Oculus fooling me :)

    Here are 2 things to make rF2 look nicer, though. – Use SGSSAA (again, check guide I linked earlier). And, I just discovered, Sharpness setting in vorpx. I bumped it to 2.00 – looks much better. You might want to try Crystal image Aggressive, although I prefer Normal. No way it will be 90FPS with SGSSAA, but again, with all the asynchronous things involved games is playable event at vorpx reported 30FPS.

    Good thing rF2 will be getting native support soon, so we hopefully will have higher framerate.

    Both eyes don’t render the same, that’s for stereo vision, but again, there serious issues in G3D (mirrors, flashes etc).

    in reply to: Can't zoom in/out from steering wheel after update #124255
    TheIronWolf
    Participant

    Thanks for the suggestion Ralf. I’ll give it a try. However, while working with UI elements it is usually convenient to zoom to some intermediate position, although I imagine flipping between peek/zoomed in might be convenient sometimes.

    Antimicro is open source, so if you’re curious as to how it produces the input code is available. It is better/more intuitive UI compared to JoyToKey. Of course, I understand all this is low pri :) Cheers.

    in reply to: Headtracking – rfactor 1 & 2 #124176
    TheIronWolf
    Participant

    You need to enable mouse look. You can see overall procedure here http://www.nogripracing.com/forum/showthread.php?t=365161

    Except that with 17 update windowed mode is no longer necessary, runs full screen fine. Also, 8:9 resolutions work fine now. I do not use any 3D reconstruction – geometry mode does not work nicely and I see no difference between z buffer and no reconstruction.

    in reply to: Can't zoom in/out from steering wheel after update #124144
    TheIronWolf
    Participant

    Actually, joytokey works. Still, it would be nice to be able to map buttons directly in vorpx.

    in reply to: OculusVR: Failed to present #123923
    TheIronWolf
    Participant

    Ralf,
    I haven’t been pressing this thread, as I wasn’t sure where the problem is (with so many things involved). However, after many hours of testing I can say with confidence, problem happens only with vorpX. It never happens with native support games and while running rF2 with traditional monitor.

    Is there anything I can help to diagnose the problem? Does nvidia driver creates dump or something when it hangs/crashes, so that problem can be diagnosed?

    Also, curious, where does output to HMD happens, is it on same thread game renders normally?

    Thanks!

    in reply to: rFactor help #123718
    TheIronWolf
    Participant

    For headtracking you need to enable mouse look.

    For “3D” you can try Geometry Mode (hit delete to open in game options for vorpx). I personally see no difference between either of modes, and running just Z Buffer mode. But I don’t see 3D in native games either, it might be my vision.

    This might help a bit
    http://www.nogripracing.com/forum/showthread.php?t=364828

    in reply to: Amazing piece of software #115667
    TheIronWolf
    Participant

    I would like to second that. After I discovered vorpX, I no longer use my TV or Monitor for my racing simulators. Really nice piece of software. Thank you for your work, Ralf.

    in reply to: GTR2 #111270
    TheIronWolf
    Participant
    in reply to: GTR2 #111267
    TheIronWolf
    Participant

    It works!!! I will tell you how to turn it on soon – I can’t friggin believe it.

    in reply to: Head Tracking Grid Snap Low DPI #111117
    TheIronWolf
    Participant

    I disabled mouse acceleration already, it makes centering stay in place longer. But, thanks for clarification, Ralf. Sounds like this is beyond your control.

    in reply to: Head Tracking Grid Snap Low DPI #111097
    TheIronWolf
    Participant

    Would like to second this post. rF1/2 (and GTR2 for that sake) are deepest motorsport simulators available, as of now. It would be nice if developers could revisit headtracking in those titles, or at least clarify if it is a technical limitation in how game responds to mouse look, or something that they can improve in the future?

    TheIronWolf
    Participant
    TheIronWolf
    Participant

    I hope developers of vorpx could explain this a bit:
    Native CV1 resolution is around 2160×1200, and each image is formed from half the horizontal width. Resolution will 1080×1200 and it is very close to recommended 8:9 ratio. However, it looks to me that image is becoming clearer and clearer going up from this setting, why is that?

    Is there a way for vorpx to output image in native CV1 resolution? If so, we could just use that, and just apply AA on top of it. Though I guess I am oversimplifying this :)

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