Forum Replies Created
-
AuthorPosts
-
Vadian
ParticipantThank you Ralf! ESO was a major reason that I bought both the Vive and VorpX. I’m crossing my fingers and cheering you on!
Vadian
ParticipantRalf, done! I have personally blamed Bethesda for you. :)
I’ve been a pretty consistent whiner about G3D in ESO, and I got a chance to whine about this in person to the TESO crew at PAX West. I don’t think it did much good, but it made me feel better. :D
I honestly haven’t used my Vive much lately and this is a major reason why. The ES series is the best immersion VR gameplay I’ve found, and TESO VorpX was one of the major reasons I bought a vorpX and really a major reason why I bought the vive.
Vadian
ParticipantYeah, same boat. I honestly couldn’t tell the difference between 2D and the Z-modes. The geometry info is there, nvidia 3DTV Play still works with ESO.
ESO was my main inspiration for buying the Vive (and VorpX), too. I’ll jump through any hoops I can as an end-user to help get this back.
I knew about the DX11 issue when I bought VorpX, though, so I’m not complaining. :)
Vadian
ParticipantThat’s an interesting question. Since Elder Scrolls Online removed DX9 support (it now forces DX11), it no longer has geometry 3D support in VorpX (that I could get to work, anyways). However, it still runs fine on a 3DTV using nvidia 3DTV Play.
I would absolutely love a way to play ESO in 3D in a HMD, that was honestly one of the main reasons I bought the thing.
Vadian
ParticipantRalf: For games being played with vorpx’ controller support, wouldn’t it be possible for vorpx to modify the directional movement based on the direction of the head from center? Something like this:
Moving forward, looking straight: FW: 1 LR (strafe): 0
Moving forward, looking at 45 degrees left: FW: 1/sqrt(2) R: 1/sqrt(2)
This would cause the player to move at a 45 degree angle to the right of the current view.The equations are fairly simple, and I think that for *some* games this may work if you are able to inject an interface layer between the controller and an analog input and have the information on the angle of the head.
Thoughts?
May 7, 2016 at 2:31am in reply to: Vorpx as replacement for TriDef on existing Stereoscopic hardware? #102049Vadian
ParticipantI just wanted to add a +1 to the thought of 3DTV support. It’s not a must for me (I purchased for the vive) but I would certainly use it to output AMD->3DTV. The 3D scene for AMD seems close to dead, to the point I decided it wasn’t worth trying with my AMD card, if I wanted to get it to work I’d buy an nvidia (3dtv play works fine on my nvidia rig I push the vive with).
I know it’s not on the roadmap, but if you stumbled upon an easy way to integrate that, it would open up a market that’s currently not being serviced.
Vadian
ParticipantOne caveat regarding ESO: a recent ESO update that removed D3D9 also removed vorpX’s Geometry 3D support for the game. With the current version vorpX can hook it again with the D3D11 renderer, so it’s working to degreee again, but there wasn’t time to check stereo 3d viability yet.
Ah yes, I ran into this while trying to get 3D Vision working the other week. (This was eventually successful, I put in a bit of time on a 3DTV with NVIDIA 3DTV Play. AMD HD3D was a no-go.) Good times! I’ll be happy to do anything I can on this end to help get ESO back up on DX11. I have no practical experience in this arena, but my background is programming and physics. :)
Vadian
ParticipantI just want to clarify something on checkout, under system requirements:
“Oculus Rift DK2 or Oculus Rift (vorpX will not work without this)”
This is now null and void for us Vivers, right? :) I’ve heard talk about needing a Rift plugged in for updates or similar, and I’m not sure how the process works for your software and just wanted to be clear. I’ve been maniacally checking back for Vive updates on your page almost as much as I’ve been hitting refresh on my pending order screen! :D All I want is Skyrim/ESO in VR so I never need to leave my house again.
Thanks!
V -
AuthorPosts