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RalfKeymaster1. You can rebind all keyboard shortcuts in the config app (‘In-Game Key Bindings’).
2. Two answers, depending on what you mean with your question: if you don’t want vorpX to engage entirely, you can either pause/exit vorpX from its tray icon’s right click menu or alternatively exclude the game in the config app (‘Excluded Programs’). If you want to play in 2D in your headset, you can disable 3D in vorpX ingame menu.
BTW: If you haven’t done so already, check the quick start guide and the essential hints guide in the vorpX help. Many basic questions are answered there.
Jul 9, 2020 at 3:56pm in reply to: Divinity: Original Sin (the first one) or Pillars of Eternity? #195915
RalfKeymasterPillars of Eternity isn’t fully 3D IIRC, I’m pretty sure it uses 2D backgrounds.
Never tried the first Original Sins, so I can’t really say anything useful here.
Seems like a good opportunity to mention though that you can try to make custom profiles. No guarantee that this wil work out, bit it’s always worth a shot. You can find a basic introduction on the matter in the vorpX help under ‘User Profiles’.
RalfKeymasterI can only give you the two replies I gave you above several times already:
1. Aligning the centers of the (symmetrically rendered) game and the asymmetric view frustum of the headset leads to the effect you observed.
2. I read everything and am always glad about feedback. There is no point however in trying to convince me in long discussions by repeating what you said several times. I understood the first time that you would like to have another option added to the menu allowing you to change the center yourself.
BTW: You can help yourself with a little trick by moving your head down a little and pressing ALT+SPACE. When you move your head back to the original position, your view is now not centered to the screen anymore, but that way you can have the space above and below the screen sized the same if you dislike the actually centered position. So you can easily do what you want, just not with an option in the menu.
RalfKeymasterThere seems to be some misunderstanding here:
The view actually is centered, the game’s view center gets exactly aligned to your view center in the headset. For details see the explanation in my first reply above. It would actually be off center if the space below the screen was the same size as the space above. I understand how counterintuitive that sounds, but since normal games are rendered with a symmetrical frustum aligning their center correctly to the asymmetrical headset view frustum leads to the effect you observed.
Jul 9, 2020 at 2:09pm in reply to: Don’t let Shader/profile editing intimidate you, its easy. #195903
RalfKeymasterYour reply was deleted because of your personal attacks, you are well aware of that.
Your wish for more detailed explanations is duly noted.
Jul 9, 2020 at 12:57pm in reply to: Don’t let Shader/profile editing intimidate you, its easy. #195894
RalfKeymasterIn case you overlooked that above: replacement shaders are still alpha. There are some basic instructions in the help though (which you probably didn’t read). Caveat: a lot of that is still subject to change.
I wasn’t sarcastic at all. I’m just fairly well aware that your contributions to communities usually are limited to talking, which personally I happen to consider not too much of a contribution actually.
RalfKeymasterThe number of posts here slowly exceeds the threshold were I seriously start to wonder whether it would have been better to feed you some meaningless feelgood bullshit instead of giving you actual replies.
I have read and understood your wish, just like everything gets read and considered. So thanks again for investing the time. I’m always thankful for feedback, there is however no real point in trying to convince me in forum discussions. If at some point I consider an argument compelling enough, a feature wish might make it, otherwise I might have considered other things more important.
Jul 9, 2020 at 12:27pm in reply to: Don’t let Shader/profile editing intimidate you, its easy. #195882
RalfKeymasterIf only there were was a community anywhere 1/10 the size of the number of people wishing there was a community doing this or that for them. In other words: Writing a forum post about how great it would be if there was some community doesn’t really help create one, only doing stuff does. :)
RalfKeymasterI understand that you personally might consider this particular feature so important that it warrants to invest a lot of time for discussing it with me and I’m glad that you do so. Nothings stays unread, and everything gets considered.
There may however occasionally be one or the other reason why not every single wish might get implemented, even if technically it would as easy as this one. Sometimes other considerations like ease of use or keeping the number of options sane might be considered more important than a particular feature wish.
Jul 9, 2020 at 12:07pm in reply to: Don’t let Shader/profile editing intimidate you, its easy. #195874
RalfKeymasterWrong. Actually no basic stereo injector manages to do that better than vorpX. Quite the opposite is the case if I may say so.
There are communtity fixes done by volunteers for one particular basic stereo injector that do that for some games, fairly often broken BTW and obviously not officially supported by anyone. Also as said above vorpX does more than just stereo shifting, making this a more complex matter than in a basic stereo injector.
You can do similar communtity fixes (currently DX9 only) for vorpX too. Replacement shader support will eventually come to DX11 too, so far however only DX9 is available in alpha state.
If you have some experience with that kind of stuff, hack away. :)
RalfKeymastervorpX is primarily about VR, that is also true for the Immersive Screen Mode. Its purpose is getting you ‘inside the game’ as good as possible if FullVR makes no sense for a game. Its purpose is explitely not recreating monitor stereo 3D with all its inherent flaws in VR, which is rather pointless since you can do that better on a monitor.
Jul 9, 2020 at 11:37am in reply to: Don’t let Shader/profile editing intimidate you, its easy. #195862
RalfKeymasterThere are a variety of options shadows can be dealt with. Not all of them are exposed to the UI though. Replacing shaders is currently available for DX9 in alpha state. If you want you can already do that for DX9 games.
That’s quite a bit more complex with vorpX though than in some basic stereo injector you may be accustomed to. vorpX is a lot more than that, e.g. it can also do positional tracking, which you will have to also handle in your replacement shader code when you fix effects.
Hint: when you keep the 3D-Strength at realistic levels (which is the purpose of VR and thus vorpX), typical shader glitches are usually not overly distracting.
RalfKeymasterThere is nothing to add to the concise and detailed explanation in the reply to your question above.
RalfKeymasterWhen the camera is centered (ALT+SPACE) the view is centered precisely to the center of the virtual screen to make sure that your view is aligned with the game’s camera view. The reason for the slight difference in space above and below the screen is that all headsets to varying degrees use a slightly asymmetric view frustum with the bottom ‘half’ being a bit larger than the top ‘half’. That’s a neat little optimization done by headset vendors to account for the fact that the human brain tends to focus on the ground. Gives a few valuable extra screen pixels where it counts.
Normal games however almost always are rendered with symmetric view frustums. Now when you align the center of a virtual screen with a symmetrically rendered game to the asymmetrical headset view frustum, the result is a little more space below the screen than above. May trick the casual observer into thinking the screen isn’t centered correctly while in fact it is.
Jul 7, 2020 at 9:10pm in reply to: I am new to vorpX. Can I get a walk through of installation #195842
RalfKeymasterPlease don’t use the contact form for requesting keys if you want to avoid delays. Instead send key requests to the e-mail address that is mentioned in the license dialog. Only key request mails sent to the proper mail address can be answered automatically without delays.
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