Ralf

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  • in reply to: World of Warcraft retail textures glitch #195838
    Ralf
    Keymaster

    Just a heads-up that the eternal heroic battle for the World of WarCraft (profile) has been fought and won once again, at least as far I can tell from checking start areas. Wasn’t an easy victory though this time. The fix requires an extension to vorpX’s G3D heuristics, so it won’t be available before the next update. No way to address this glitch with just an updated profile.

    in reply to: GTA V + grandtheftvr VorpX mod in 2020 #195836
    Ralf
    Keymaster

    Might be unrelated, but if you have already updated your Windows 10 to the latest 20/04 version and happen to have enabled the new “Hardware Accelerated GPU Scheduling” feature that comes with it, please turn it OFF again.

    This feature doesn’t do anything useful for normal gaming (see various reports around the net or on YouTube) and makes things worse for vorpX. It can cause heavy stutter with vorpX in games that work perfectly fine without this feature enabled.

    Ralf
    Keymaster

    After some testing specifically in regard to vorpX I’d like to second EvolutionaryMike’s advice to leave/turn this feature off.

    For playing on a monitor it usually does pretty much nothing (see the video above).

    With vorpX it even makes things considerably worse in some games, especially in taxing ones, where one would think it maybe might help a little. The opposite is the case.

    TLDR: Leave this feature OFF. Doesn’t improve anything for normal gaming, makes things worse for vorpX.

    in reply to: Stereo 3D issues – Oculus Link #195824
    Ralf
    Keymaster

    WoW is still working fine here except for some shader glitches introduced by some recent game patch (which will be looked into). Please make sure that the game’s renderer is set to “DirectX 11 Legacy”. vorpX should take care of that automatically, but maybe that failed for you for some reason.

    Can’t really say anything useful in regard to Guild Wars 2, sorry. The game is not supported officially, I actually never tried it. If you encounter issues with an user profile, only the user profile author would be able to help.

    in reply to: Possible to increase 3D strength beyond 5.0? #195812
    Ralf
    Keymaster

    I guess we shouldn‘t discuss this matter further. What happened to monitor S3D gaming and 3D-TVs in the world outside of the enthusiast bubble pretty much speaks for itself. Glad you can do what you want though. Now I can continue to focus on the purpose of vorpX, which decisively is a lot more than, and usually the opposite of, making everything look as tiny as possible.

    If you want to continue the discussion I’d recommend one of the other several thousand VR developers out there who, in contrast to me, actually really don’t give a damn about your preference for ‘toyification’.

    in reply to: Possible to increase 3D strength beyond 5.0? #195804
    Ralf
    Keymaster

    Personally I actually disliked the minification induced by S3D on a monitor so much that I never used the 3D glasses I bought 20 years ago. Funny for maybe 10 minutes, but the total opposite of being immersive. If you happen to wonder why S3D gaming (and TVs) are dead, that’s one of the reasons. Once the novelty was gone not too many people wanted their favorite gaming (and movie) heroes look like garden gnomes in a shoe box.

    But jede Jeck es anders (everyone’s taste is different), of course. So hopefully we’ll finally have 99% of the remaining monitor S3D enthusiast’s ‘toyification’ needs covered after adding the screen scale option. From now on I’d very much like to focus on VR again instead of adding option after option for recreating every single major flaw of monitor S3D.

    in reply to: Possible to increase 3D strength beyond 5.0? #195801
    Ralf
    Keymaster

    Great, guess that’s settled then.

    I’ll still add the scale option in the faint hope that with that any monitor stereo 3D enthusiast still left will finally be taken care of with their needs and wishes.

    Next time someone wants more options in that regard however, instead I’ll remove all that I consider unnecessary. :)

    in reply to: Possible to increase 3D strength beyond 5.0? #195799
    Ralf
    Keymaster

    Lost Planet is not even a supported game, probably it’s just the profile that doesn’t work right. I can’t really comment on that. Never tried it.

    ‘Focal Offset’ requires expert options to be enabled in the config app.

    Extreme caution: This is yet another option that has no place in VR and thus can’t be found in any native VR app at all. You can easily make you eyes diverge with it, causing severe eye strain and discomfort.

    in reply to: Possible to increase 3D strength beyond 5.0? #195797
    Ralf
    Keymaster

    ‘3D-Strength’ is separation, ‘Focal Offset’ is convergence. vorpX just uses better understandable words for these instead of terms that have no meaning for most people. More doesn’t make sense for the reasons outlined in detail in my last reply. I won’t repeat that.

    Sometimes I really think my mistake is even answering such questions. Instead of providing understandable explanations all I usually achieve by trying to explain things is sparking lengthy discussions. Obviously my fault.

    Like I said already two times above: no native VR game, first or third person, has such an option in the first place. Do you have the same discussion with all of theirs developers too? Probably not. Personally I believe any “toyifcation” needs are already catered more than well enough by scaling everything down to 1/5th. However, to accomodate your preferences even better, you will be able to also scale down the screen with the next vorpX version, allowing things to be (hopefully) tiny enough for your taste eventually.

    Again: If after adding the screen scale option anyone still complains about not being able to come close enough to their monitor S3D, I’ll jump out of the next best window… :)

    in reply to: Possible to increase 3D strength beyond 5.0? #195793
    Ralf
    Keymaster

    To accomodate preferences like yours the max value has already been raised beyond what it was originally and what is necessary for its intended purpose. There will be no further changes in that regard, the current max is already way beyond the point where nearby objects can be succesfully fused into one by your eyes/brain. More just doesn’t make sense, actually not even the current max really makes sense typically. If you like things even more tiny than they already are at max strength, a tiny display (read: monitor) is the right choice, not a VR headset that fills your entire view.

    Apart from that: there isn’t a single native VR application, first or third person, that has a ‘3D-Strength’ option at all. TBH I’d happily get rid of it entirely too if there weren’t a few unfortunate reasons to keep it.

    Edit: I’ll probably add an option to scale down the virtual screen with the next update. Considering the low resulting resolution personally I really have no clue why one would want to do that instead of just using a monitor, but that should finally help those who want to recreate their monitor S3D experience in VR.

    If afterwards anyone still complains about not being able to come close enough to their monitor S3D, I’ll jump out the next best window… :)

    in reply to: Possible to increase 3D strength beyond 5.0? #195791
    Ralf
    Keymaster

    Better immersion with realistic scale applies to immersive/cinema modes as well as full VR.

    in reply to: Possible to increase 3D strength beyond 5.0? #195788
    Ralf
    Keymaster

    In official profiles typically base parameters for G3D are dialed in to provide natural scale at about 1.0, which is what VR is about. So if you crank up the 3D-Strength to 5.0, which usually is not recommeded, a character that is 2m big becomes about 40cm small. I’d say 40cm instead of 2m should be dollhouse enough even for those who like that effect.

    Ideally a ‘3D-Strength’ setting shouldn’t even exist in VR, no native VR app has such a thing. I’d happily get rid of it if the world scale of all games was 100% safe to determine under all circumstances.

    On a sidenote: I bought a pair of early 3D glasses in the late 90s and used them maybe five times because I really disliked how on a monitor stereo-3D makes everything look even smaller than it is anyway. Never looked back. VR is a godsend in comparison, finally no more 3D for the sake of 3D, which for the most part just looks funny. Tough to feel like a video game badass when your on-screen self looks like a garden gnome… VR with with realistic stereo settings is much more immersive than that. Not more is better here, real is better. :)

    Ralf
    Keymaster

    TLDW: Doesn’t really change anything.

    in reply to: Is there a way to bind edgepeek to a xbox button? #195741
    Ralf
    Keymaster

    Maybe I sounded a bit harsh, sorry. Wasn’t my intention. It just becomes *really* tedious when even the smallest things are questioned after giving a detailed explanation why they are handled the way they are handled, including a way to deal with your issue.

    Nothing is ever done to ‘penalize’ anyone, there may however occasionally be reasons to do one or the other detail not exactly the way you personally would prefer it to be. I’m always happy to explain why something is done like it’s done, but that doesn’t make much sense if such an explantion sparks a lengthy discussion whenever someone doesn’t get the reply they want to hear. Makes meaningless feelgood support replies look more desirable than an actual and true explanation.

    in reply to: Oculus Quest now officially confirmed to work #195736
    Ralf
    Keymaster

    @ freelivorno: I never tried that myself, but according to some other users it works wireless via VD. IIRC there is just one little pitfall: you have to set vorpX to SteamVR instead of Oculus.

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