Ralf

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  • in reply to: No way to change screen size or move it lower? #195363
    Ralf
    Keymaster

    Listen, I understand that it might be frustrating when “your” option is not available. As far as stubborness is concerned, I could easily say the same about you if I wanted. Your option isnt’t there, so now you are sulky. Sounds pretty stubborn to me. :) That doesn’t lead anywhere though, so let’s just stop it, OK? If you have a suggestion to make, I listen and try to explain. Next time you get personal however, you’re out. On a more general note in that regard: others aren’t stubborn just because you don’t always get from them what you want.

    That said, not listening to user feedback would be pretty foolish, just not every single wish can make it, sorry. vorpX is about VR, VR is about being in the game, hence recreating a small screen in front of you has a different priority than it (understandably) might have for you as a stereo 3D enthusiast. However, should your feature become requested more often in the future, there always is a chance that it will get implemented at some point.

    in reply to: Beyond Blue VorpX Support #195349
    Ralf
    Keymaster

    vorpX requires a profile for 3D to work. There is no official profile for this game, but with some luck someone made one. Check the cloud profiles in the config app.

    If noone made one yet, you could try to do it yourself: to make your own user profile you would have to find out what engine the game uses and then make a copy of an existing profile in the vorpX config app from a game that is based on the same engine. That way you have a decent chance that your user profile actually does anything-

    Briefly checking the web I couldn’t find info about the game’s engine, probably because it’s fairly new, but maybe you know more.

    Once you have a user profile that basically works, you might be able to further improve it. More details on that in the vorpX help under ‘User Profiles’.

    in reply to: No way to change screen size or move it lower? #195346
    Ralf
    Keymaster

    Like said above it’s not about finding time for implementing a feature, which would be fairly simple in this case, it’s about the right balance between customizability and a sensible amount of options. Not everyone likes a gazillion of cogs and levers to tinker with.

    You probably fall into the latter category, and I believe there are more than enough options for you to play with, but not everyone is like you. So largely superfluous options might not always be available although someone like you might prefer that.

    Consider the almost impossible task in this regard trying to find the right balance between Apple and Linux. :)

    in reply to: No way to change screen size or move it lower? #195341
    Ralf
    Keymaster

    You can do almost anything with the screen that you could ever dream of, including moving it further away if you dislike its visual size. The effect on the perceived strength of the 3D effect, which I understand is your concern here, wouldn’t be any different when you change the size instead.

    If you wonder why things are like they are, in this case the main reason is that there always has to be some balance between customizabilty and a still halfway sensible amount of buttons/sliders in an UI. Not everyone prefers a gazillion of options to tinker with, so if in doubt largely superfluous options typically are left out.

    in reply to: No way to change screen size or move it lower? #195339
    Ralf
    Keymaster

    To match the game’s camera center vorpX’s camera is precisely centered at the screen per default, it is not between the middle and the bottom. You might get fooled into believing that by the asymmetrical view frustum all headsets use to some degree, which makes the space below the screen a bit larger than above when the view is perfectly centered to the screen.

    If for some reason you prefer something else than looking at the center, you can easily lower/raise your head a little and press ALT+SPACE to re-center head tracking. After doing so the center height will be where you prefer it to be.

    in reply to: Mirror’s Edge™ Catalyst ? #195322
    Ralf
    Keymaster

    There are several levels of complexity at which you can work with user profiles.

    1. The most basic form of creating a custom profile is just copying an existing one, ideally from a game using the same engine, which with some luck can already yield passable results. With Z3D profiles you would already be done after this, except maybe for HUD shader definitions.
    2. The next ‘level’ is working with the shader authoring UI in vorpX to fix/disable offending effects or define HUD elements. That’s still fairly easy, everyone can do that. A short introduction is available in the vorpX help under ‘UserProfiles’.
    3. The most advanced method would be to fix individual shaders by re-programming them, which indeed requires a fairly high level of knowledge. That is still in early stages anyway and not really an official feature yet.

    With 1. and 2. you can already achieve most of what vorpX does in official profies except adding DirectVR functionality and potential game specific ‘hacks’.

    in reply to: Metro 2033 redux series #195320
    Ralf
    Keymaster

    The game should work just fine under normal circumstances. However, if you can’t make it work, try the regular Metro 2033 version. I’m not 100% sure anymore, but IIRC that would preferable anyway to to more complete DirectVR support.

    Also checking the ‘alternative hooking’ checkbox in the vorpX config app is always worth a shot. Caveat: Don’t forget to switch back even if that helps with a game. It’s not better per se, some game require the default hooking method.

    Apart from that:

    Problems with attaching to games typically are related to conflicts with other programs on your PC that also hook into games. Obvious candidates would be CPU/GPU utilities of any kind or some invasive AV programs, but there are also less obvious ones. Generally everything that can show an overlay over games for example. Since you are a 3D-Vision user, please also make sure that 3D-Vision is disabled.

    You can find more detailed information regarding hooking issues including some other, less likely, potential reasons in the trouble shooting guide in the help (or here).

    in reply to: Vorpx 120hz refresh rate with Valve Index #195318
    Ralf
    Keymaster

    There isn’t really any other answer to your question than the one above: no general restriction in regard to framerate. If a game can run at full framerate, it will do so unless you have forced FluidSync on in the vorpX menu or the game is capped internally. If you are OK with that, you could switch to Z3D, which is less demanding, but with Geometry 3D I would consider it unlikely that you will be able to achieve full 90fps, let alone 120, in a game as new as F1 2019.

    The added performance rquirements for stereo 3D and VR – keep in mind that everything has to be drawn twice, which alone basicaly cuts the framerate in half – are also the reason why most native VR games don’t look like current AAA games BTW.

    You can find some additional information on performance in the ‘Performance Optimization’ guide in the vorpX help, although the above pretty much sums it up.

    Ralf
    Keymaster

    You should see an example directly in the dialog and also in the example image attached to the key e-mail.

    Just put in the whole name line EXACTLY as shown in your key e-mail. Use copy and paste to avoid typos. Typically the line would look similar to this:

    John Doe (john.doe@email.com)

    in reply to: Resident evil 2 rendering in left eye only #195304
    Ralf
    Keymaster

    Got the game wrong, sorry. Somehow I had ‘The Evil Within 2’ in mind. RE2 still works fine here.

    Please reset the profile to default in the config app and make sure that you didn’t accidentally disable DirectVR auto settings either for the game or globally. If you are unsure about that, try a full factory reset on the trouble shooting page of the config app.

    Under normal circumstances vorpX does all required .ini tweaks automatically.

    in reply to: Support for large FOV/canted hmds #195296
    Ralf
    Keymaster

    While that would work for native games, for vorpX things are a bit different since first games are rendered with their own projection matrices (except for applying stereo and positional offsets in G3D games) and then, in a second step, vorpX renders the image to the headset. Only in this second step vorpX could handle canted displays itself. While that would help in Cinema/Immersive Screen mode, in FullVR mode it wouldn’t really help much since the game has already been rendered with parallel ‘cameras’.

    What vorpX would have to do instead for FullVR mode is implementing something similar to Pimax’s ‘Parallel Projections’ method. Should in future more consumer headsets with canted displays arrive, that’s certainly an option. For now however it doesn’t really make too much sense since Pimax already has that option and there isn’t really any other consumer headset that requires it.

    That’s the only answer in this regard I can give you at this point.

    Ralf
    Keymaster

    Nothing to apologize for. Hope my hint helps to solve your problem.

    in reply to: Resident evil 2 rendering in left eye only #195294
    Ralf
    Keymaster

    Can’t really comment on unsupported games, sorry. Never tried this myself.

    I have purchased it recently though. As always no promises, but if possible I’ll provide an official profile in one of the next vorpX releases.

    in reply to: Vorpx 120hz refresh rate with Valve Index #195290
    Ralf
    Keymaster

    There is no general restriction in that regard, but three things may happen:

    1. A game has a built-in 60fps cap (possible)
    2. Similar: A game enforces VSync although vorpX ignores it (unlikely)
    3. Most likely however is this: except for older games you will have a hard time running anything with 120fps in stereo 3D (plus an small additional overhead for rendering to the headset). So what’s probably happening is that either vorpX (through it’s ‘FluidSync’ function) or the headset runtime falls back to 60 ‘real’ FPS and then interpolates one artificially generated frame for each one that gets actually rendered by the game.
    Ralf
    Keymaster

    Like said in you other post regarding the same issue please do not run the game from the vorpX desktop viewer. Instead please launch it from the Windows desktop without launching the desktop viewer first,

    BTW: I have removed your earlier post regarding the same issue. Please avoid making multiple posts regarding the same issue. Thanks!

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