Ralf

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Viewing 15 posts - 3,751 through 3,765 (of 10,011 total)
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  • in reply to: Profile database update 20/01/31 #192738
    Ralf
    Keymaster

    No date set yet, but it will be out soon. One caveat re Sims 4 first person: while it has a freely adjustable FOV, which is great, the game’s first person camera is fairly laggy unfortunately, so FullVR mode is not for the faint at heart. Probably better to use immersive screen mode instead for anything else than walking around a bit.

    in reply to: Eso Online G3D has broken #192737
    Ralf
    Keymaster

    The ESO patch indeed broke the basic G3D parameters as well as the HUD shader definitions. An updated profile will be available shortly.

    in reply to: Inverted HeadTracking #192735
    Ralf
    Keymaster

    Please check whether you maybe inverted the camera in the game’s options menu. Sounds like that might be the issue.

    in reply to: vorpX projection matrix on HTC Vive #192732
    Ralf
    Keymaster

    If you want to address your “issue”, maximizing the ImageZoom setting is what you want to do. I can’t really do more than trying to explain in detail to you how it works and why it works that way. For games where vorpX can adjust the FOV, it will do so automatically when you change the ImageZoom. For games where vorpX can’t adjust the FOV, you have to raise it yourself accordingly though.

    My impression however is that you might be better off leaving everything at default TBH.

    in reply to: vorpX projection matrix on HTC Vive #192728
    Ralf
    Keymaster

    Maxing our the ImageZoom perfectly addresses your “issue”. Apologies for trying to explain the underlying mechanics, which obviously did nothing but confuse you. Just max out the ImageZoom if you can’t live with 40 pixels or so of your screen not being utilized. All is well when you do that.

    in reply to: vorpX projection matrix on HTC Vive #192724
    Ralf
    Keymaster

    You already mentioned the “fix” yourself in your original post, although I wouldn’t call it that way since nothing is wrong. When you max out the ImageZoom setting you can fill the entire screen, the correct vertical alignment in that case is ensured by some pixels of the original image being cut off at the upper edge.

    BTW: The ImageZoom setting at 1.0 means that your vertical FOV is the same as Oculus uses for their headsets. They nailed the compromise between pixel density and FOV quite well, so my personal recommendation would be to leave it that way.

    in reply to: Any way to “Vorpx” Dolphin emulator? #192715
    Ralf
    Keymaster

    Using the controllers as pointers wouldn’t be hard, but isn’t implemented currently. One of those things on my eternal nice-to-have-list…

    BTW: With the controller vizualization switched to ‘Hands’ in the vorpX menu the boxing game might be even more fun.

    in reply to: vorpX projection matrix on HTC Vive #192713
    Ralf
    Keymaster

    That is intentional and the correct way to handle it for vorpX. Unlike native apps vorpX’s rendering is done in two steps: in the first step the game gets rendered, in the second step the final image is rendered to the headset by vorpX.

    The effect you noticed exists because in contrast to normal monitor games all VR headsets (to varying degrees) have a slightly asymmetrical view frustum, i.e. they render more below the camera than above. Headset vendors do that to gain a few precious pixels where it counts since the human brain tends to concentrate on the ground.

    Now when vorpX in its second render step aligns the symmetrically rendered game image to the asymmetrical headset frustum, the effect you noticed arises. Just centering the game image on the headset screen instead causes distortion in FullVR mode when you rotate your head due to vertically misaligned viewpoints between the game image and the second render step. In other words: what you want to match between step 1 and step 2 are the camera centers, not the image/screen centers. Both are not the same since the game’s view frustum (first step) is vertically symmetrical while the headset frustum (second step) isn’t.

    in reply to: Bindings default #192708
    Ralf
    Keymaster

    Controller bindings (and all other settings) are saved when you click the OK&SAVE button in the menu instead of just closing the window.

    in reply to: Kingdom Come – 3D depth disappears using the bow #192699
    Ralf
    Keymaster

    Boatloads of games installed: Yes. Savegames all the way through for all of them: No. Unfortunately my time-decelerator broke irreparably a few years back. ;)

    Ralf
    Keymaster

    My sympathy level for AV vendors slowly has been reduced to absolute zero over the past seven years, TBH. Some of these programs cause just as many problems as they pretend to solve. Not to speak of flatout unbelievable cases where a well known AV vendor sells the browser histories! of its users like recently Avast…

    The major problem with some of these tools is that even if you think you disabled them, they aren’t really disabled. Same for exclusions. Adding an exclusion for the actual scanner doesn’t necessarily mean the program/folder is excluded from everything. BitDefender for example blocks Windows functions used by vorpX to hook into games unless you disable this block separetely. Wouldn’t really be surprised if your AV does something similar, so that might be something to look into.

    If you are on Windows 10, my recommendation however would be to just use Windows 10’s built-in Defender to make your life easier. It kicks in when you remove third party AV. In most recent tests Defender is on par with the major third party AV programs while usually causing less hassle. As a bonus unlike others Microsoft always reacted super-fast in the past when there was a false positive detection.

    in reply to: Kingdom Come – 3D depth disappears using the bow #192695
    Ralf
    Keymaster

    Please remove Reshade and let me know if the issue still occurs afterwards. As much as I’d like to, I can’t really check issues that might just as well be caused by an intefering mod.

    I would also need a savegame. IIRC Kingdome Come is a pretty slow game, I don’t think I will be able to play until I get a bow. You can send the savegame to support |at| vorpx com.

    On a general note: removing mods, especially mods that hook into the render pipeline, should always be the very first thing to try in case of issues. Best avoid using anything that also hooks into games together with vorpX in the first place, that always bears a certain risk of causing major havoc.

    in reply to: Tiny flicker #192691
    Ralf
    Keymaster

    I’ll check whether something has changed recently in the games you mentioned above.

    Stuff like this usually is caused by other tools that also hook into the Direct3D ‘Present’ functions though. If you happen to have 3D-Vision installed on your PC, please also make sure that is disabled apart from any other tools and overlays.

    in reply to: Any way to “Vorpx” Dolphin emulator? #192687
    Ralf
    Keymaster

    Dolphin already has a working VR component.

    That’s why I never cared to check it with vorpX. The VR build is fairly outdated now though and way more buggy than current regular versions, so a vorpX profile might still be useful. Also some may prefer the vorpX cinema mode. Wasn’t really a big deal due to the built-in stereo.

    Possible to get an XBOX 360 EMU working or ps2? or ps1?

    I tried PCSX2 a long time ago, but no dice as far as 3D is concerned. A lot has changed since then though, in vorpX as well as probably in the emulator, so it might make sense to check it again. Will do that before the next release.

    in reply to: Kingdom Come – 3D depth disappears using the bow #192683
    Ralf
    Keymaster

    Never heard of this before, but maybe the game changes some projection parameters when you aim with the bow. If the game zooms in when you aim with the bow, the behavior would be perfectly normal. Same as taking a photo with a telephoto lens. More zoom (less FOV), less depth.

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