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RalfKeymasterIt has its own profile, should work well enough already without the changes I made over the last days.
You can just launch the game without having to care about anything except for a game restart when vorpX prompts you to do so after the resolution has been adjusted. As always with games that have DirectVR resolution support, you can select a preferred quality on the DirectVr page of the vorpX menu.
RalfKeymasterThe improvements affect any OpenGL game, but I haven’t tried an Unreal engine title with the changes yet. IIRC the original Unreal was already working at some point, but I’m not 100% sure.
BTW: The OpenGL support is more of a personal pet project than anything else. It is still limited to fairly old (‘fixed function’) OpenGL games. I’m two or three steps closer now to a point where tackling G3D for newer, shader based OpenGL might make sense, but that may or may not happen, so don’t hold your breath. There are always more important things…
RalfKeymasterPlease send an e-mail to the register mail address shown in the license dialog or use the contact form under support if sending an e-mail does not work for some reason.
The forum is not the right place for this. Thanks.
RalfKeymasterTwo more good old ID3 games I can fully recommend are Return to Castle Wolfenstein (from 2001, available on Steam/GoG) and Star Trek Voyager Elite Force (not purchasable anymore I think, but worth it if you happen to have an old CD version). Both have full DirecVR support.
BTW: I incidentally spent the last few days adding some (semi-minor) improvements to the OpenGL path after not touching it at all for a long time. You probably noticed the odd graphical glitches in the Quake III menu screen, most prominently the Q3 logo only showing in one eye. Annoying stuff like that will be gone with the next vorpX version, at least for the most part. Also ID3 and other OpenGL games won’t crash anymore when you change their resolution with vorpX active.
Feb 6, 2020 at 10:32pm in reply to: Any chance of a non VR version of Vorpx now that 3d vision support is dead? #192360
RalfKeymasterThere is a ‘Generic 3D Display’ device since vorpX 20.1.0 that outputs a side by side image to ease your life in that regard. The next build will address a few remaining issues, most importantly OpenGL not working yet. Be aware though that the ‘Generic 3D Display’ mode is not officially supported. vorpX is built for VR, consider SBS an unsupported freebie.
RalfKeymasterDigital only since about a year or so. The CDs were an optional service that our e-commerce provider offered in the past, nothing we ever did ourselves. I don’t really know why they don’t offer that option anymore, probably not enough people still ordered CDs recently.
RalfKeymasterIf you closed vorpX immediately after clicking yes, please try to leave it running for a while. The download is only 6mb, so normally fetching the update should take only a few seconds, but with a slow connection or some network hiccup between you and the server it might still take a little while. Just start vorpX and use it normally. Everything else happens in the background.
Also exclude the vorpX program folder (usually C:\Program Files (x86)\Animation Labs\vorpX) from your AV scanner. Just in case.
If the above doesn’t solve the issue, please create a trouble shoot data archive in the config app after a vorpX session and send it to support |at| vorpx com. I’d like to check your logfile in that case to see at which point the process fails.
RalfKeymasterI can’t really give any more useful answer than the one I gave you several times above already, sorry. There is no single X*Y pixels answer to your question since the right answer for you depends on your personal preferences in regard to performance vs. resolution.
Rules of thumb you should keep in mind are: 1. Resolution as high as possible while still keeping the framerate high enough to be comfortable for you. 2. Square/4:3 aspect ratio if you (or vorpX automatically) can set the FOV high enough to fill the entire screen, 16:9 if you need ImageZoom to compensate for FOV. That’s fairly easy and the best advice on could give in this regard.
RalfKeymasterVR Controllers act either as mouse/keyboard (freely configurable) or as gamepad. That can still boost immersion quite a bit since that way you have your hands free to pretend to interact with the game world.
Try it, you’ll probably be surpised how small the difference between actually openening a door or reaching out and then pressing a button is for your brain, same for pretending to aim with a gun etc. A bit like playing air guitar, but way better. You can even display animated hands instead of the controllers if you want.
RalfKeymasterYou can try to make a copy of existing profiles in the config app and then apply your game’s .exe to the newly created profile to get stereo 3D for unsupported games. With a custom engine it’s not overly likely to find a matching profile though. The Unreal Engine 3 base profile might be worth a shot, but don’t get your hopes up.
RalfKeymasterLike I suspected the scanner cache is outdated due to some recent game update. Go to the DirectVR page of the vorpX menu, empty the cache and re-run the scanner.
You may have to do that several times until everything works as intended, took three attempts for me. If you can’t make it work, wait until the next vorpX (no date set yet), that will come with an updated cache.
RalfKeymasterYou may have to run the DirectVR scanner (from the vorpX menu or by pressing ALT-L). vorpX can cache DirectVR values for the Half-Life 2 games, but the cache may be outdated in case of some game update.
If all works as intended, it should behave like the base game. Played the beginning of Ep. 1 myself two years back or so after implementing VR controller support standing with Touch controllers. One of my best VR experiences hands down.
Feb 2, 2020 at 10:08am in reply to: What is the proper resolution to run Fallout New Vegas in? #192254
RalfKeymasterOculus supersampling does not affect the actual game resolution. Please do not use it, would be a severe waste of GPU power. What counts is the actual game resolution.
vorpX can adjust the resolution automatically for FO:NV. You should see a message about changing the resolution in the top left corner of the game window. If not check whether you maybe accidentally disabled automated settings in the config app. If you are unsure try a factory reset.
With auto settings enabled you can select a preferred quality on the DirectVR page of the vorpX menu. Go as high as you can without sacrificing too much performance.
To get the most out of the automated settings feature also check the “Custom Resolutions” section in the help, which contains a step-by-step guide how to add resolutions to your PC that it can not display normally.
RalfKeymasterSeems like you may have overlooked the laptop related part when you double checked the guide: the desktop viewer will not work on your laptop unless you disable the internal GPU since the desktop runs on the Intel GPU while your headset is connected to the nVidia GPU.
You may be able to launch games directly, but the desktop viewer will definitely not work with your configuration. If possible disable the internal GPU in your laptop BIOS to avoid any potential problems related to your dual GPU setup.
There are also still background processes running that may hook into games. Most importantly some Razer bloatware (FPSRunner) that almost certainly hooks into games similar to vorpX and may cause a conflict. Same for Skype.
RalfKeymasterIf vorpX cannot hook into any game at all, there has to be somethong interfering.
Please also check the other, less usual things, mentioned in the guide.
If you cannot solve the issue, create a trouble shoot data archive in the config app after trying to launch a few games and send that to support |at| vorpx com, I’ll check whether you maybe overlooked something after the weekend.
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