Ralf

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  • in reply to: VR headsets and Glasses wearers #186722
    Ralf
    Keymaster

    Get a pair of prescription lens adapters. Well worth it, much more comfortable than wearing glasses. Personally I use adapters from vroptician.com for all headsets, the adapters from widmovr.com supposedly are just as good.

    Ralf
    Keymaster

    Not unless your happen to have Vsync forced on in your graphics driver control panel.

    in reply to: Vorpx + Doom is amazing #186710
    Ralf
    Keymaster

    The game has an FOV slider in it’s options menu. IIRC it has a pretty wide range, so it’s easy to raise it to the required value.

    Since you are new to vorpX you may also want to check the ‘Essential Hints Guide’ in the vorpX help. Among other important things it explains the various options you have in regard to FOV if vorpX can’t handle it automatically.

    If you want to hop right into the action without caring about FOV, check this list with good games for beginners. For these games (and about 100 more) vorpX can handle FOV automatically.

    in reply to: Does Half-Life 2 still work? #186709
    Ralf
    Keymaster

    Both Episode 1 and 2 work with full DirectVR support.

    Just in case: make sure to use the current Steam versions. Old CD-ROM version probably won’t work correctly since the game has been updated many times since it was released.

    in reply to: Metro 2033 Redux – Index Problems #186708
    Ralf
    Keymaster

    Try to reset the profile to default in the config app. The HUD and everything else is handled the same way with an Index as it is with a Rift.

    Ralf
    Keymaster

    Adding the resolutions listed above is enough. Due to the lens distortion correction done by the headset runtime game resolution does not correlate 1:1 with the display resolution in VR.

    in reply to: Rewasd and similar #186613
    Ralf
    Keymaster

    You can disable the “X-Box gamepad override” in the vorpX menu if it is enabled.

    Please note that usually it is enabled for a reason. If this option is set to anything else than ‘None’ per default, the game in question probably does not allow mouse and gamepad to be used together. Disabling the gamepad override may break mouse based head tracking in such a case.

    in reply to: Serious problems / Help! #186611
    Ralf
    Keymaster

    Playing games with vorpX is a lot more taxing than playing them on your monitor due to stereo rendering. Rendering everything twice (once for each eye) cuts the framerate in half and on top of that there is some additional overhead for sending the image to the headset.

    Try to set ‘Fluid Sync’ to ‘Off’ on the display page of the ingame menu, in some cases that may give you a better frame rate. Don’t despair though if games seemingly run with half your headset refresh rate. Depending on the circumstances either vorpX or the headset runtime insert one interpolated frame between two real frames, so in any case your game is displayed with 80fps in the headset, just not always with 80 ‘real’ fps.

    For more detailed information regarding performance please check the performance optimization guide in the vorpX help. It lists a few hints and tips in this regard.

    BTW: If you are using any third party framerate utility, please remove it. It might very well cause the issue. Use vorpX’s built in fps display instead (ALT+F).

    Not sure about your tracking issue, sorry. Probably a coincidence, that is internally handled by the headset runtime not something vorpX does.

    Ralf
    Keymaster

    I uploaded an updated profile to the cloud the defines the phone screen as part of the HUD, making it scalable together with the rest of of HUD. Fingers crossed that that doesn’t break anything.

    Please note that only the phone screen scales with the HUD, the phone background stays in the corner. Not really an issue, almost unnoticable since you can’t see it anyway.

    in reply to: Oculus DK1? #186558
    Ralf
    Keymaster

    Theroretically I could provide you with a version that is still compatible with the DK1, but it’s so old (>3 years) that I can’t recommend that. It wouldn’t work with most game profiles newer than three years or so and also lacks practically all advanced features that vorpX offers these days.

    Ralf
    Keymaster

    I have both headsets and both headsets are used regularly during development. It is not really possible anymore for vorpX to guarantee that the headset thread runs with the full refresh rate like it was in the past.

    Seems to be an unfortunate side effect of the way both VR runtimes handle motion smoothing these days. It started with Oculus when they introduced their “Spacewarp” smoothing and since quite a while SteamVR acts similar. If you are looking for full FPS gaming, the best you can do is making sure a game taxes the GPU as little as possible and hope the headset runtimes don’t decide to throttle.

    Ralf
    Keymaster

    Try to reset the profile back to its default in the config app, leave it set to immersive screen mode afterwards and don’t tweak settings. The default settings are chosen for a reason. Without a bit more experience you will likely do more harm than good by tweaking.

    Just move the screen a bit closer until it mostly fills your view if you want full immersion. That’s not too far away from Full VR mode immersion wise and your don’t have to tinker with anything.

    in reply to: Sound issues with Oculus Rift #186539
    Ralf
    Keymaster

    vorpX per default switches the audio output to your VR headset when a game starts. You can disable that on the ‘General’ page of the config app.

    Ralf
    Keymaster

    Field of view is the camera angle of the game’s ingame camera. Changing the resolution may affect it in some games, but doesn’t have to. ESO has an FOV slider in the game’s graphics options IIRC, raising it until it matches the headset FOV might be enough to make the game look correct in FullVR mode.

    Unfortunately FOV adjustment can’t be automated for every game, hence Immersive Screen Mode was introduced some time ago to let you play almost any game as immersive as possible without tinkering in case vorpX can’t do it automatically.

    Ralf
    Keymaster

    FullVR mode has a few extra requirements to work correctly, most importantly a game’s camera field of view has to precisely match the FOV of your headset. vorpX can do that automatically for about 200 games. ESO unfortunately is not among them, hence the default is ‘Immersive Screen Mode’, which does not have any extra requirements and let’s you hop in right away.

    More detailed information about FOV and how to handle it for FullVR mode if vorpX can’t do it automatically can be found in the vorpX help in the ‘Essential Hints Guide’ (also available here for convenience).

    If you are new to vorpX and don’t want to care about such things before you know your way around a bit, it’s also worth to check this list with good FullVR games for beginners.

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