Ralf

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  • in reply to: Rise of Flight and Cliffs of Dover in 3D #183493
    Ralf
    Keymaster

    I looked at an IL-2 game a long time ago whithout much success. A lot has changed since then though, so probably it’s worth checking again. Will see whether something can be done.

    in reply to: Problems with Borderlands GOTY Enhanced Ed. #183492
    Ralf
    Keymaster

    Checked this today. The GOTY enhanced edition uses DX11 instead of DX9, so the original profile can’t work.

    The good news: the next vorpX will come with a fully featured profile: both G3D/Z3D and pretty much every DirectVR feature available.

    in reply to: W3 glitches #183491
    Ralf
    Keymaster

    @ nieda113: For some games the ‘G3D FOV Enhancement’ can be useful. Rule of thumb: the newer the game, the more likey it causes glitches. BTW: Whenever you see a warning about potential glitches after enabling a feature in the menu, you should take it seriously.

    in reply to: Problems with Borderlands GOTY Enhanced Ed. #183469
    Ralf
    Keymaster

    Probably they updated the engine in a way doesn’t work with the Borderlands 1 profile. If time permits, I’ll take a look at it before the next update. No promises though.

    in reply to: W3 glitches #183468
    Ralf
    Keymaster

    Try to disable positional tracking if you enabled that. Sounds like glitches that can occur with pos tracking.

    in reply to: Metro Exodus no longer works after game update. #183456
    Ralf
    Keymaster

    Briefly checked it. Hooks fine here with DirextX set to DX11 in the game’s video options. DX12 will not work.

    Please note that the game is still not officially supported. An official profile wil probably be added with the next vorpX version.

    Ralf
    Keymaster

    For ‘Full VR’ mode that pretty much sums it up. FOV indeed is the single most important thing to get right in ‘Full VR’ mode. You have to make sure that the game FOV precisely matches the headset FOV. For DirectVR games vorpX handles that automatically, for your custom profiles it has to be done manually one way or the other.

    This topic is covered in greater detail in the ‘Essential Hints Guide‘, which also lists a few workarounds if no option exists to change the actual game FOV.

    Note that this only applies to Full VR mode, in immersive screen/cinema mode FOV doesn’t have to be exactly right.

    in reply to: Does Half-Life 2 still work? #183034
    Ralf
    Keymaster

    Apart from the trouble shooting guide all I can really recommend is sending a trouble shoot data archive to support |at| vorpx com. Maybe the vorpX logfile contains something useful. You can create a trouble shoot data archive in the config app.

    in reply to: vprpx not recognizing World of Warcraft #183033
    Ralf
    Keymaster

    You need to run the latest WoW version from the Blizzard launcher for 3D to work correctly, the current version is 8.2 I think. Slightly older versions with D3D11 support *may* still work, yours certainly won’t.

    in reply to: Can i use a factory "overclocked" GPU with VorpX #182996
    Ralf
    Keymaster

    If you think it’s a good deal, go for it. Use something like nVidia Inspector for downclocking, that shouldn’t cause any problems. Only GPU tools that can hook into games similar to vorpX (e.g. MSI Afterburner) are potentially problematic.

    in reply to: DirectVR Mouse Sensitivity – adjustable? #182991
    Ralf
    Keymaster

    DirectVR head tracking writes head tracking data directly into a game’s memory addresses for camera rotation. This does not affect the mouse normally.

    Only in a few rare cases unfortunately doing so creates a conflict with mouse input (Portal 2 and a few other Source engine games IIRC). In these rare cases the mouse sensitivity is hard coded with DirectVR head tracking.

    in reply to: How to make World of Warcraft Works #182990
    Ralf
    Keymaster

    vorpX only works correctly with the current WoW build that can be launched from the Blizzard launcher. In that case everything should be configured automatically.

    in reply to: Can i use a factory "overclocked" GPU with VorpX #182989
    Ralf
    Keymaster

    The risk of getting one that doesn’t work with the promised higher clock rates should be relatively small, personally I would still think twice about getting a factory overclocked GPU.

    Higher clock rates may come with higher core voltage, which not only raises energy usage considerably, but also may reduce the longevity. Whether that makes sense considering the rather small gains in performance is a bit questionable as far as I’m concerned.

    in reply to: Does Half-Life 2 still work? #182988
    Ralf
    Keymaster

    One thing you could try is running vorpX in SteamVR mode instead of native Oculus, that may help with some arcane issues.

    Also try to run the game windowed. Whenever that is possible for a game I would recommend to do so.

    in reply to: General advice for a long time Stereoscopic gamer? #182978
    Ralf
    Keymaster

    Even more important: make sure to not break the game doing that. :)

    There is a reason why vorpX complains when a d3d9/10/11 DLL is found in the game directory and the reason is that vorpX usually hooks into the same functions that the replacement DLLs hook into, pretty much a recipe for disaster.

    Your dgVoodoo d3d9 to 11 case is special in that regard since dgVoodoo hooks D3D9 here while vorpX hooks into the D3D11 portion of dgVoodoo, so no potential for a direct conflict.

    In the common case of the replacement DLL hooking the same functions as vorpX the potential for fatal conflicts is much higher. Hence the warning.

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