Ralf

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Viewing 15 posts - 4,756 through 4,770 (of 10,052 total)
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  • in reply to: Turn heads in shooters without weapons #182970
    Ralf
    Keymaster

    That is only possible if games support decoupled head/weapon movement themselves, vorpX cannot change the actual gameplay. The only shooter I’m aware of that does that is Arma III. Together with OpenTrack to simulate TrackIR input instead of vorpX’s default head tracking you can configure the game for decoupled walk/look.

    in reply to: [HELP] Steam loading screen if not moving the head #182969
    Ralf
    Keymaster

    Removing the tape from your sensor might help. vorpX is supposed to go to a idle state when SteamVR reports the headset to be idle. Maybe your taped sensor causes wrong readings in that regard.

    Let me know if the issue also occurs without the tape.

    in reply to: Highest resolutions #182962
    Ralf
    Keymaster

    Unless games enforce their own limits, the resolution is limited by the max. texture size allowed by the graphics API. For DX9 that would be 4096×4096, for DX10 8192×8192, and for DX11 16384×16384.

    in reply to: Jumping Display in Arma3 VR mode #182950
    Ralf
    Keymaster

    I have refereed to this post for the Arma3 config: https://www.vorpx.com/forums/topic/arma-3-settings/
    where you explicitly call to enable Head Tracking.

    Only without OpenTrack, with OpenTrack there would probably some kind of conflict between OpenTrack and vorpX’s head tracking.

    in reply to: How to fix inverted head tracking? #182947
    Ralf
    Keymaster

    I see. Resident Evil Revelations 2 is a third person game, which means the camera rotates around the player character. vorpX can not change how the actual game works. When you play a game with third person camera in ‘Full VR’ mode, you basically fly around the player character when you rotate your head, which feels rather odd. Probably that’s what you perceive as ‘inverted’.

    To deal with the matter in a general way about a year ago or so ‘Immersive Screen Mode’ was introduced, which now is the recommended way to play third person games. You can switch to immersive screen mode with the ‘Play Style’ option in the vorpX menu.

    in reply to: Jumping Display in Arma3 VR mode #182945
    Ralf
    Keymaster

    You can also disable head tracking in the config app (‘General’ page).

    If the issue also occurs with head tracking disabled, it’s an OpenTrack configuration issue.

    in reply to: How to fix inverted head tracking? #182941
    Ralf
    Keymaster

    Please provide a bit more information. Difficult to say anything without knowing the game.

    in reply to: Jumping Display in Arma3 VR mode #182940
    Ralf
    Keymaster

    Is this happening with vorpX alone or are you using OpenTrack for head tracking?

    If you are using OpenTrack, you have to disable vorpX’s head tracking, either in the vorpX config app or in the ingame menu.

    Might also be worth a try to disconnect gamepads and joy-/flight sticks for testing.

    in reply to: Rage default profile #182910
    Ralf
    Keymaster

    Okay, but if I do a full factory reset, will I not then loose my other custom profiles??

    Two options:

    1. Upload your custom profiles to the cloud and get them back from there.

    2. Save your custom profiles to your PC by dragging them from the local profiles list to the desktop and then restore them later by dragging the exported file back into the list.

    in reply to: Snap Turning #182896
    Ralf
    Keymaster

    Using arrow keys for snap turning sounds like a neat idea. Although I can imagine a few pitfalls that may make games difficult to play that way, e.g. faster shooters may just be, well, too fast to be really playable that way. No promises, but I’ll do a few experiments and see whether that makes sense in practice.

    in reply to: Official Pimax 5K/8K Recommendations #182895
    Ralf
    Keymaster

    Probably not, but with vorpX that doesn’t matter too much since in contrast to native VR games the performance impact of parallel projection is more or less negligible. It only affects the second render pass that sends the final image to the headset (and renders the environment in cinema mode). Far more time is spent rendering the actual game, which takes just as long with parallel projection as without.

    in reply to: Will the Valve Index require a vorpX update? #182865
    Ralf
    Keymaster

    In my experience the WMR tracking works rather well, doubly so for seated playing with gamepad or mouse/kb where minor issues like no controller tracking behind your back don’t apply at all. Controllers do not have to be on, frame interpolation also works.

    The biggest gripe I have in regard to vorpX is that the WMR software switches off mouse/kb when entering VR, so more often than not you have to hit WIN+Y to restore normal input after launching a game with vorpX. For whatever reason there doesn’t seem to be way to change that. Not exactly tragic, but a unnecessary nuisance.

    in reply to: Rage default profile #182864
    Ralf
    Keymaster

    The ‘official’ Rage cloud profile is really just an experimental profile that accidentally up in the cloud. The best way to remove it is doing a full factory reset in the config app.

    in reply to: Will the Valve Index require a vorpX update? #182854
    Ralf
    Keymaster

    Making statements about devices that haven’t actually been checked yet has an unfortunate potential to backfire, but in this case I’m quite confident to say that the headset itself will work out of the box with 99% certainty.

    For the new ‘Knuckles’ controllers however a new VR controller type will have to be added to vorpX, i.e. Knuckles specific program logic as well as 3d models, which will be done as soon as possible.

    in reply to: Does vorpX also work with modern 3D projectors/TVs? #182852
    Ralf
    Keymaster

    vorpX’s sole focus is VR. At this point there are no definitive plans to change that, but nothing is set in stone, and this decision in particular is re-evaluated from time to time.

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