Ralf

Forum Replies Created

Viewing 15 posts - 4,921 through 4,935 (of 10,053 total)
  • Author
    Posts
  • in reply to: original Prey #179915
    Ralf
    Keymaster

    Interesting. The shared profile shouldn’t be an issue (and never was so far) since the older Prey uses OpenGL while the newer one is Direct3D 11. I will check whther something has changed.

    Ralf
    Keymaster

    If you happen to run the game in DX12 mode switch to DX11, vorpX can’t hook DX12.

    Ralf
    Keymaster

    Honestly, judging from all Pimax 5k/8k feedback I got so far, noone else seems to have issues as huge as you. Very much to my own surprise apparently even Star Citizen is being played with vorpX on Pimax 5k by at least one brave user. Not sure if I would recommend that.

    Running vorpX on Pimax is obviously even more demanding than running vorpX with other headsets since the 5k/8k in itself are quite demanding due to the higher FOV and resoluion. You can’t just run games at the native resolution of the Pimax 5k/8k and expect that to work just as well as on Vive. Run games with usual vorpX resolutions like 1200p, 1440p, maybe 1680p for older games and reduce graphics settings if necessary.

    If for example a reasonably modern game runs with 60-90fps on your Vive with vorpX, there is almost zero performance headroom left for the added FOV/resolution of the Pimax 5k, so you have to make up for that somehow. Easiest way to do that is usually reducing graphics detail and/or switching to Z3D (until faster GPUs arrive). That’s simply the nature of the beast. No more, no less.

    in reply to: Gamepad sticks for tracking instead of a mouse #179898
    Ralf
    Keymaster

    If I understand your request correctly, that is already possible.

    1. Go to the Input page of the vorpX ingame menu
    2. Make sure that “Override X-Box Gamepad” is set to “Off”
    3. Set “Head Tracking As Gamepad” to “On”

    After doing so a few additional settings appear in the menu. How these have to be set depends on the game.

    Caveat: games heavily filter and process gamepad input, so this method is rather laggy and far from ideal, only use it as a last resort. If your game happens to support TrackIR (many racing/flight sims do), check OpenTrack instead, which can translate head tracking to TrackIR input.

    in reply to: starwars battlefront 2 #179897
    Ralf
    Keymaster

    Also make sure to reduce the graphics details in the game options. That pretty much applies to all games. Playing a game with vorpX is more demanding than playing it on your monitor, so for newer games you have to reduce the graphics details to get a decent framerate.

    in reply to: Desktop app black enviroment #179896
    Ralf
    Keymaster

    @vintage: dellrifters explanation probably applies to your laptop even without two monitors. Gaming laptops usually use two GPUs, one of built into the CPU and additionally a dedicated (gaming) GPU, in your case the 1060.

    While your headset is connected to the 1060, the desktop usually runs on the more power efficient integrated GPU. Unfortunately vorpX cannot copy the desktop image from one GPU to the other.

    You might be able to disable the internal GPU completely to resolve the issue (e.g. in the BIOS), but not all laptops offer such an option.

    in reply to: very big noob pls help #179895
    Ralf
    Keymaster

    There are two guides in the vorpX help that help you understand a few basic concepts. Both the “Essential Hints Guide” and the “Quickstart Guide” contain valuable information. For example they explain FOV or how to deal with menus using the EdgePeek function (pressing the middle mouse button).

    Apart from that check this list of games for beginners. It contains 50 or so games that work without additional setup, so you can hop right into the action.

    in reply to: Pimax 5K+ Half-Life 2 rendering issue mirror images #179876
    Ralf
    Keymaster

    As far as I’m aware there is a setting in the PiTool software that affects how images are displayed. Look for something like “Parallel Projection” or similar.

    in reply to: thief 2 and vorpx #179872
    Ralf
    Keymaster

    The Thief 1/2 Gold versions sold on Steam/GOG use a DX9 renderer that was originally written as a fan-mod, allegedly based on leaked source code from the Dreamcast version.

    Unfortunately still no G3D since all the actual 3D calculations are done in software and DX9 is only used to draw the already transformed vertices to the screen, so no way for vorpX to create stereo images. At least that’s my working theory, tried quite a while. Sounds reasonable considering that Thief was released in the very early days of 3D gaming years before DX8/9.

    in reply to: Switch to Desktop #179871
    Ralf
    Keymaster

    Try to run games windowed if you encounter something like that. Odd issues like this one can often be addressed that way.

    Ralf
    Keymaster

    Good news. As I said in the original thread: the better title back then would have been ‘Pimax is terrible with vorpX’ (due to missing frame interpolation), not the other way around. :)

    If a game profile supports DirectVR FOV, the game FOV is calculated individually for whatever headset you use based on the “camera” parameters it reports via SteamVR. Provided Pimax reports everything correct, and there is no reason to believe it doesn’t, that should work fine unless a game has an FOV cap below the FOV you set in PiTool. I can’t be 100% sure without access to a 5k/8k, but I don’t see much that could go wrong in that regard.

    In Bioshock Infinite you have to set the game’s FOV slider to the rightmost position for the auto FOV to be correct, just in case you overlooked the message about that.

    The automatic resolution calculation however might not work correctly in all cases due to the rather different screen layout with two side by side widescreen panels. At least I can imagine the auto res algorithm still picking 4:3 under some circumstaces despite 16:9 being the better choice for Pimax 5k/8k. Have to look into that if/when I get access to a devkit.

    in reply to: VorpX won't start after update #179854
    Ralf
    Keymaster

    There is an unfortunate update issue currently that only applies to Windows 7. This should help:

    1. Navigate to C:\ProgramData\Animation Labs\vorpX
    2. Delete vorpControl.ini.old

    vorpControl.ini.old might show as vorpControl.ini if you don’t have file extensions enabled in Windows-Explorer

    The C:\ProgramData\ folder is hidden per default by Windows. Enable “Show hidden files” in Windows Explorer if you can’t see it.

    Alternatively you can delete the whole ‘C:\ProgramData\Animation Labs’ folder and reinstall vorpX afterwards.

    in reply to: Can I Remap Head-tracking (roll)? #179852
    Ralf
    Keymaster

    That is not possible, sorry. Head tracking roll cannot be re-mapped.

    You might be able to achieve that by disabling vorpX’s head tracking (or just the roll) and using external tracking software like OpenTrack instead though. Just a guess, but worth a try.

    in reply to: Bug? Assassins creed unity – No 3D #179846
    Ralf
    Keymaster

    This thread is more than two years old. Z3D should be working in both games for a very long time. If it doesn’t for you, please restart the game after switching the 3D mode and try with/without antialiasing. In addition to that please make sure that no antialiasing is forced in your graphics driver control panel. Also keep in mind that the 3D effect is usually less pronunced with Z3D than it is with G3D.

    in reply to: How do i enable DX11 in Stalker SOC ? #179835
    Ralf
    Keymaster

    IIRC with dynamic lighting characters and other dynamic objects will not render correctly. Not forcing anything via the command line and selecting static lighting in the game options should work best.

    The DX9/11 message is probably related to one of the sequels that uses the same profile.

Viewing 15 posts - 4,921 through 4,935 (of 10,053 total)

Spread the word. Share this post!