Ralf

Forum Replies Created

Viewing 15 posts - 5,176 through 5,190 (of 10,055 total)
  • Author
    Posts
  • Ralf
    Keymaster

    First the usual Star Citizen disclaimer that preceeds every reply regarding the game: besides a profile being available the game is ‘unsupported’ due to its ever changing alpha status. Everything can break at any time without being fixed afterwards.

    I’m not an expert, so others are welcome to correct me, but as far as I’m aware you can play the Arena Commander dogfight module, which is available for quite a while and since not too long ago also a few missions in the actual multiplayer universe.

    Not a complete game yet, but quite a bit more than two years ago.

    in reply to: Any info on compatible head trackers? #177351
    Ralf
    Keymaster

    As far as I’m aware that should be relatively easy with Trinus which provides SteamVR support for PSVR. vorpX can also be used in SteamVR mode, so both should work fine together.

    Here’s a tutorial posted by a user some time ago. Rather old, so if anything changed since then, it probably only got even easier.

    PlaystationVR+Vorpx Tutorial

    Ralf
    Keymaster

    Can’t really add anything more enlightening, so basically just seconding Xain.

    If KAT provides a keyboard/gamepad mapping software similar to Virtuix, you should be able to use it with almost any game. That’s not so much something that concerns vorpX directly, more a matter of what they provide to translate walking on their treadmill to conventional PC input.

    Ralf
    Keymaster

    Glad you solved it. If you ever need a new link, you get one at any time here:
    http://www.vorpx.com/request-new-download/

    in reply to: Possible to increase 3D strength beyond 5.0? #177317
    Ralf
    Keymaster

    For the sixth(?) time: the max is the max not because I want to annoy you, but because you get split images with nearby objects before even reaching that limit.

    I sympathize with you wanting “more depth”, that just makes no sense. Neither in regard to realism (see above), nor – more important – technically because the current max is already beyond what works.

    in reply to: Possible to increase 3D strength beyond 5.0? #177314
    Ralf
    Keymaster

    You just want to achieve something that simply can’t be achieved: real world scale with more than real world depth. That would be cool, but it’s not possible since scale and depth are basically the same.

    If you want more than real depth, you get smaller scale and vice versa. Always. Nothing can change that.

    in reply to: Possible to increase 3D strength beyond 5.0? #177312
    Ralf
    Keymaster

    I give up. Noone can say I didn’t try hard enough.

    in reply to: Possible to increase 3D strength beyond 5.0? #177310
    Ralf
    Keymaster

    Trying one last time. I’d really like you to understand that since then you could stop chasing the impossible: scale and depth are inseparable linked to each other, they are very much the same.

    There is no such thing as correct scale with wrong depth. If scale looks right, depth is right. Cold math/physics. That really simply is how stereo vision works. In VR, in reality, everywhere. Sorry for sounding like a broken record, but you can’t change the laws of physics.

    in reply to: Possible to increase 3D strength beyond 5.0? #177307
    Ralf
    Keymaster

    As explained about five times the current max. is set not because I want to annoy you, but because you get split images with nearby objects before even reaching that limit. I sympathize with you wanting “more depth”, that just makes no sense at all. Neither in regard to realism, nor – more important – technically because the max is already beyond what works.

    You can probably imagine that otherwise the limit would be raised immediately just to end this discussion. That just makes no sense.

    That’s the answer I can give you. I explained in great detail and with great patience the reasoning behind this several times. Even tested one of your games for you, which works perfectly fine. That’s all I can do.

    in reply to: Possible to increase 3D strength beyond 5.0? #177303
    Ralf
    Keymaster

    I just checked AC:Unity for you to be extra sure I don’t tell any nonsense here. With default settings (not even tweaking FOV) it is no problem to make the world look a lot smaller than real by setting the 3D-Strength to the max, even with the screen moved closer. Which means there is “more depth” than you would see if you physically were in real Paris looking at it with your own eyes.

    If you raise the FOV to account for the screen being ultra close to your face, that’s even more the case.

    To get a realistic scale/depth (remember: both are the same thing), you do not need more than the 5.0 max depth in this situation, in fact you need less. Again: that’s how stereo vision works. It’s math, physics, whatever you want to call it. It’s not opinion, taste or anything even remotely close to it.

    If realistic scale/depth is your goal, it’s no problem at all to achieve that with the available range in this game with your tweaked FOV and screen distance.

    in reply to: Possible to increase 3D strength beyond 5.0? #177297
    Ralf
    Keymaster

    Thanks. For those coming late to the party: that’s exactly the reason why the max is where it is. Any realism discussions aside, you get split images with nearby objects before the max. value is even reached, so essentially it’s already higher than it should be.

    in reply to: Possible to increase 3D strength beyond 5.0? #177291
    Ralf
    Keymaster

    I understand perfectly, and having done several hundred game profiles I can assure you that the available range is far larger than necessary to achieve realistic depth/scale (remember: basically the same thing). Maybe double check your FOV values. For a cinema screen exactly filling your view vertically, the ideal FOV values posted above apply 1:1.

    in reply to: Possible to increase 3D strength beyond 5.0? #177287
    Ralf
    Keymaster

    Realistic scale and realistic depth are the same thing. Apparently I’m unable to communicate that in an understandable way. Depth and scale are one side of the same medal. There is no way to change one separately from the other.

    Try to imagine depth as scale in the direction you are looking, maybe that helps.

    Lower ‘3D-Strength’ (eye separation) -> world appears to be bigger.
    Higher ‘3D-Strength’ (eye separation) -> world appears to be smaller.

    That’s not some strange behaviour of vorpX, that is how stereo vision works. With vorpX just as in reality. The strength of the 3D effect (= distance between the ‘eyes’) directly determines how big or small you perceive the world. Both are linked, they are not two separate things.

    If the world appears to be tiny after your FOV tweaks, you have to lower the eye separation to get a realistic depth/scale, not raise it.

    in reply to: Possible to increase 3D strength beyond 5.0? #177285
    Ralf
    Keymaster

    If you are after a realistic scale, you should have no problem achieving that for any game given the already far larger than necessary range that vorpX provides.

    In full VR mode the right vertical FOV would be 97°. For games that use a horizontal FOV value that might translate into different values unfortunately depending on how the game internally calculates FOV. Try 112° or 127° in that case which are common options for horizontal FOVs. In cinema/immersive screen mode the required perfect FOV would be lower, how much depends on the screen distance.

    May I ask which game you are trying to tweak?

    in reply to: Possible to increase 3D strength beyond 5.0? #177283
    Ralf
    Keymaster

    Try to keep the correlation between 3D-Strength and scale in mind:

    Lower ‘3D-Strength’ (eye separation) -> world appears to be bigger.
    Higher ‘3D-Strength’ (eye separation) -> world appears to be smaller.

    Not the other way around. That’s a very basic law of stereo vision, in vorpX as well as in reality.

Viewing 15 posts - 5,176 through 5,190 (of 10,055 total)

Spread the word. Share this post!