Ralf

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  • in reply to: Possible to increase 3D strength beyond 5.0? #177281
    Ralf
    Keymaster

    @ dimensionaldude: That has a similar effect in the end. You have to reduce the strength to counter it, not raise it. That is really just the way it works, you can’t get larger scale by raising the eye separation (which is what the ‘3D-Strength’ option is), the opposite is the case.

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

    Wouldn’t be any different in reality if you could change the distance between your actual eyes. Not sure how to explain that any better.

    in reply to: Possible to increase 3D strength beyond 5.0? #177278
    Ralf
    Keymaster

    If the max. G3D separation is not enough for your taste, Z3D certainly will not. It’s main advantage is that it’s twice as fast, the price for that is less natural stereo 3D. Especially in VR framerate can be more important than perfect S3D for a comfortable experience.

    RE dollhose: If everything looks tiny, you have to reduce the 3D-Strength not raise it even further. Trust me, I believe I know a few things about that kind of stuff. That is just how stereo vision works, in VR as well as in reality. If your eyes would be 30cm apart in reality, the real world also would look tiny. 3D-strength and perceived scale are two sides of the same medal.

    in reply to: Possible to increase 3D strength beyond 5.0? #177276
    Ralf
    Keymaster

    Maybe what you mean by dollhouse effect is not what I mean. For me that word means the world appearing to be far smaller than it normally would. If that is also your definition, in order to avoid the dollhouse effect you have to reduce the 3D-Strength not raise it. The exaggerated stereo separation (i.e. disance between the virtual ‘cameras’) is the reason for the dollhouse effect.

    If you mean something else, just ignore this post.

    in reply to: Possible to increase 3D strength beyond 5.0? #177274
    Ralf
    Keymaster

    There has to be some limit and the limit chosen was chosen for the reasons explained multiple times above. Sorry again.

    On a more general note: I really try to be as open as possible here and explain what deserves explanation, but sometimes you guys make that really, really hard. Please try to take an answer for an answer at least occasionally even if you do not like it.

    If you ever wondered why you so seldomly get detailed explanations from developers anywhere, this is why.

    in reply to: Possible to increase 3D strength beyond 5.0? #177271
    Ralf
    Keymaster

    I have to consider more than things than just the wishes of a (sorry) very small minority of users who might want to play with a even more extreme “doll house” effect than the one already possible. Stereo disconnects lead to severe discomfort und thus the current max of 5.0 was carefully chosen. That is all I can say. Sorry again.

    I understand that you want “more 3D”, whether that might be realistic or not. Please try to understand in return the decision I tried to explain in detail above. It has nothing to do with beliefs or opinions It’s purely based on the fact that beyond the current max the separation gets so high for nearby objects that it actually breaks the stereo 3D effect, far beyond a point already that is comfortable for most people.

    in reply to: Possible to increase 3D strength beyond 5.0? #177268
    Ralf
    Keymaster

    I understand and I hesitated to reply at all since I somehow feared my reply wouldn’t be the end of the discussion. I still decided to give you a detailed explanation, but trying to explain the reasoning behind the max value is all I can do, sorry.

    The 5.0 max was already raised from 2.0 about three years ago and is the final decision. Any realism reasons aside, this value was carefully chosen mainly because beyond that there are very serious stereo disconnects with objects nearby. For the majority of people that will happen long before 5.0.

    in reply to: Possible to increase 3D strength beyond 5.0? #177266
    Ralf
    Keymaster

    The goal of VR typically is to recreate scale and 3D in a natural way. Base profile parameters are usually defined so that this is the case at or close to the 1.0 you see in the vorpX menu. Originally the user definable max. was 2.0 and was later raised to 5.0 due to similar requests in the past. You probably would like another answer, and I can understand that, but that is where it will stay. Beyond that you get serious convergence issues with objects nearby. Untrained people will reach that point long before 5.0.

    For reference: a 3D-Strength of 5.0 usually means being a giant with eyes 30cm apart, or in other words a 1.8m NPC appears only 0.36m high. That should be “enough 3D” even for most who aren’t after realism.

    BTW: Ideally a VR app should have no user definable 3D-strength setting at all, no VR game has something like that. In reality the amount of depth perceived is defined by the distance between your eyes and it should be the same way in VR. The only reason this setting was made available originally is that the scale of games not made for VR isn’t always 100% clear and consistent.

    Ralf
    Keymaster

    First the usual Star Citizen disclaimer: besides a profile being available the game is and for the foreseeable future will stay ‘unsupported’ due to its ever changing alpha status. Everything can break at any time without being fixed afterwards.

    That out of the way: thanks for sharing. I’ll check the alpha 3.3 before the next larger vorpX update 19.1.0 and automate the .ini edits with the DirectVR settings optimizer to simplify the process for those who don’t want to mess with ini editing.

    in reply to: Best VR headset for VorpX? #177235
    Ralf
    Keymaster

    One thing you should consider is that more FOV and resolution also means less performance since more has to be rendered. With demanding games you would have to trade image quality/details for higher FOV.

    Specifically regarding vorpX it’s also worth noting that various DirectVR features (e.g. auto resolution) currently do not take Pimax’s unusual display configuration with two horizontal 16:9 panels into account. That may or may not change in the future depending on the eventual success of the Pimax headsets.

    Ralf
    Keymaster

    Thanks guys. I’m quite happy to be less prominent now again than I (briefly) was when the VR-hype started 2012/13. I had my 15 minutes of (micro-)fame.

    If you want another picture, this is what I like to do the most when I’m in dire need of taking a break from staring at a screen. Not doing that nearly as often as I should though.

    in reply to: Vorpx problem running at after install. #177147
    Ralf
    Keymaster

    You should see a “Start vorpX” icon on your desktop. Double clicking it will open the license dialog.

    in reply to: HTC VIVE #177140
    Ralf
    Keymaster

    You can simply start your game from whatever client it is based on. If SteamVR isn’t running already, it launches automatically.

    You just have to make sure that vorpX is running fefore launching your game.

    Everything works just like before with your Oculus, the only difference is SteamVR instead of the Oculus software.

    in reply to: HTC VIVE #177135
    Ralf
    Keymaster

    Pretty much the same just that usually you would launch SteamVR before you launch the game. If you happen to forget that, SteamVR starts automatically.

    in reply to: HTC VIVE #177133
    Ralf
    Keymaster

    You can also play games that you bought on other services like Origin, Uplay, GOG etc.

    in reply to: HTC VIVE #177130
    Ralf
    Keymaster

    No, but you need SteamVR for your HTC Vive to work.

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