Ralf

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Viewing 15 posts - 5,746 through 5,760 (of 10,062 total)
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  • Ralf
    Keymaster

    I’ll check that. No promises, but if possible I’ll unlock the SBS display option for the semi-official PCSX2 profile and upload it to the coud within the next few days.

    in reply to: Small(?) Feature Request for Positional DirectVR #171567
    Ralf
    Keymaster

    Not exactly what you want, but helps in situations like one you describe: you can temporarily disable stereo 3D with a hotkey. The default is ALT+X, but you can change that to whatever makes most sense for you in the vorpX config app.

    in reply to: (Old) Skyrim working well, but a couple of niggles #171565
    Ralf
    Keymaster

    Performance wise there shouldn’t be any difference between the vorpX oversampling and raising the resolution.

    in reply to: Windows Mixed Reality with VorpX? #171562
    Ralf
    Keymaster

    It’s just Steam VR that has to be running, the games do not have to be on Steam. You can also run your UPlay/Origin/GOG etc. games.

    in reply to: (Old) Skyrim working well, but a couple of niggles #171561
    Ralf
    Keymaster

    Try to zoom out for reading books with the EdgePeek button (mouse wheel or right gamepad thumbstick click). That should not only fix your issue, it’s also a lot more comfortable since the book isn’t glued to your face that way.

    The positional scan is dubbed experimental because of various glitches it can cause. The game has “normal” Geometry 3D positional tracking though, so that’s not too big a deal. Unless you want to walk around the normal pos tracking is just as good, so you can safely disable the positional scan again.

    Never heard of the aiming issue before, sorry. If you suspect it might be caused by the custom resolution, you can disable the resolution auto setting in the vorpX menu and choose a more common resolution manually. Try 4:3 resolutions, widescreen is a waste of processing power.

    Higher resolutions yield a much better visual quality BTW. The 1680 preset resolution looks a lot better than the default. Just in case you didn’t do that: you need to restart the game to apply a new resolution.

    in reply to: Elder Scrolls Online Geometry 3D Workaround #171555
    Ralf
    Keymaster

    Geometry 3D for Elder Scrolls Online will finally be back in vorpX 18.2.0.

    There will be one more 18.1.x maintenance release before that, but most time already goes into 18.2.0 which will bring G3D not only to DX11 ESO, but also to various other DX11 games that previously were Z3D only..

    in reply to: Why is i such a difference #171541
    Ralf
    Keymaster

    vorpX first renders the game, then afterwards to the headset, so you need to make sure games run at a high enough resolution.

    If you insist on doing things manually for some reason, 1440p resolutions (e.g. 1920×1440) are a good choice and provide roughly 1:1 pixel mapping. You also have to take care of FOV yourself in that case.

    However, if you allow vorpX to fully do its job and let it adjust the resolution and FOV, which it can do for a lot of games, you can simply choose a preferred quality on the Direct VR page of the vorpX ingame menu. Check the “Custom Resolutions” section in the help to take full advantage of this feature.

    in reply to: FINAL FANTASY XV cinema 3D possible? #171539
    Ralf
    Keymaster

    Hellblade has Geometry 3D, also all other UE4 games on the supported games list.

    Ralf
    Keymaster

    Just to briefly chime in here: the most important thing in regard to image sharpness is the resolution you run games with. A 1440p resolution roughly translates into a 1:1 pixel ratio for Rift/Vive. Running a game with a 1440p res, or ideally 1680p if your PC can handle that, and a little bit of image sharpening in the vorpX menu (don’t overdo that), looks great in most cases.

    Ralf
    Keymaster

    Yes, 3D-strength and perceived scale are the same thing. Would be the same in reality. If you eyes were closer together (less 3d-strength), you would percieve the world larger. If your eyes were farther apart (more 3d-strength), you would percieve the world being smaller.

    Ralf
    Keymaster

    The cinema/immersive screen mode screen is ~3.5×2.0m large with a 16:9 resolution. You can see that quite well in the lounge scene where you have an actual reference.

    If something looks too small, you have set the 3D-strength too high. Perceived scale and 3D-strength (eye separation) are directly interlinked with each other. That’s how stereo vision works.

    in reply to: Confused with engines #171507
    Ralf
    Keymaster

    The Gothic developers use their own in-house engine. Not sure whether there is a name for it.

    in reply to: No head tracking Slender Arrival #171506
    Ralf
    Keymaster

    As far as vorpX is concerned either head tracking being switched off or the head tracking sensitivity dialed down to 0.0. Game wise mouse input might be turned off.

    in reply to: The Witcher 3 crash with Vorpx 17.3 #171485
    Ralf
    Keymaster

    I was finally able to reproduce the issue reliably. A fix will be made available within the next few days after some testing.

    in reply to: Control in flatout #171484
    Ralf
    Keymaster

    You need to map the controller buttons/axes in the game’s input options. It’s a rather old game and does not come with a default gamepad mapping that works with your X-Box 360/One controller out of the box.

Viewing 15 posts - 5,746 through 5,760 (of 10,062 total)

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