Ralf

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Viewing 15 posts - 5,806 through 5,820 (of 10,062 total)
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  • in reply to: Viewing Desktop in VR ? #171256
    Ralf
    Keymaster

    That would require a totally different capture implementation and also work relatively poorly due to the way the capturing would have to be done. While certainly possible I think there are more important things on the plate that will benefit more users.

    Let’s face it, the time when Windows 7 becomes outdated for good is near, it soon reaches the (IT-wise) biblical age of nine years.

    I take great care to not break any vital vorpX features on Windows 7, but the desktop viewer is the one thing that requires something reasonably modern.

    in reply to: vorpX 18.1.5 Available Now #171255
    Ralf
    Keymaster

    Thanks. There were a few long outstanding loose ends to tie in regard to older DX9 Z3D only profiles, which could finally get Geometry 3D support due to some recent code additions.

    I won’t be fully able to keep up that pace, but you can definitely expect more frequent profile updates in the future than it was the case in the past now that coding wise most things are where I wanted them to be. New features are still in the pipeline too though.

    in reply to: Viewing Desktop in VR ? #171248
    Ralf
    Keymaster

    Windows 7 doesn’t provide the desktop capture API that is used.

    in reply to: Viewing Desktop in VR ? #171246
    Ralf
    Keymaster

    What about the desktop viewer that comes with vorpX? If I understand what you want correctly, it works exactly the way you want it to work (Windows 8/10 required).

    in reply to: vorpX 18.1.5 Available Now #171231
    Ralf
    Keymaster

    Z3D should still work in DX10, but there is not much reason to use it. The game is old enough to even run at 90fps with Geometry 3D on any semi decent machine. FOV is preconfigured and handled by a combination of vorpX’s 3D FOV enhancement and image zoom.

    in reply to: Kingdom come:deliverance #171230
    Ralf
    Keymaster

    It defaults to full VR “you’re in the world” mode, has Geometry 3D and most bells and whistles that a vorpX game profile can have.

    in reply to: Kingdom come:deliverance #171226
    Ralf
    Keymaster

    A small profile fix: the night sky was rendered at wrong depth with Geometry 3D. You can download an updated profile from the cloud.

    New installs from now on already have the fixed profile included, so you only need the cloud profile if you installed/updated vorpX before this post was made.

    in reply to: Kingdom come:deliverance #171217
    Ralf
    Keymaster

    vorpX 18.1.2 is available and brings enhanced DirectVR for Kingdom Come Deliverance by adding DirectVR head tracking and support for custom resolutions. The latter can improve your framerate considerably. Check the “Custom Resolutions” section in the vorpX help to take full advantage of this feature.

    Also new games have been added and various existing profiles were improved by adding Geometry 3D and/or DirectVR features.

    Check this blog post for more information about vorpX 18.1.2.

    in reply to: Question Flatout 2… #171214
    Ralf
    Keymaster

    You can switch to FullVR mode for every game if you want, the default is just what I think makes most sense for a game.

    First person games always default to FullVR, third person games usually default to immersive screen mode since that makes more sense for third person. Many third person games are also enjoyable in FullVR though if you want to do that. May involve some old-style manual FOV tweaking though if vorpX can’t do that automatically.

    For cockpit (racing) games you should check whether a game has a cockpit perspective and ideally TrackIR support (to be used with OpenTrack).

    in reply to: Question Flatout 2… #171208
    Ralf
    Keymaster

    The game has no cockpit view, so it’s ‘just’ immersive screen mode. Geometry 3D was added with the last vorpX update.

    in reply to: vorpX service #171202
    Ralf
    Keymaster

    If you care about that, you probably should care a lot more about all the things Oculus does with your system instead of worrying about <1MB extra memory being used.

    in reply to: vorpX service #171199
    Ralf
    Keymaster

    The only thing it does while the Oculus software is not running is periodically checking whether the Oculus software runs. The service is required to avoid the potential issues mentioned above with Oculus 2.0 and will get more functionality in the future.

    It’s not using the Oculus runtime, that was probably an odd conicidence.

    in reply to: vorpX service #171196
    Ralf
    Keymaster

    if you have a Vive, it just sits there and does nothing (yet). If you have a Rift it takes care of issues with fullscreen games on some systems that are caused by Oculus 2.0.

    in reply to: Codemasters Dirt 2/3/Grid #171162
    Ralf
    Keymaster

    I guess one or two people would disagree on the genius part, but thanks anyway.

    To be sure the (laggy) vorpX gamepad stick emulation is really disabled, go the gamepad page of the vorpX ingame menu and set the “Head Tracking As Gamepad” option to “Off”. Judging from a short test there seems to be a glitch that sometimes still applies that despite head tracking being disabled.

    Apart from that turning off FluidSync (display page of the vorpX menu) helps if your PC is fast enough to run the game at 90fps.

    If you do the above, everything should be OK. In direct comparison there maybe is a tiny little bit more latency on Vive than on Rift, but I’m not really sure. Both are working quite well here with OpenTrack in Dirt 3.

    in reply to: FINAL FANTASY XV cinema 3D possible? #171159
    Ralf
    Keymaster

    Thanks for the benchmark link, didn’t hear of that before. The game will be looked into, don’t worry. I just can’t make any predictions since there is a lot more variability and complexity involved in how DX11 games work compared to trusty old DX9, so there always is a chance that vorpX can’t handle a specific DX11 game (engine) well yet.

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