Ralf

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Viewing 15 posts - 5,821 through 5,835 (of 10,062 total)
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  • in reply to: Kingdom come:deliverance #171152
    Ralf
    Keymaster

    This has nothing to do with promoting anything. People who are new to vorpX read this thread, think they have to tweak the FOV although they don’t and then wonder why the image looks distorted afterwards.

    Any other FOV than the one vorpX sets is just plain wrong, it’s that simple. That is not a matter of taste.

    in reply to: FINAL FANTASY XV cinema 3D possible? #171149
    Ralf
    Keymaster

    I can’t answer that question without the game, sorry. It will be looked into when it gets released.

    in reply to: Kingdom come:deliverance #171148
    Ralf
    Keymaster

    As said just two posts above yours the FOV is set automatically by vorpX and perfectly fits your headset. You should have seen a notification about that when it was done, the game’s menu just doesn’t show anything above 75. You can also see that this feature is available on the Direct VR page of the vorpX ingame menu.

    in reply to: Kingdom come:deliverance #171143
    Ralf
    Keymaster

    Adjusting world scale via FOV is not the right thing to do. That’s what the “3D-Strength/Scale” option is for, which actually changes the stereo eye offset (or virtual IPD so to speak). A separate “word scale” option is redundant since it would be just be another slider that effectively does the same thing.

    in reply to: Kingdom come:deliverance #171141
    Ralf
    Keymaster

    Just a little reminder that the FOV calculated by vorpX is pitch perfect for the headset you are using. Setting anything else manually is of course possible, but results in a wrong FOV and thus visible image distortion.

    in reply to: This one is for Ralf #171138
    Ralf
    Keymaster

    Great find, thanks for sharing. vorpX has now functionality built in to deal with such conflicts for programs it is aware of, I’ll check whether it’s possible to handle MSI Afterburner automatically that way.

    in reply to: Nier Automata #171121
    Ralf
    Keymaster

    The game is rather poorly optimized unfortunately, considering how it looks one would think it should run a lot better. You need a pretty fast GPU for aceeptable G3D performance.

    If you didn’t do that already try to reduce graphics options, not just the resolution. Not much else can be done.

    in reply to: This one is for Ralf #171118
    Ralf
    Keymaster

    If the error “Failed to create window swapchain with 0x80070005” is shown then I am aware of the issue but unable to replicate it here so far, so I can’t offer a solution at this time.

    You don’t need the desktop viewer as a Star Citizen workaround anymore though, vorpX now has a semi-official profile. You can just launch the game and vorpX will hook into it.

    in reply to: This one is for Ralf #171116
    Ralf
    Keymaster

    Please clarify, I don’t really understand the question, sorry. What do you mean by the “hooked one”?

    in reply to: This one is for Ralf #171105
    Ralf
    Keymaster

    Thanks. Glad that the profile – although semi official – is of some use. Fingers crossed that they won’t break it again.

    in reply to: Codemasters Dirt 2/3/Grid #171103
    Ralf
    Keymaster

    Maybe I should add more specific info about TrackIR to the help, although – as always – probably noone would read that ;).

    in reply to: Updating the supported games list #171093
    Ralf
    Keymaster

    Just to be clear: that meant 90% of the games that are supported by vorpX, not 90% of all games out there.

    I have no release date yet for the next version, sorry. The last update was just four days ago.

    in reply to: Skyrim which version #171089
    Ralf
    Keymaster

    Yes, the original DX9 version is usually better suited for vorpX unless you use huge amounts of mods/texture packs that exceed the 32bit memory limit of the DX9 Skyrim.

    Usually the original Skyrim performs better, even more important is that it allows actual multisampling antialising instead of the very blurry post process AA of the Special Edition, which just doesn’t work really well in VR.

    in reply to: How to stabilize shake Head Tracking #171086
    Ralf
    Keymaster

    If it’s an older game that can safely run at 90fps or close to that, disabling FluidSync also can provide better mouse based head tracking.

    in reply to: Head Tracking Crouch activation #171085
    Ralf
    Keymaster

    I have to check that, sorry. Unfortunately no useful immediate answer is possible. Your post was read though and your report will be checked.

    If your issue can be confirmed to be an actual bug/glitch, it will be fixed in the next version.

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