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RalfKeymasterDue to unforeseen circumstances the relase unfortunately had to be pushed back to autumn 2032. Obviously just kidding, but it will take until next weekend, sorry for that.
RalfKeymaster@ DevlinDarkside: There are still some loose ends, I’m shooting for next weekend.
@ grumdark: The immersive screen mode basically is a cinema mode preset tweaked for maximum immersion: screen close to the player, ambience scene, slight head tracking etc. For the most part this could be achieved before, but now it’s a one click thing easily accessible for new users without any knowledge of the settings involved.
RalfKeymasterThe ‘oculus’ entry without an extension means that everything starting with ‘oculus’ is supposed to be excluded, hence my question. Not sure why that would fail in this case, but I guess I have to look into it then. Thanks for the heads-up to both of you.
RalfKeymasterI’m still not sure whether I really get your issue, tested for quite a while myself when the controller support was originally done, but if swapping the default/shift mapping is straight forward to implement, I’ll add that for the Christmas release. Otherwise it will have to wait for the next maintenance release afterwards.
RalfKeymasterJust got curious myself. 3dsmax apparently even has a VR workflow built in since a recent update. I can’t try it since I stopped renewing my subscription when they changed to an Adobe-style rental license two years ago, but it sounds quite promising.
RalfKeymaster@ DevlinDarkside: did you remove any entries from the list before you had to do that? Everything starting with ‘Oculus’ should be excluded per default normally.
RalfKeymasterIt should at least. If not, let me know.
RalfKeymasterIn keyboard/mouse mode you can change the controller’s pad sensitivty to 0.0 if you want to disable camera movement with the trackpads.
The UI for gamepad mode however is kept simple by choice, and I’d like to keep it that way. In many games you should be able to achieve what you want by setting the thumbstick sensitivity to 0 in the game options if you really want to do that.
RalfKeymasterThanks for the kind words. Almost more difficult to reply to praise than it is to reply to critique, but it’s nice to read something like this from time to time. Glad you enjoy vorpX.
Looking at the not so great reception Bethesda gets even for something like Doom/Fallout VR, I can’t help but wonder whether some (apparently a lot of) people set the bar for things they find enjoyable so high that in the end they can’t really enjoy anything anymore. Blowing quirks and imperfections out of proportion almost seems to be some kind of sport for some. The same, probably to an even greater degree, applies to vorpX.
That said, there is always room for improvement, of course, and making things easier and more accessible with each new release will stay a focus for future development just as it has been in the past.
RalfKeymasterYou shouldn’t delete any .vorpxbak files. They are created by the game optimizer and contain the state of a game ini before vorpX made any changes to it. The config app uses them when you restore game settings.
BTW: The helmet helps indeed. Originally custom helmets were a planned feauture for the next vorpX release, but unfortunately that had to be postponed for later due to time contraints. Will come next year.
RalfKeymasterEarlier versions of vorpX used an older version of the DotNet framework. You can download Windows 7 ISO images with the service pack integrated directly from Microsoft. I’m surprised a pre SP1 Windows 7 works at all with anything VR related.
It might make sense to slowly consider Windows 10 though. There are good reasons to keep Windows 7 as long as possible, but on the other hand it’s more than 8 years old now, and although it may seem as if everything basically is still the same with Windows 10, that isn’t really true. There have been a lot of changes under the hood in the meantime that are beneficial for VR.
RalfKeymasterYou need 4.6.2, not 4.5.2. The config app is built against 4.6 and does not work correctly with any older framework version. Normally the vorpX installer should have installed it, it works fine on Windows 7.
https://www.microsoft.com/en-us/download/details.aspx?id=53344
RalfKeymasterThe animated hands are another controller viz, there is no logic that binds them to any actions in the game in any way. Might be something for the future, but as always: no promises. The shader looks similar to the Oculus Home hands in general, the base color is slightly modulated by the current scene color though, so they fit in a bit better visually.
RalfKeymasterPlease make sure that the name line looks exactly as shown in the key e-mail.
It has to contain your name followed by the e-mail address in parantheses, exactly as shown in the mail.
Use COPY AND PASTE to avoid typos.
If that does not solve your issue (unlikely), please send us a screenshot of the license dialog after you pasted in the data.
RalfKeymasterYour wish will become reality shortly (before Christmas). Animated hands as controller visualization are in the next vorpX version. Be aware though that this a purely graphical feature. It won’t allow you to actually pick objects or do similar things.
As you suggest still great for enhancing immersion, especially with Oculus Touch controllers, which were designed with animated hands in mind. It also works with Vive wands, but there are less possibilities for animating hand poses in that case.
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