Ralf

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  • in reply to: Skyrim Special Edition #122616
    Ralf
    Keymaster

    @ nieda : Try to run the game windowed. Shouldn’t be necessary, but in some cases that can help. Also make sure that the game has input focus via ALT-TAB. Sometimes Oculus Home can interfere so that games may appear to hang because they are paused without having input focus.

    @ prinyo : Make sure to reduce the detail settings in the Skyrim Launcher. Just as it is the case with the original Skyrim the highest detail settings are almost certainly too much for G3D in more taxing parts of the outside map.

    in reply to: Direct head tracking – no longer smooth #122615
    Ralf
    Keymaster

    This is related to the Windows 10 Anniversary update. Will work again with the next vorpX version.

    Direct Head Tracking will also be enhanced a lot with the next update in various other ways. It’s now called Direct VR and depending on the game can also handle FOV and positional tracking. FO4 will be one of the games with full support for all three.

    in reply to: Made payment but no key received #122612
    Ralf
    Keymaster

    Your order is marked as failed in the database of our e-commerce service MyCommerce, hence they did not send you anything. You most likely were not charged for this failed purchase (you can verify that in your PayPal account).

    If against the odds you actually were charged for a failed purchase, please send your PayPal receipt to support |at| vorpx com and we will clarify the matter.

    You can also contact support for a fallback purchase method that might work better for you.

    in reply to: Need new activation code #122611
    Ralf
    Keymaster

    The request code is the same as the one you sent on October, 28, so the key you received then still works. I will resend it to both your mail addresses for your convenience.

    in reply to: Question about Skyrim resolutions #122610
    Ralf
    Keymaster

    For the original Skyrim there is an additional way since vorpX can upscale the resolution for this game internally. You can simply choose a common resolution like 1600×1200 and then use the “Internal Resolution Upscale” option in the vorpX ingame menu.

    in reply to: vorpX Are you dead? #122608
    Ralf
    Keymaster

    Far from it. Just 10 days ago a profile for Skyrim Special Edition was released for example.

    There will also be a new vorpX version before the end of the year.

    in reply to: Alternative ways to shut down VorpX? #122583
    Ralf
    Keymaster

    A batch with the below command should do the trick. Please note that doing this is not a good way to exit the program. It’s basically a crash and skips some clean-up actions. The next vorpX version will allow a cleaner taskkill exit without the /f (forced) parameter, that probably doesn’t work with the current release though.

    taskkill /f /im vorpcontrol.exe

    in reply to: Image splitting on head movement? #122577
    Ralf
    Keymaster

    That is an inherent side effect of asynchronous timewarp that usually applies to elements that have a fixed screen position (e.g. HUD, menu elements).

    It’s a bit complicated to explain: since the game does not run at the full 90fps of your headset, additional frames are created by vorpX before the image is sent to the headset. These frames are transformed in a way that makes head rotation look fluid despite the <90 FPS the game runs with. On screen text/HUD elements etc. however, that do not rotate with your head, appear blurred or doubled when doing this.

    If this also applies to the game world itself and not just HUD elements when you rotate your head, try to adjust the head tracking sensitivity. It's probably slighty off in that case and doesn't translate the head movement 1:1 into camera rotation.

    Asynchronous timewarp is a pretty neat feature, so usually it's worth to live with these minor artifacts instead of reducing details/resolution so much that the game can run at full 90fps, which would be the alternative.

    in reply to: VopX not work #122576
    Ralf
    Keymaster

    The most likely cause of something like this is a conflict with your virus scanner or other “security” software. Please try to disable/uninstall it and see whether that helps.

    If it does, exclude the vorpX program folder (usually C:\Program Files (x86)\Animation Labs\vorpX) from scanning. Most av scanners allow to exclude directories.

    in reply to: We need a height feature in ambient cinema mode #122575
    Ralf
    Keymaster

    [ALT][SPACE] recenters the postion in cinema mode (and positional tracking in general). Doing this resets the cinema mode camera to the world origin, which in effect centers the screen both horizontically and vertically.

    I’m not sure whether that would make sense anywhere, but you can also use this as a trick to calibrate an off-center neutral position. Moving your head a bit down and then pressing [ALT][SPACE] would result in a neutral postion slightly above the screen center for example.

    in reply to: Does VorpX work with PSVR visually yet? #122574
    Ralf
    Keymaster

    The next vorpX will have an additional headset type called “Generic HMD [unsupported]”. It only does stereo rendering and customizable lens distortion on the PC-monitor without head tracking and can be used for PSVR experiments and smartphone VR (the latter will require an additional streaming app).

    This device won’t have all features of Oculus/Vive and as the name suggests will not be supported in any way, but it will be nice for those who want to do out-of-the-box experiments.

    Official PSVR support won’t be added unless there is a way to get head tracking working.

    in reply to: Just reinstalled, and cant get Skyrim to start. #122573
    Ralf
    Keymaster

    Steam VR has to be on and configured to use Direct Mode (which is the default).

    Just in case please also check whether “HTC Vive” is selected in the config app. Using a Vive with Oculus being selected in the config app can lead to similar symptoms.

    in reply to: Skyrim special edition vs modded Skyrim? #122537
    Ralf
    Keymaster

    The individual result depends on so many things (see my last post above) that a few days later I’m a bit more cautious now. Depending on the individual setup someone may very well come to the opposite conclusion.

    Skyrim always was and still is a resource hungry game, that much is clear. For high frame rates across the board you have to make compromises in regard to detail settings with both versions. Maxing out everything and still getting 45fps+ Geometry 3D everywhere isn’t possible with the SE just as it was never possible with the original.

    I would prefer the original since I like the original’s look better and also G3D performance was better here with completely unmodded games during testing, but depending on the individual setup, especially in regard to resource hungry mods, textures, models etc., that may look different for others.

    in reply to: Please help, activation code needed #122525
    Ralf
    Keymaster

    Your new key has been sent multiple times to your o2.pl mail address.

    I will resend it to your Gmail address. If it still does not reach you, let me know.

    in reply to: List of G3D games? #122524
    Ralf
    Keymaster

    The spreadsheet gives a pretty good overview. A few G3D games are missing (e.g. Bioshock 2, Fallout 4 from briefly skimming over it), but other than that it’s pretty much the current state.

    A little hint for advanced users: not all G3D games have positional tracking enabled per default, either because it wasn’t tested or found to be too glitchy. You can enable it in all G3D games yourself though at your own risk if the expert options checkbox is ticked in the config app. The according options then can be found on the head tracking page of the ingame menu.

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