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RalfKeymasterThis is a known bug that sometimes occurs and sometimes doesn’t since settings are stored in a database. Difficult to dignaose unfortunately.
The cause of this is still a bit unclear, but it’s probably related to the database file being locked by the file system so it can’t be written to. Until a fix is ready, you might be able to resolve it with a reboot which would unlock the database file.
RalfKeymastervorpX doesn’t really do anything while it is not running, so not sure what might cause this for you. Please try to restart your PC, this probably is just a coincidence. Restarting your PC would also remove any potential vorpX hook in case it hooked into an unwated program whilt it was running.
RalfKeymastervorpX doesn’t have an internal screenshot function, but tools like FRAPS or the Steam screenshot function might work.
If you want to do this to save your settings, the more convenient way would be to export a settings file in the vorpX config app.
RalfKeymasterAs with all games you have to adjust the field of view for a proper looking image, otherwise it looks zoomed in.
For Far Cry the Game Optimizer should be able to take care of that, but if that fails for you, you can also do it manually. The optimizer only can work correctly for this game if there is only one Far Cry 4 player profile, so that might be the issue.
The second option would be to use the quick and dirty general setup from the vorpX help (“The 1-2-3 Game Setup”).
The below steps are the better solution though:
1. Navigate to: [Documents]\My Games\Far Cry 4\[Profile Dir]
2. Open GamerProfile.xml with a text editor
3. Search for “FOVScaleFactor”
4. Change the value to 1.81 (Rift DK2, Vive) or 1.67 (Rift CV1)
RalfKeymasterOn the display page of the vorpX ingame menu you can enable to display the original game output, which then can be captured.
If you run games windowed, you see the second option there that allows you to display a mirror window with the headset output (currently works with only with Oculus due to a bug in the Vive render path).
RalfKeymasterSorry, didn’t mention that. Please send it to support |at| vorpx com. I’ll take a look at int after the weekend.
RalfKeymaster@ annabel82 : Doom 3 *might* work with the same method BBQme describes for the new Doom. No guarantee though.
1. Make a copy of another ID software engine game profile (e.g. Prey, Quake, Star Trek Elite Force) in the vorpX config app.
2. Assign the Doom 3 main .exe to this profile.This is a general method that often can provide basic Stereo 3D support (sans game specific effect fixes) for unknown games based on the same graphics engine.
RalfKeymasterIf you are basing your decision on TESO alone, please wait until the next vorpX update. Since they disabled the DX9 renderer in favor of a DX11 only approach, vorpX only partially works with TESO.
Whether full stereo support is possible with DX11 in TESO will be checked shortly.
RalfKeymasterThat is something that has to be supported by the game engine itself. There are only a few games that allow this (Arma III for example).
You can fake something like that with the vorpX Virtual Cinema mode to a degree, but that’s just a approximation not really decoupled head movement. If you still want to try it, do the following:
1. Switch to Virtual Cinema mode
2. Choose the “Ambience Scene”
3. Move the virtual screen closer
4. Enable “Lock Head Tracking”Not really what you mean, but as close as you can get to it with most games.
RalfKeymasterVive support is on par with Oculus feature wise except for the currently not correctly working mirror window to display the headset output on the main monitor. That doesn’t matter for normal gaming though.
Whether there are trade offs depends on the game. In some games there are none either because they just work or vorpX can fix the underlying issues, in others you might experience glitches that you may also know from other stereo drivers like nVidia 3D Vision.
RalfKeymasterThat’s basically how it works, yes. The second step is quite a bit more complex, but that’s not something I can get into in detail.
RalfKeymasterDo not tweak too much. While there are many options available, the only two things that absolutely must be addressed are field of view (FOV) to get a natural image and head tracking sensitivity for proper 1:1 tracking.
Popular games that are usually considered working well are for example: Bioshock Infinite, Skyrim, Fallout 4 (G3D probably too slow on most PCs though), Borderlands 1 + 2, Portal 2.
In general you should be able to get almost any first person game working to a satisfactory level by adjusting FOV and head tracking sensitivity.
The vorpX help also has a short guide describing a quick and dirty setup that works with almost everything very quick (“The 1-2-3 Game Setup”). It usually doesn’t provide the best possible result, but gets everything to a playable state.
RalfKeymasterAs said above images are pre-warped by the headset runtimes to counteract the lens distortion. Hence there is no 1:1 relationship between screen pixels and original image pixels like on your monitor across the whole image. 5:4/4:3 are good for vorpX’s timewarp (also mentioned above already). I can not get into details about this, sorry.
The suggested resolutions for quality (1600×1200/1920×1440) make sure that you get an image quality like with native games in vorpX. Since games with vorpX are often more demanding than native games you should use the performance recommendation (1280×1024) for newer games though.
If you want to learn about lens distortion and how to address it mathematically, I can recommend the below Wikipedia article, it’s a great starting point. In practice both Oculus and OpenVR runtime work different these days, but the article still provides you with the basics: https://en.wikipedia.org/wiki/Distortion_(optics)
RalfKeymasterAll headsets warp the image because of the lens distortion which leads to larger pixels in the center. Hence the best render resolution is higher than the display resolution. 5:4/4:3 resolutions are useful to give vorpX some room for its custom async timewarp on the left and right border without black bars sliding in while timewarping (like with the normal timewarping).
RalfKeymasterWill be looked into as soon as I have access to a GTX10xx card. I’m not overly confident though. This likely has to be implemented directly into a game engine.
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