Ralf

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Viewing 15 posts - 7,366 through 7,380 (of 9,243 total)
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  • in reply to: Offset the center of the image? #102225
    Ralf
    Keymaster

    @ dellrifter: It’s not impossible, but it has an unwanted side effect (distortion) since your eyes don’t look at the center of the rendered image anymore when you do this. The first vorpX release for CV1 actually did that and it was thrown out immediately after I realized where the weird distortion on CV1 with this version came from.

    As said above, the right thing to do is using image zoom, which keeps the center at the center.

    in reply to: Skyrim on the Vive – good hands, bad water #102223
    Ralf
    Keymaster

    That shouldn’t actually happen. I’ll check whether there maybe has been an update to the game. Game updates can sometimes invalidate effect fixes.

    Other than that please always try a fresh modless install in case of issues, due to the sheer number of mods it’s impossible to guarantee mod compatibility.

    in reply to: Vive/Skyrim issues #102194
    Ralf
    Keymaster

    There have been a handful of similar reports regarding vorpX settings not saving correctly. Since the way this is done has changed significantly recently to a database driven system, there might be a load/save issue that affects certain configurations. Might have to do with unusual or for some reason malformed user directory paths.

    Could you please start a few games, then create a trouble shooting data archive in the config app and send that to support |at| vorpx com. That would allow me to check whether settings can be loaded correctly in the first place.

    in reply to: Alien Isolation WITH Oculus CV1 #102173
    Ralf
    Keymaster

    Could you please describe the shadow issues you are experiencing in Z-Normal mode?

    The Z-Buffer 3D mode doesn’t do anything that would influence the appearence of shadows in any way. Shadow mismatch is something that can happen with Geometry 3D, but not with Z3D.

    in reply to: Offset the center of the image? #102172
    Ralf
    Keymaster

    Your explanation makes sense. The vertical FOV is slightly asymmetric on both the Rift and and the Vive.

    Addressing that by moving down the image is not the right thing to do, but you can address it yourself by changing the ImageZoom in the vorpX config app to 1.0 to fill the whole vertical FOV. Be aware that this will also require choosing a higher FOV in the games you want to play.

    in reply to: Updated Ati Drivers Vive Added As Display. #102150
    Ralf
    Keymaster

    vorpX will only work in direct mode, not when the Vive is configured as second display. You can set it to use direct mode in the SteamVR options.

    in reply to: Can VorpX be detected as a Cheat in MP games ? #102142
    Ralf
    Keymaster

    Official stance on this is that you do it on your risk.

    vorpX has been used by many to play multiplayer games and mmorpgs over the years without problems. But since this is no guarantee for the future you have to decide yourself what to make of this information.

    in reply to: Non-Vorpx games with Vorpx? #102140
    Ralf
    Keymaster

    If you happen to own the GOG versions of the games, you can try to create a vorpX desktop shortcut (right click the tray icon, choose the according option). These shortcuts may hook more reliably in some cases than the auto detection.

    This only works for games that are started directly though (like games from GOG). For most Steam games this method will not work.

    in reply to: DayZ profile creation issue #102135
    Ralf
    Keymaster

    Did the DayZ makers finally do their big graphics engine update that was announced over a year ago? If so, I might take another look at it.

    in reply to: Update won't install (rolling back error) #102132
    Ralf
    Keymaster

    That may be caused by a file being in use that is supposed to be updated. Please first try to restart PC, which might solve a file issue. If that does not help, try a fresh install using your web installer.

    in reply to: A few questions before purchase #102130
    Ralf
    Keymaster

    Only the latest Oculus runtime 1.3 is supported, sorry. No support for beta runtimes anymore.

    in reply to: Non-Vorpx games with Vorpx? #102123
    Ralf
    Keymaster

    Ah, okay. Not much to it.

    1. Select the profile you want to copy on the locale profiles page of the config app.
    2. Click the button labeled “Create new profile based in this one”
    3. Type in a name for the new profile in the dialog that now opens.
    4. Apply the game’s main .exe to the copied profile.

    If you successfully created a profile, don’t forget to share it on the cloud, so others can use it too!

    in reply to: Non-Vorpx games with Vorpx? #102118
    Ralf
    Keymaster

    For all S.T.A.L.K.E.R games please make sure to select the DX9 renderer in the game’s options menu.

    vorpX generally tries to hook into all DX9-11 games. So even unsupported ones often work to a degree. Usually unsupported games have most VR related features available, but no Stereo 3D.

    You can also copy existing profiles in the config app and apply other programs to these copies. No guarantee that this will work, but it’s worth a shot for games that are based on the same graphics engine.

    in reply to: News on Prepar3d? #102117
    Ralf
    Keymaster

    No plans for Prepar 3D support currently, sorry. Nothing is set in stone, but currently this is not on the roadmap.

    in reply to: Game seems to force me to slightly cross eye #102116
    Ralf
    Keymaster

    Please try the Z-Normal mode instead. Z-Adaptive does something similar to an autofocus to simulate a function of the eye called accommodation. If that causes eye strain for you, the normal mode with fixed convergence might be the better choice.

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