Forum Replies Created
-
AuthorPosts
-
RalfKeymasterYou could try a 4:3 or 5:4 resolution like 1280×1024. Those are directly supported by the games and even have a few advantages in regard to async timewarp.
RalfKeymasterPlease do not use the runtime switcher. Make sure that you have only the latest Oculus software installed and that there are no leftovers from any beta runtime on your system.
RalfKeymasterWhen the next round of headset implementations is done, more time will be spent on profiles again. I can’t say anything in regard to individual titles though. Recent popular games usually have a higher priority.
RalfKeymasterFor full VR 4:3 or 5:4 resolutions are generally the best for most games (1600×1200 if you can afford it, less if there are performance issues). 4:3/5:4 is good because there is not much overdraw, but still a bit room for async timewarp on both sides of the image. Also better in regard to FOV for many games than widescreen resolutions.
For Virtual Cinema Mode you probably want to choose a widescreen res. Just looks better.
RalfKeymasterOdd. Please contact support |at| vorpx com, so we can figure this out.
RalfKeymasterIf it did not already reach you, please contact support |at| vorpx com with an alternative e-mail address. There are no open key requests for your license in the system.
RalfKeymasterHello,
Your key has been sent on April, 15 and a second time on April 17 to the mail address you used to register here on the forum. I will send it again.
Please make sure to check your spam folder!
If it still does not reach you this time, please contact support |at| vorpx com and provide an alternative e-mail address.
Apr 21, 2016 at 12:43am in reply to: Star Citizen alpha 2.3.1 / Oculus SDK v1.3.0 / VorpX 16.1.2 working #101248
RalfKeymasterStar Citizen never was supported, and probably never will be. The desktop viewer workaround in the video above however should work, it’s not officially supported though.
RalfKeymasterHuh, that’s rather odd. Did you change any hardware?
RalfKeymasterThat was just a safety answer in case something doesn’t work for unknown reasons. Until now everything that was tested worked. But since not every single game has been tested with Vive, I can’t be 100% sure that there isn’t any exception.
RalfKeymaster@ simblarosh :
Games: There may be one or the other odd exception that has yet to be discovered, but in general everything that works on Rift should also work on Vive.
Release date: Yes, there is a planned release date. But I don’t feel suicidal enough to share it yet. ;)
RalfKeymasterI can safely answer all questions in regard to Cinema Mode with yes. Overhead is minimal. Games run almost as fast as without Cinema Mode and all games that have a Stereo 3D profile show in 3D.
It also has kickass dynamic screen lighting that is second to none, if I may say so (fully physics based with global illumination). Plus a very nice ambient color scene that expands the screen colors outside the cinema screen. Using this Virtual Cinema Mode is highly immersive, almost as good as full VR mode.
RalfKeymastervorpX comes with an Essential Hints Guide in the help that you definitely should read before doing anything else.
Everything discussed here in regard to performance will be hinted at if necessary while in the game. With a 980Ti most games should work fine though without having to spend much thought on optimizing performance (still can’t hurt of course).
Just be aware that the Vive compatible version is not out yet!
RalfKeymasterYou would have to talk to Valve about that, I fear. It’s a limitatation of OpenVR. And I don’t think they are really interested in changing it as all developers are urged by them to maintain 90fps all the time (with 45fps as an emergency fallback).
As said above, vorpX’s custom timewarp now works to a degree, so it can compensate brief dips or a few frames below 45, which already is a lot better than relying on OpenVR alone. But it doesn’t work as good as it works on Rift.
RalfKeymastervorpX always had it’s own asynchronous timewarp since it had support for GTA V, so you weren’t really playing with 30fps, but with 30fps timewarped to 75fps on DK2.
That however does not work as good with OpenVR as it works with the Rift.
-
AuthorPosts
