Ralf

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  • in reply to: Any news on Vive #101225
    Ralf
    Keymaster

    The Vive starts to show serious artifacts (black flicker) when the render thread falls below 45fps. Not a vorpX issue, that always happens below 45fps with OpenVR. This can be mitigated to some degree now with vorpX’s async timewarp working better, so it doesn’t happen that often. But not completely.

    Hence the minimum requirement is higher on Vive than on the Rift. Valve might address that at some point, but I highly doubt it’s a priority for them (or even on their to-do-list) since Vive games are not supposed to fall below 45fps in the first place.

    There will be warnings shown whenever that happens and detailed explanations in the help will describe what can be done.

    in reply to: Any news on Vive #101220
    Ralf
    Keymaster

    Asynchronous timewarp serves a similar purpose. The situation for VR is a bit different than for playing on a monitor though.

    Good VR is very dependant on a high frame rate. Both headsets are meant to be run at 90fps if possible to ensure the best experience. That’s why most made-for-vr-games don’t look as good as some of the best looking “normal” games.

    Games developed for VR will seldomly fall below this frame rate. With vorpX however it’s up to you to ensure that with performance hungry games. Hence there has to be something that helps with such situations.

    You should still ALWAYS configure games in a way that they run faster than 45fps (ideally 90fps) and sacrifice visual fidelity for this goal if necessary. Nothing is more important for comfortable VR than a high frame rate.

    in reply to: Any news on Vive #101212
    Ralf
    Keymaster

    Short update since this thread receives quite a few hits:

    We’re one step closer, but not yet 100% there. vorpX’s custom async timewarp is now working good enough to handle short dips below 45fps almost glitch free. Not perfect, but a lot better than without.

    What does that mean for you?

    It’s now possible to play rather performance hungry games like Skyrim or Fallout 4 in Geometry 3D on a GTX970 with a Vive by sacrificing some image quality. If you can live with image quality similar to a Rift DK1, Geometry 3D with positional tracking (seated!) is now viable in most performance hungry games. Switching to Z3D allows full quality on such a machine, so there now really is a choice if a game supports both modes – even for games that need a lot of CPU/GPU.

    Games that don’t put so much stress on your PC work at full quality with Geometry 3D if available without problems, of course. Just in case anyone wondered.

    What remains to be done are mainly a few longer play tests and some docs and ingame hints regarding performance optimization to leave noone in the dark about what can be done to play games that are a bit difficult to handle.

    Stay tuned. Fingers crossed that nothing big shows up during play testing.

    Ralf
    Keymaster

    I did some experiments with something that probably works similar in the past, but in the end the idea was ditched. Most games clip the geometry very close to the visible volume, so even small head movements would cause major visible artifacts. Not good enough.

    in reply to: Trouble getting my code for VorpX #101210
    Ralf
    Keymaster

    You received an e-mail. If you have further questions, please contact support |at| vorpx com.

    in reply to: Vorpcontrol.exe No longer loads. #101197
    Ralf
    Keymaster

    Please use your web installer to install a hotfix that was released yesterday (doesn’t auto update). With this hotfix Oculus Home does not start anymore when you launch vorpX and it also addresses the frequent start crashes on some systems.

    Ralf
    Keymaster

    Streaming to phone based headsets is on the nice-to-have-list for a long time, but there are so many other things with higher priority that I can’t say when – or even if – that actually will happen.

    in reply to: Vive First Impressions #101190
    Ralf
    Keymaster

    Thanks for heads up, guys. Works beautifully.

    in reply to: Any news on Vive #101189
    Ralf
    Keymaster

    That’s not really feasible for a number of reasons unfortunately.

    The most important one is that most games would be totally unplayable this way since your graphical position would be different from the position that the game uses for player position related calculations. Hope that makes sense.

    Another issue is that typical game environments are simply too large. Even if you have a relatively large VR space, let’s say 4x4m, that wouldn’t help much to move freely in a landmass the size of Skyrim or even your typical Call of Duty level.

    There may be ways and workarounds for some of these issues in some games, and that will be explored later for a few important titles, but I won’t promise anything in this regard.

    If you want to roam large levels and open worlds in a way that works straight forward and for most games, a locomotion platform is the way to go, not room scale VR.

    in reply to: Vive First Impressions #101175
    Ralf
    Keymaster

    Weight is pretty similar, maybe a little bit heavier than DK2. But that’s just from holding both in my hand, so I might be mistaken. Head straps are more rigid and bisected on the back, so you generelly get a more solid fit than with the ski goggle like DK2 strap. Overall better than DK2 in this regard.

    in reply to: Mouse acceleration #101174
    Ralf
    Keymaster

    What should happen is the following:

    1. When you start vorpX, the current state is read and stored.
    2. Then you can choose whatever you want per game (disabled is usually preferable if a game doen’t do that itself).
    3. When you close a game and finally again when you close vorpX as a safety measure the original state is restored.

    So if everything works correctly, you should always have the same state after using vorpX that you had before. I’ll check whether there is a glitch somewhere.

    Ralf
    Keymaster

    You can make copies of existing profiles in the config app (local profiles page) and assign any program to those copies. No guarantee that this will work, but trying this with the Dark Souls 2 profile is worth a shot.

    in reply to: Any news on Vive #101159
    Ralf
    Keymaster

    @ swirlser : Yes, it does head tracking. For most typical PC games it does head tracking by emulating mouse movement, so this works even with games that aren’t officially supported and do not have Stereo 3D. Basically every game that has mouse look and that vorpX is able to hook into has rotational head tracking when used with vorpX. Games that support Geometry 3D also have positional head tracking.

    in reply to: Couldn't load LibOVRRT #101158
    Ralf
    Keymaster

    You need the latest Oculus software. Also please make sure that there are no leftovers from older beta runtimes you might have had installed.

    https://www.oculus.com/en-us/setup/

    in reply to: Mouse acceleration #101152
    Ralf
    Keymaster

    It’s supposed to restore the state it found when you started vorpX after a game exits and at the latest when you close vorpX to be extra sure it’s reset. Could you check whether that works correctly?

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