Ralf

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Viewing 15 posts - 7,546 through 7,560 (of 9,243 total)
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  • in reply to: Any news on Vive #101070
    Ralf
    Keymaster

    I’ll do a little write-up similar to the one for the CV1 later (probably not today though).

    in reply to: Forcing G3D #101068
    Ralf
    Keymaster

    That’s not possible, sorry.

    Providing Geometry 3D is a rather complex matter, no way to have a simple on/off switch for that. If it would be possible, this switch would already be there. If there is an official profile for a game, G3D viablility has been tested and either found working not at all (most such games) or working so badly that it really doesn’t make sense (a small percentage of such games).

    Slightly unrelated, but since this is a good opportunity to say it again: I completely understand that you want G3D for for the better look, but despite it being just not viable for some games there are very good reasons to choose Z3D over G3D in some cases even if G3D is available and looking great.

    While you may not notice that when briefly checking a game, if you seriously want to play over a longer period of time, a decent frame rate (>50 fps) in the end just is more important than perfect 3D in regard to feeling comfortable unless you are completely immune to any issues that may be introduced by playing with a low frame rate. There is a reason why native games are supposed to run at 90fps. So for demanding games I cannot recommend enough to choose the better frame rate instead of the perfect 3D.

    in reply to: Any news on Vive #101064
    Ralf
    Keymaster

    It’s basically working, but not 100% ready yet. The Vive seems to be a bit more picky than the Rift when it comes to low frame rates <45 fps (half its recommended frame rate). Above that everything works fine, but I'd like to investigate a few options how to deal with situations where 45fps can't be reached.

    On the Rift games stay playable to a degree even below that frame rate, albeit far from ideal, of course. If possible I'd like to get the Vive to the same state before release.

    in reply to: Do we have access to older VorpX versions? #101063
    Ralf
    Keymaster

    Please send a mail to support |at| vorpx com.

    in reply to: Sorry, we having trouble loading vorpControl.exe… #101062
    Ralf
    Keymaster

    Closing Oculus Home should indeed suffice to resolve this issue.

    vorpX checks which headset is connected on start. For that it briefly inits the Oculus runtime, checks the headset, and then immediately shuts the runtime down again. This probably confuses the Oculus software, which isn’t supposed to kick in at all for this check.

    in reply to: Unable to hook with Fallout 4 #101058
    Ralf
    Keymaster

    If you get this error when starting vorpX, please simply close Oculus Home. There’s a high chance that everything will work just fine afterwards.

    vorpX checks which headset is connected on start. For that it briefly inits the Oculus runtime, checks the headset, and then immediately shuts the runtime down again. This probably confuses the new Oculus software, which isn’t supposed to kick in at all for this check.

    in reply to: CV1 Vorpx not starting #101056
    Ralf
    Keymaster

    If you get this error when starting vorpX, please simply close Oculus Home. There’s a high chance that everything will work just fine afterwards.

    vorpX checks which headset is connected on start. For that it briefly inits the Oculus runtime, checks the headset, and then immediately shuts the runtime down again. This probably confuses the new Oculus software, which isn’t supposed to kick in at all for this check.

    in reply to: Cannot purchase item. #101004
    Ralf
    Keymaster

    Please send a mail to support |at| vorpx com for an alternative purchase method. MyCommerce sometimes rejects credit card data for no apparent reason.

    in reply to: Couldn't load LibOVRRT #100994
    Ralf
    Keymaster

    Are you by any chance running Steam in any sort of compatibility mode? If so, please disable any such option. Considering that games started from Uplay work, that seems like a possibility.

    in reply to: Sorry, we having trouble loading vorpControl.exe… #100983
    Ralf
    Keymaster

    That sounds like a potential conflict with some other software on your PC that also hooks into games. Most likely candidates are: virus scanners, CPU/GPU utilities, video capture/streaming programs, chat programs and generally everything that can display notifications in games.

    To trouble shoot such an issue please try to disable/uninstall everything that would not run on a fresh Windows install. Additional information can be found in the trouble shooting guide in the vorpX help.

    in reply to: 16.1.2 + CV1: headtracking problem #100963
    Ralf
    Keymaster

    Please recenter positional tracking with [ALT][SPACE]. That will solve this.

    in reply to: Is ESO hooking for anyone? #100935
    Ralf
    Keymaster

    Please check my answer above.

    in reply to: Couldn't load LibOVRRT #100934
    Ralf
    Keymaster

    This message is routed through from the Oculus runtime to vorpX. It means that the Oculus runtime is not able to load one of its components.

    Not much I can suggest besides checking whether your Oculus software is fully complete and up to date, rebooting your PC in case it’s an issue with the runtime being blocked somehow, and maybe trying to run vorpX as admin.

    in reply to: DayZ profile creation issue #100932
    Ralf
    Keymaster

    Day Z Standalone is broken in a way that cannot be resolved by a custom profile unfortunately. It actually has a hidden profile (hidden due to being broken), hence you cannot make another profile. Tried several times to debug the issue in the past, but it’s a tough one.

    in reply to: CV1 Audio problems #100909
    Ralf
    Keymaster

    Please uncheck “Use built-in audio device” in the device settings (config app) if you want to use other headphones.

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