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RalfKeymasterGreat. The DX11 version seems to be one of the tougher cases 3D wise. I’ll postpone that with DX9 still working.
RalfKeymasterYou can switch Virtual Cinema Mode off for any game if you wish, but third person games like Dark Souls make a lot more sense this way.
You can move the virtual screen so close to you that you do not see anything else. This gives you full game immersion while maintaining the ability to look around freely.
Playing third person games in Full VR on the other hand let’s you rotate around the game avatar when you look around (just like the camera does normally in third person games), which not everybody is comfortable with.
Third person games in Virtual Cinema Mode with the screen moved closer are a experience *vaguely* comparable to dedicated VR third person games like Lucky’s Tale.
RalfKeymasterPlease contact support |at| vorpx com as mentioned in the FAQ on top of this sub forum. Thanks.
RalfKeymasterSounds like a potential issue with the game detection. Please navigate to the directory that contains the main game .exe and check whether it’s called “sw.exe”. That is what vorpX expects. Might show just as “sw” in your explorer if you have file extensions hidden.
Some games use different .exe names for different editions (e.g. a GOTY edition or similar), which might cause a detection issue.
If the .exe is named differently, try to rename it to sw.exe and also let me know the other .exe name, so I can adjust the profile for the next vorpX version.
Update:
Just researched the matter: there seems to have been a DX11/64bit update for the game some time ago, which probably is the cause of your issue. If still possible, please use the original DX9 version. I’ll check whether the new one can be supported.
RalfKeymasterPlease first make sure that you have the Oculus runtime 0.8 installed (link below).
https://developer.oculus.com/downloads/pc/0.8.0.0-beta/Oculus_Runtime_for_Windows
In most cases that should suffice. If that is already the case or does not work for you, you may have to do a manual adjustment in an .ini file:
C:\Users\[USER]\AppData\Local\Animation Labs\vorpX\Devices\OculusRiftDK1.ini
The value that might have to be changed slightly is called fDmLayerOffsetX.
The default shows 4.800000. Try lower values first in 0.05 steps. It’s more likely that the value is too high than that it is too low.
If you can’t see the AppData folder, you will have to enable “Show hidden files” in Windows Explorer.
RalfKeymasterThe config app still uses .NET 3.5. This will change when Win10 usage surpasses Win7 usage among gamers. According to the latest Steam survey both are on par currently.
vorpX will use the version that does not require a potential .NET runtime install for the majority of users. Until now that is still 3.5, which is included in Win7, but that will probably change soon.
RalfKeymasterPlease install the Oculus runtime 0.8. 0.6 *might* work, but you will at least have set the HMD to direct mode. Onle 0.8 is officially supported.
For testing purposes please also try to disconnect all additional monitors and change the port the HMD is connected to.
If you use more than one graphics card, please make sure that the HMD is connected to the same graphics card as the main display. vorpX can only work if the HMD is connected to the graphics card that renders the game normally.
RalfKeymasterNot 100% sure whether that meets your needs, but you can enable mirroring on the display page of the vorpX ingame menu.
There always is the option to display the undistorted view, and if you run a game windowed you get a another option that allows to display a mirror window with the distorted view.
RalfKeymasterI don’t have an actual opinion on whether or not Playstation VR can be used on a PC somehow TBH. If they want, they can probably lock it down to PS4 entirely.
But if there proves to be a way to use it with a PC, the potential for vorpX support will certainly be further investigated.
RalfKeymasterMight be an issue with your virus scanner. Please try to disable it and see whether that helps.
RalfKeymastervorpX tries to hook into any DX9-11 (and OpenGL) game you start, so you can get basic VR functionality without Stereo 3D but full head tracking etc. for much, much more games than those on the supported games list without having to do anything.
Apart from that the profile system has received a major overhaul for the next version. It’s fully database driven now and a lot more flexible than before.
Instead of having to rename .exes you soon can simply make copies of existing profiles in the vorpX config app and assign any game to those copies to check whether that provides at least some 3D support. This often works for games that are based on the same graphics engine. Quite nice in itself, but nothing too special thus far.
The really cool thing about this database driven system is the built in cloud sharing, which allows you to share your settings and profiles and access other peoples shared settings and profiles. This cloud sharing is also seamlessly integrated into the vorpX config app and literally usable by clicking a single button.
The cloud based approach also allows us to provide new profiles a lot faster than before and to update existing ones at any time without having to release a new vorpX version.
How useful this will really become in the end obviously largely depends on how many people are willing to share their settings/profiles, but it’s so easy to use and seamlessly integrated into the configuration app that I’m quite confident it will actually be used.
RalfKeymasterYour new key has been sent two times already. Thursday, shortly after you requested it, and the second time earlier today. I’ll send it a third time.
Please make sure to check your spam folder. If you can’t find the mails there, please contact support |at| vorpx com with an alternative e-mail address.
RalfKeymasterKeep an eye on the blog after the Vive launch for further announcements. Work on Vive support will start as soon as it arrives.
RalfKeymasterThe position of the FPS counter is hard coded, sorry. No way to change it as a user.
RalfKeymasterCurrently Geometry 3D is DX9 only in ESO. We’ll look into DX11, but I can’t promise anything.
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