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RalfKeymasterPlease follow the short instructins on top of the license dialog that appears when you start vorpX and send an e-mail with the request code (the letters and numbers) shown in that dialog.
RalfKeymasterPlease follow the short instructions in the license dialog and SEND YOUR REQUEST CODE to the e-mail address mentioned there.
RalfKeymasterYou can (and should!) adjust the head tracking sensitivity once for every game on the head tracking page of the vorpX ingame menu to get perfect 1:1 tracking.
Completely disabling it doesn’t sound like a good idea to me, but if you want that for some reason, you can do it this way.
Just in case: if you didn’t do so already, please read the Essential Game Hints in the help. This and a few other very important things are explained there.
RalfKeymasterCould you please check whether the game is still set to DX9 after the update? If you can’t select geometry mode, the renderer might have been set to DX11 by the update.
Also please check whether the main execuatable is still names eso.exe, which is important for vorpX to recognize the game. Unlikely that a patch changes that, but just in case.
RalfKeymasterNothing has changed since the last post regarding Vive. The headset is preordered and implementation will begin as soon as possible.
RalfKeymaster[ALT][F] displays the current game and direct mode FPS values.
A list of available shortcuts (and a way to change them) can be found in the config app: “In-Game Key Bindings”.
RalfKeymasterPlease allow some time two answer. If you don’t receive a new link within 48hrs (excluding weekends), please try again using the contact form above in case there is an issue with receiving e-mails from you.
RalfKeymasterDid you read the Essential Game Hints guide in the help? It explains all options you have in regard to field of view (“too close”). What can be done depends on the game.
HUD: in some games the HUD can be scaled (image page of the vorpX ingame menu). If that isn’t available, EdgePeek will help (middle mouse button).
Do yourself a favour and read the help guides. Really pays off.
RalfKeymasterIn some games the controller may conflict with head tracking, but vorpX has a highly configurable gamepad emulation that often can resolve such issues. It’s available in the vorpX ingame menu.
Not sure ATM whether that was necessary for Black Ops 3.
Do yourself a favor and read the help guides mentioned above!
RalfKeymasterThis is (soon was) a very special Far Cry/Ubisoft related issue. DX11 in general isn’t less (or more) stable than DX9 in any way.
RalfKeymasterYou need to use the small “Apply Selected” button on the optimizer pane to apply optimizer settings. The other ones apply vorpX settings that you may have changed elsewhere.
RalfKeymasterYou may have to use the EdgePeek function for using the menu (press the middle mouse button to activate it).
If you didn’t do so already, please read the Essential Game Hints und the Quick Reference in the vorpX help. The most important things you need to know are explained there.
RalfKeymasterThe last mail we received from you requesting a download link is from February, 15th and was answered almost immediately.
I’ll resend the link. If it does not reach you, please make sure to double check your spam folder.
RalfKeymasterDid you use the Game Optimizer in the config app for both programs? This sets the video output best suited for vorpX in both programs (if you want to do it manually: OpenGL in VLC and “Enhanced Video Renderer (custom presenter)” in MPC-HC).
For MPC-HC it’s also recommended to use a nightly build: https://nightly.mpc-hc.org.
Apart from that you can use many more video players with the vorpX desktop viewer. Not as good as the distinct video player mode quality wise, but without a direct side by side comparison you probably won’t notice a difference. The Windows 10 built in video app also works for example.
RalfKeymasterI can’t make any serious prediction without a device, but it sure won’t take months. There is an abstraction layer between the device SDKs and the rest of vorpX for almost everything to make adding new devices as painless as possible, so provided nothing completely unforseen happens (always a possibilty, of course), the Vive implementation shouldn’t be too hard.
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