Ralf

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Viewing 15 posts - 7,771 through 7,785 (of 9,243 total)
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  • in reply to: Arma 3 Crashing #96235
    Ralf
    Keymaster

    @ Incontinentia : just in case you didn’t do that already in your non-mod test, please try a totally clean install with default settings, without OpenTrack and with the Oculus runtime 0.8.

    Also generally please absolutely no overclocking anywhere before reporting potential crash bugs (or any potential bugs for that matter). Playing games with vorpX is a lot more taxing on both the GPU and the CPU, so even if everything runs fine without vorpX, overclocking may still cause issues with vorpX.

    A 90 minute test run (idling in the start area of the Infantry Showcase) here went by without anything happening. Please try the same thing and if this also works for you, but you still get issues anywhere else, please provide exact steps to reproduce, just in case the problem is location based somehow.

    I’ll do another test run over night in a different scenario, but for now I would say a reliably reproducible issue (memory leak or similar) that always happens can pretty much be ruled out.

    in reply to: Games don't work with vorpX #96232
    Ralf
    Keymaster

    Certainly worth a try. Virus scanners should always be the first thing to disable/uninstall in case of a general hooking issue.

    Most of these scanners inspect launching programs in memory, and some of them are, well, slightly overzeleaous. This can cause issues with vorpX which has to hook into other programs at launch to work.

    My personal recommendation would be to use the Microsoft av solution and firewall, as these probably aren’t as invasive as some of the others.

    Ralf
    Keymaster

    The only other thing I can think of that maybe you switched to Z-Buffer 3D from the default Geometry 3D. Positional tracking always is G3D only.

    If that also is not your issue: maybe uninstalling and then reinstalling vorpX can help. This resets all settings to their default values, maybe something is messed up in a really odd way.

    Nothing else I can suggest, sorry. Considering it’s Skyrim I’d look into this if there was even a remote possibility that there is a genral issue, but in this case I can assure you 100% that there is none. It’s not only not reproducible here, there also have been zero other reports of this issue, which always is a good indicator whether something may be a bug or not, especially for popular games like Skyrim.

    in reply to: Games don't work with vorpX #96217
    Ralf
    Keymaster

    Runtime 0.8 is highly recommended, it’s the one that is used here since it was released. Shouldn’t affect the hooking process, but probably is more stable.

    Nvidia driver: parts of Geforce Experience like the game recording *may* cause problems. So, if you don’t really need it, completely deinstalling Geforce Experience may be worth a try.

    However, the most common cause of hooking issues are virus scanners and certain “security” software that may prevent vorpX from hooking into games. Some of these may even have to be uninstalled to disable them completely (BitDefender, Comodo for example). The next common group of programs that may cause issues are graphics card and CPU tweaking utils that some mainboard/graphics card vendors bundle with their hardware. And then everything else that may hook into games.

    If you know when the issue started to occur, the easiest way to deal with it propably is to go back to an earlier system restore point.

    in reply to: Skyrim Positional Tracking doesn't work in Vorpx 0.9 #96204
    Ralf
    Keymaster

    Should work just as it always did. Skyrim is still one of the top 10 test titles that are checked before every new version is made public (in case of the last version against runtime 0.8). Only thing I can think of is that maybe you may have disabled it by accident. You can check that on the head tracking page of the ingame menu.

    If pos tracking is enabled in the menu, there may be an issue with your camera. Rebooting and/or restarting the Oculus service might be worth a try in that case.

    in reply to: Star Wars Battlefront #96202
    Ralf
    Keymaster

    No, why should I? Just kidding, of course I did.

    in reply to: Star Wars Battlefront #96195
    Ralf
    Keymaster

    If you refer to the X-box controller glitch then unfortunately no. Using mouse and keyboard is still the easiest workaround for that ATM. An external gamepad emulator like Xpadder supposedly also can help, but I didn’t try that myself.

    in reply to: Star Wars Battlefront #96193
    Ralf
    Keymaster

    There actually is a pretty well working Z3D profile in the current version which (more or less accidentally) slipped in with a DK1 related hotfix. Also includes Game Optimizer settings for better FOV and HUD-scaling.

    If you bought vorpX (or updated to 0.9.1) in December or January you already have it. If you bought vorpX (or updated to 0.9.1) before December you can simply use your web installer to reinstall vorpX to get it.

    in reply to: Crysis 2 does not work #96191
    Ralf
    Keymaster

    Crysis 1 has to be run in DX9 mode for Geometry 3D like indicated in the vorpX start message and the Game Optimizer. You have to add “-dx9” (without the quotes) to the start options in Steam, DX10 is Z3D only. For Crysis 2 please try to change between the different DirectX version that the game offers. Can’t remember ATM, but not unlikely that only one of them works, the game is Z3D only.

    Ralf
    Keymaster

    How long the DK2 will be supported in future versions of vorpX depends on how long Oculus supports the DK2 in future runtime versions.

    Ralf
    Keymaster

    Whether future vorpX versions will support the DK2 depends largely on whether the SDK 1.0+ still supports it. Can’t say that yet, but I hope so.

    A used DK2 would certainly be a good choice for everyone on a budget.

    Ralf
    Keymaster

    If Oculus would have been cheaper, my personal guess would have been that the by far largest chunk of the initial market is pretty much covered by Rift and Vive with not much left for anybody else – at least for the next year or so.

    With the Rift price announced yesterday however there probably is a bigger window for OSVR headsets in the price range many people expected the Rift to be in. I have absolutely no knowledge of something specific in this regard, but I wouldn’t be surprised to see something like that.

    Ralf
    Keymaster

    Both on the list, but not ready yet.

    OpenVR (Vive) will be looked into as soon as possible. I wouldn’t bet on the Vive being much cheaper though. IIRC HTC already said a while ago that they will be targeting early adopters, which usually translates into “will be quite expensive”.

    OSVR will be looked into as soon as headsets with a certain market potential are available or at least announced, which isn’t really the case yet. There is more room for that than I thought until a day ago though, so we’ll see.

    in reply to: The Talos Principle displays nothing on startup #96151
    Ralf
    Keymaster

    The issue is solved in the current internal buld. A date for the next public version hasn’t been set yet.

    in reply to: Zoomed in too much and no image on monitor #96144
    Ralf
    Keymaster

    Either that or you can play in Virtual Cinema mode (can be activated in the vorpX ingame menu). Once you activated that you can lock the head tracking so that the game camera isn’t controlled by head tracking anymore.

    For third person games like Dead Space many people find that preferable.

    In Virtual Cinema mode you can also change the background scene and adjust the screen distance for better immersion. I like the “Ambience” scene and the screen moved a bit closer for third person games.

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