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RalfKeymasterYour key was sent twice (09/01, 09/07) to your …@…edu address. Please double check your spam folder.
I resent the key to the address you used to register here on the forum, just in case. If it still doesn’t reach you, please report back here.
RalfKeymasterWhen you roll back to the 0.6 runtime, you may also have to go back to an earlier version of your graphics driver.
RalfKeymasterPlease double check whether you followed ALL steps in the DK2 Setup Guide in the vorpX help. It explains two possible setups. Short version below. Please still read the guides in the help, they also contain other important information.
Please also make sure that the game uses true 1920×1080 fullscreen mode.
You have two options to use vorpX:
A. The convenient one (works with most games)
1. Set the Rift DK2 to “Extend Desktop to HMD”
2. Use the Rift DK2 as SECONDARY monitor in Windows
3. Set the Rift DK2 to “Portrait” mode in Windows
(might be “Landscape flipped” in Windows 8)
4. Set vorpX to “Show on DK2″ display wise in the vorpX config app.B. The compatible one
1. Set the Rift DK2 to “Extend Desktop to HMD”
2. Use the Rift DK2 as PRIMARY monitor in Windows
3. Set the Rift DK2 to “Portrait” mode in Windows
(might be “Landscape flipped” in Windows 8)
4. Set vorpX to “Use system settings” display wise in the vorpX config app.It is important to choose the right setting in the vorpX config app according to your display settings in Windows. It is important to choose the right setting in the vorpX config app according to your display settings in Windows.
For a more detailed guide including screenshots please check the DK2 setup guide that comes with vorpX.
Sep 1, 2015 at 5:41pm in reply to: So are we going to talk about direct mode support now that it'll be required? #89614
RalfKeymasterNothing I can share yet. Please keep in mind that there weren’t even two full working days yet since the 0.7 release.
As said earlier, for an end user it’s a lot better to stay at runtime 0.6 for the time being, which also has direct mode, but still supports extended mode for everything that requires it. Currently you lose a lot more than you gain when you install the 0.7 runtime.
I will let you know as soon as there is anything to tell, of course.
RalfKeymasterApparently there has been some confusion because of the different names and mail addresses that were used for the purchase and the request. Sorry for the inconvenience.
You should have received you key now. If not, please post again here.
Aug 31, 2015 at 8:51am in reply to: So are we going to talk about direct mode support now that it'll be required? #89595
RalfKeymaster@ Ainaemaet: what you say is true for most, if not all, native apps, where the developers have control over the rendering pipeline from start to finish. But not necessarily for an injection driver where this introduces the need for an additional rendering step. For DX10/11 that may be avoidable, which is being investigated right now, for DX9 it’s not.
Due to the SDK timewarp post processing you won’t notice that in the end, but personally I would prefer the maximum raw rendering performance for vorpX without having to rely on now largely opaque SDK processing.
Apart from that there were enough people who had issues getting direct mode to work at all on their machines in the past that completely removing a working fallback seems at least bold to me. There was no real need to do that. I don’t want to speculate too much, but I could well imagine that making things tougher for smaller head mounted display vendors played as much a role in this decision as the wish to provide the best possible user experience.
Aug 30, 2015 at 3:02pm in reply to: So are we going to talk about direct mode support now that it'll be required? #89585
RalfKeymasterI’d like to add that all in all this is an unfortunate decision. They cleverly sell it as being progress (and most people seem to believe that), but in fact removing extended mode just means taking something away that didn’t hurt anyone. It would be no problem to have the new direct driver mode and still leave extended mode as an option. I wouldn’t be surprised if this would be at least as much a business decision as it is a technical one.
vorpX will work with direct mode with the next release, but there is a price to pay in regard to higher resource consumption: a few megs of additional texture memory are needed and also an additional processing step, which costs some always precious GPU cycles.
Aug 28, 2015 at 5:14pm in reply to: Will vorpx ever work with the newer Direct Display driver? #89566
RalfKeymasterQuoted from a similar thread a few days ago:
For an end user it will definitely be a good idea not to install the 0.7 runtime on day one. This newly announced Direct Driver Mode sounds a lot more intriguing than the current direct mode though, so I guess many apps, including vorpX, will adapt soon.
RalfKeymasterPlease double check whether you followed ALL steps in the DK2 Setup Guide in the vorpX help. It explains two possible setups. Short version below. Please still read the guides in the help, they also contain other important information.
In GTA V (and other games) you can alternatively select the output monitor in the game’s options menu.
Please also make sure that the game uses true 1920×1080 fullscreen mode.
You have two options to use vorpX:
A. The convenient one (works with most games)
1. Set the Rift DK2 to “Extend Desktop to HMD”
2. Use the Rift DK2 as SECONDARY monitor in Windows
3. Set the Rift DK2 to “Portrait” mode in Windows
(might be “Landscape flipped” in Windows 8)
4. Set vorpX to “Show on DK2″ display wise in the vorpX config app.B. The compatible one
1. Set the Rift DK2 to “Extend Desktop to HMD”
2. Use the Rift DK2 as PRIMARY monitor in Windows
3. Set the Rift DK2 to “Portrait” mode in Windows
(might be “Landscape flipped” in Windows 8)
4. Set vorpX to “Use system settings” display wise in the vorpX config app.It is important to choose the right setting in the vorpX config app according to your display settings in Windows. It is important to choose the right setting in the vorpX config app according to your display settings in Windows.
For a more detailed guide including screenshots please check the DK2 setup guide that comes with vorpX.
RalfKeymasterNot with the current public build, but I successfully hunted down the issue that caused the odd behaviour described above. The game will work with the next vorpX version.
Aug 26, 2015 at 12:31am in reply to: So are we going to talk about direct mode support now that it'll be required? #89528
RalfKeymasterQuoted from a similar thread a few days ago:
For an end user it will definitely be a good idea not to install the 0.7 runtime on day one. This newly announced Direct Driver Mode sounds a lot more intriguing than the current direct mode though, so I guess many apps, including vorpX, will adapt soon.
RalfKeymasterI think the game uses OpenGL for rendering, which vorpX does not support. Only DirectX9-11 work with vorpX currently.
RalfKeymasterThe next vorpX version will have an almost fully rewritten gamepad codebase, which fixes the GTA 5 issue and is just a lot better in general. Until then it’s recommended to play GTA 5 with mouse and keyboard, which works perfectly fine.
IIRC someone found a workaround using an additional tool, not 100% though. Try searching through the GTA 5 sticky in the Game Hints section of the forum.
RalfKeymasterYou should have received your key in the meantime. If not, please double check your spam folder. And if you can’t find the key there, please post here again or better use the contact form linked above.
RalfKeymasterPlease make sure that your DK2 is turned on and set to extend desktop mode when you start vorpX.
If that does not help, try checking USB connections etc. Also reinstalling the Oculus runtime may be worth a try.
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