Ralf

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Viewing 15 posts - 8,236 through 8,250 (of 9,243 total)
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  • in reply to: FSX and vorpX 0.8.1 #81064
    Ralf
    Keymaster

    Almost all games we are working with are Steam games.

    The only important thing for the Steam FSX version is to start vorpX with admin rights (can be configured in the vorpX config app). Normally this should be avoided, but Steam for some reason starts FSX with admin rights, so vorpX also needs admin rights in this case to be able to hook into the program.

    in reply to: Steam games crash #81061
    Ralf
    Keymaster

    Starting on monitor: did you follow the DK2 Setup Guide in the vorpX help? It explains how to set things up correctly to make games show in the Rift. A few games however might require you to set the Rift as primary monitor (also explined in the guide).

    Crashes: hard to recommend anything specific without knowing details, but maybe something on your PC interferes with vorpX. Many other programs also hook into games, which may cause issues. The trouble shooting guide in the vorpX help has a few hints in this regard.

    If going through the trouble shooting guide does not solve your problem, please send a mail to support |at| vorpx com including your system specs, a more detailed description of your problem, and any error messages that might be shown (ideally as screenshot).

    in reply to: vorpX 0.8.1 Available Now #81060
    Ralf
    Keymaster

    Please send a mail to support |at| vorpx com and this will be taken care of.

    in reply to: Head tracking stutter in edge peek or virtual cinema #81034
    Ralf
    Keymaster

    @ initcrash: This will be looked into for a future release. No promises, but there are several options to achieve this.

    Ralf
    Keymaster

    When you are using the DK2 as main monitor, did you set vorpX to “Use system settings”? That is vital. If it’s not done, vorpX will still try to force the game to the Rift.

    This should definitely always work, in this case DirectX just does what it always does, meaning opening games on the primary monitor whatever that is.

    Apart from that using the Rift as primary monitor normally should only be necessary in some special cases.

    Every few months I get a report of mysteriously swapped display names in the config app, maybe that’s your issue. Trying “Show on [your other monitor]” instead “Show on Rift DK2” may be worth a try. Never had the time to look into this so far unfortunately.

    in reply to: Old Space Sims? #80977
    Ralf
    Keymaster

    That would probably work. Without a profile it will be 2D only, but everything else, including head tracking if the game has mouse look, will probably work. No harm in trying.

    in reply to: Head tracking stutter in edge peek or virtual cinema #80976
    Ralf
    Keymaster

    This depends on the game framerate. Anything less than rock solid 75fps causes judder. The judder is probably just more apparent in these modes as they are a bit more demanding than the normal mode.

    If you are sensitive to low framerate issues and a game supports both 3D methods, you may want to consider switching to Z-Buffer 3D in such cases, which trades 3D-fidelity for speed.

    Loosely related: If you have an nVidia card, I would recommend to set the Vsync mode in the nVidia control panel to Adaptive Vsync. Doesn’t solve low framerate issues, but helps mitigate them.

    in reply to: Old Space Sims? #80973
    Ralf
    Keymaster

    Unfortunately those games are actually too old for vorpX, which currently requires DirectX 9 or better.

    in reply to: vorpX 0.8.0 Available Now #80972
    Ralf
    Keymaster

    @ humbert: You can play essentially any game that vorpX can hook into in Virtual Cinema Mode. Just has to be enabled in the vorpX ingame menu.

    @ karlor: No problem technically for the default 3D EdgePeek. Will add that as an expert option to not make the menu even more complicated for beginners.

    Edit: Unless unexpected issues show up ambience background in EdgePeek will be the new default. Less immersion breaking this way.

    in reply to: Crysis 1 #80935
    Ralf
    Keymaster

    Thanks for the feedback. I will add the 64bit .exe to the profile.

    in reply to: Skyrim, VorpX, and Headtracking #80934
    Ralf
    Keymaster

    vorpX emulates mouse movement, it does not intercept mouse clicks. You should be able to use the mouse just normal.

    Skyrim disables the mouse when gamepad input is enabled. Maybe that is the problem.

    in reply to: Crysis 1 #80918
    Ralf
    Keymaster

    Sounds like vorpX can’t pick up its profile for the game, otherwise it would display another message. The check for that is based on the .exe name. Should be Crysis.exe.

    The best way to check whether that is true in your case is checking your task manager while the game runs. Some games have different .exe names for special editions or launch child processes with other names when an (older) version with DVD copy protection is used.

    Would be great if you could send a mail with your findings to support |at| vorpx com.

    in reply to: Skyrim, VorpX, and Headtracking #80916
    Ralf
    Keymaster

    You can also scale the HUD with vorpX, either in the vorpX ingame menu or with [ALT][mousewheel]. There also is the EdgePeek function (middle mouse button) which helps with such issues.

    in reply to: COD ADVANCED WARFARE #80897
    Ralf
    Keymaster

    The game is Z-Buffer 3D only which always looks flatter. The upside is that it’s a lot faster, which also is important in the Rift.

    Currently Geometry (“true”) 3D for DX11 in vorpX isn’t as mature as for DX9, so less DX11 games have G3D. Improving this will be a focus in the next months, so with a bit of luck newer COD games, which are DX11 only, will also get Geometry 3D. No promises though!

    in reply to: StarShip Troopers a Note to Ralph #80896
    Ralf
    Keymaster

    Thanks a bunch!

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