Ralf

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Viewing 15 posts - 8,296 through 8,310 (of 9,243 total)
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  • in reply to: Question about decoupling… #80651
    Ralf
    Keymaster

    The only time one could apply decoupled head rotation is after the game applied the player rotation. The catch is that for performance reasons games remove invisible objects before rendering. So if you you apply independent head rotation afterwards, you most of the time end up looking at, well, nothing. There are a few ways one can think of to at least partly get around this, but none of them works good enough, this was tested A LOT in multiple ways.

    Long story, short: Except the few cases where a game engine supports this (like the ARMA games), there is no way to make this work in a decent way without changing the game’s source code.

    in reply to: Before I register… #80626
    Ralf
    Keymaster

    You can activate a single license on two PCs to cover typical desktop/laptop use cases. Both machines have to be yours though, you cannot share a license with someone else.

    in reply to: issues purchasing vorpx #80596
    Ralf
    Keymaster

    Sorry for the inconvenience.

    MyCommerce sometimes rejects orders for no apparent reason unfortunately. Please send a mail to support |at| vorpx com and we provide you with an alternative purchase option that uses PayPal directly.

    in reply to: New Version + FFXIV #80593
    Ralf
    Keymaster

    Interesting. Tried FF XIII recently, but it completely refused to hook unfortunately. Probably they are using another engine for the Online FF. I’ll check whether 3D is possible.

    in reply to: double screens #80583
    Ralf
    Keymaster

    Reversed screens are technically impossible with vorpX. If you have trouble converging (which might seem like reversed images to you), please check for the things below:

    1. Check whether the DK2’s display orientation is set according to the instructions in the DK2 Setup guide that comes with vorpX.

    2. Make sure that games are set to 1920×1080 for the DK2. Other resolutions will almost certainly cause convergence issues, as they are not displayed using the whole screen on the DK2.

    3. Try do adjust your IPD (interpupillary distance) manually. This can be done on the display page of the vorpX ingame menu.

    4. Lower the 3D-Strength parameter in the vorpX ingame menu.

    in reply to: Adding new profile to game settings otimizer #80575
    Ralf
    Keymaster

    There is no way to edit the Optimizer profiles, but they seldomly rely on the install location. In case of Dead Space 3 the Game Optimizer expects the following file to exist: C:\Users\[user]\AppData\Local\EA Games\Dead Space 3\system.txt .

    It may be required to start the game at least once before using the Optimizer to let the game create the settings file.

    in reply to: vorpX 0.7.5 available now! #80562
    Ralf
    Keymaster

    Any chance that you blocked vorpControl.exe from accessing the internet? It has be able to reach the server for the update check.

    No problem though, you can simply use your installer to install the latest version. If you didn’t keep a copy, please send a mail to support |at| vorpx com.

    in reply to: Crysis 1 #80546
    Ralf
    Keymaster

    For Geometry 3D you have to start it in DirectX 9 mode. Can’t remember currently whether that can be done in the game options. If not, you can simply add -dx9 to the game’s shortcut or the launch options in Steam if you use the Steam version.

    There currently is a glitch with the minimap not showing correctly when you scale the HUD in Geometry 3D mode. That will be fixed with the next update.

    in reply to: Why would one see two split images #80545
    Ralf
    Keymaster

    Probably an issue with the basic vorpX/display setup. Please double check that you followed ALL the steps below.

    For a more detailed guide including screenshots please check the DK2 setup guide that comes with vorpX.

    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.

    in reply to: Movement decoupling in Menu #80541
    Ralf
    Keymaster

    In most games you can simply open the game options menu while you use the vorpX menu (usually with ESC) or hit the pause key if one is available, which pretty much does what you need in most cases if I understand you correctly.

    in reply to: Movement decoupling in Menu #80535
    Ralf
    Keymaster

    Just imagine a big monitor in front of you. Disabling the headtracking while the menu is open isn’t a good idea. If it would work this way and you would move your head while using the menu, the rotation angle would be wrong after switching back to the game. You might end up looking up in the game while in reality you are looking down for example.

    in reply to: Movement decoupling in Menu #80532
    Ralf
    Keymaster

    In the next vorpX version the current 2D-EdgePeek mode will be substituted by a EdgePeek mode in 3D space which behaves more natural (like a monitor in front of you). If I understood your issue correctly, this will be the solution. Simply switching to EdgePeek mode while using the menu will help then.

    in reply to: vorpX 0.7.5 available now! #80516
    Ralf
    Keymaster

    Out of the box for everything that has mouselook (allows you to look araound with the mouse), which includes most first and third person games.

    In a few special cases (some racing games for example) additional software for head tracking may be required.

    in reply to: Valve, HTC headset support #80477
    Ralf
    Keymaster

    The most interesting question regarding two screen solutions will be whether they can be accessed as a single screen programming wise. That may or may not be the case. Let’s hope for the best.

    in reply to: rFactor 2 and DK2 #80476
    Ralf
    Keymaster

    Little update: rFactor 2 will work with the next update, but probaly be Z-Buffer 3D only.

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