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RalfKeymasterAh OK, didn’t understand the question at first apparently. Mapping the axes can be a bit finnicky at times but in general it’s a pretty straight forward process.
I would suggest to not wear the headset for this, but instead hold it with your hands. Now you press the (for example) “map look left button” in the game options and rotate the headset to the left until the game registers the movement.
Basically exactly the same process you would go through when mapping a gamepad axis, with the only difference that instead of pushing a gamepad thumbstick you rotate the headset in the according direction.
Hopefully that makes sense.
RalfKeymasterSkyrim works definitely pretty well in Geometry 3D and looks gorgeous this way, but it’s also a prime example why Z-Buffer 3D, which is twice as fast (even a bit more in Skyrim), can be the better alternative in VR, even if both options are availale. At least in games that are not designed for VR.
Except maybe on extremely low graphics settings it will be impossible to reach 75fps outside in Skyrim with G3D, regardless how fast your PC is. So to reach comfortable 75fps Z-Buffer 3D may very well be the better choice, especially in longer sessions. Unless you are totally immune to any kind of simulator sickness a high framerate can be more important than perfect S3D, which is only one of many depth cues your brain uses to create a sense of depth.
Interesting read in this regard: http://en.wikipedia.org/wiki/Depth_perception
RalfKeymasterLike all 3rd person games WoW is a matter of taste in VR, which is best suited for first person perspective. In regard to vorpX it’s noteworthy that WoW is currently Z-Buffer 3D only, which means it runs very fast (almost no perfermance impact), but the 3D-effect isn’t fully natural. You also has to press the right mouse button for head tracking.
Dec 28, 2014 at 1:05am in reply to: Beta Purchase – will the final version be included in purchase? #26799
RalfKeymasterYes, the beta license also includes the final version.
RalfKeymasterPlease send a mail to support |at| vorpx com and this will be taken care of.
RalfKeymasterEvery Codemasters game allows to map buttons and gamepad axes in the input configuration of options menu. There should be entries at least for look left/right, in some of them also look up/down.
RalfKeymasterAny chance that you have a gamepad connected and activated? In Skyeim (and other Bethesda games) enabling a gamepad disables the mouse. If that is the case, please disable the gamepad in the Skyrim options.
Since vorpX has a built in gamepad emulation, you will still be able to play with your gamepad.
RalfKeymasterNot so sure whether this would really boost sales ;), but I’ll look into it after the Christmas break. Especially since this was promised long ago. As always, I can’t guarantee anything for sure though before I tried.
Did you try renaming the .exe to rFactor.exe like suggested earlier? That might do the trick with a little bit of luck.
RalfKeymasterThe latest version of vorpX (0.7.5), which was released two days ago, was compiled using the 0.4.4 SDK. So the 0.4.4 runtime is the best match.
RalfKeymaster@ BernieG: Frankly, no tests are done an Macs, so this is just a guess, but two graphics cards may cause issues in itself. If you use them in SLI/Crossfire configuration, you should disable that and see whether it helps.
Dear Esther is not a very demanding game and should run in Geometry 3D quite well normally. A workaround would be to switch to Z-buffer 3D which would give you twice the framerate (at the expense of fully natural Stereo 3D).
RalfKeymasterJust a guess, but would it be possible that you accidentally activated EdgePeek (middle mouse button). That would also zoom out the image, regardless of menu settings.
BTW: For Dirt 3 (and most other Codemaster games) there also is a third party option to enhance the FOV directly in the game engine, which would make using letterbox modes in vorpX obsolete.
RalfKeymasterNot opening on Oculus: please make sure that the game runs in 1920×1080 fullscreen mode. If it started in windowed mode, ALT+ENTER or ALT+TAB may also be enough to send it fullscreen to the Rift (provided the monitor configuration is correct).
Crash on start: not reproducible here so far, so just a general hint unfortunately: starting the game windowed and then activate fullscreen mode later like described above (ALT+ENTER or ALT+TAB) may be worth a try. Just a guess, but may help. Would be great if you could report back if that works or not.
RalfKeymasterNot really sure what may cause this here, but for some disabling antialiasing in the graphics driver reportedly cured slowdowns in other games. So that may be worth a try.
Another workaround may be to switch to Z-Buffer 3D in battles, which uses an entirely different render path. So that might also help.
RalfKeymasterWanted to do that for ages, was somehow forgotten again, the game isn’t too popular anymore. I’ll take a look at it for the next release. With some luck renaming the game’s .exe to rFactor.exe may work, but there are no guarantees.
RalfKeymasterBattlefield 3 is Z-Buffer 3D only which is very fast, but the 3D effect es not as natural as with Geometry 3D. Weapon scale: that is the case with many games not made for VR. In a normal shooter weapon models often are larger than they would be in reality to make them look good on a monitor. Not much a driver like vorpX can do about that in most cases.
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