Forum Replies Created
-
AuthorPosts
-
RalfKeymasterYou have to adjust the head tracking sensitivity once for every game, since the value is relative to mouse sensitivity. This can be done in the vorpX ingame menu. This is explained in greater detail in the quick reference and the “How to get the most out of vorpX” guide in the documentation.
If you are sure that your other issue is not caused by FOV (it sounds indeed very much like a FOV issue), it might be a resolution problem. Make sure to set every game to 1920×1080. Also please check whether you have set the aspect ratio mode to “Logarithmic” accidentally, which causes image distortion. Profiles can be reset to default in the config app BTW, which can be useful if something appears to be messed up.
I’ll look into the 3D, not sure what might cause this. Should work without anything special to do on your end. For the most natural Stereo 3D you have to select Geometry 3D.
RalfKeymasterA few games already should work in Direct HMD mode, Skyrim for example. This may be system dependent though, so consider this *very* experimental.
There is a another way though:
1. Set the Rfift to Extend Desktop
2. Set the Rift as secondary display in Windows
3. Set vorpX to “Show only on Rift DK2”Just be aware that this does not work with everything. For some games you will have to revert to the DK2 as primary display.
The above setup is explained in greater detail in the DK2 setup guide in the vorpX documentation.
RalfKeymasterPlease check for the following things:
1. Do not use an Oculus profile in the vorpX config app, that is slightly buggy currently. Instead dial in your IPD manually, you might have to set it a bit lower than your real IPD.
2. Make sure to set all games to 1920×1080 prior to using them with vorpX on a DK2.
3. If you still have trouble converging after that, try to lower the 3D Strength parameter below the default 1.0. In case you have expert settings enabled in vorpX, make sure to leave the Focal Offset parameter at the default slightly above 0.0 (0.03 in most cases). Changing it is not recommended and a common source for convergence issues.
You can restore profiles to their default values on the trouble shooting page of the config app BTW.
RalfKeymasterThere is no relase date set yet, so the answer is the good old ‘when it’s done’. ;)
Your vorpX will auto update when the next version becomes available.
RalfKeymasterIn that case please check the DK1 setup guide in the documentation. In short: The easiest and also most compatible way to use a DK1 is setting Windows to ‘duplicate displays’ and vorpX to ‘Use system settings’ display wise.
RalfKeymasterHow the menu is opened is mentioned quite prominently in the quick reference, which automatically pops up directly after the installation. :) In case you overlooked that so far, you should definitely read it. It has a few valuable hints.
Zooming the UI is not possible in Z-Buffer modes, you can however use the EdgePeek feature to access menus (press middle mouse button).
Adaptive Z-Buffer has an ‘autofocus’, otherwise both modes work similar.
RalfKeymasterIn case you didn’t do that already, please check the DK2 setup guide in the vorpX documentation. It explains the full setup in three easy steps including images.
RalfKeymasterIt’s on the main page of the config app, in the Display/Monitors group box.
Just be aware, that forcing to the Rift works for many games, but not for all.
RalfKeymasterHello Yarmor,
Please try (re-)installing the latest Oculus runtime from oculusvr.com. Normally it should have been installed with vorpX, but maybe that failed for some reason.
If the above does not help, and you use a DK1, please write an e-mail to support |at| vorpx com to receive a downgrade option to the last vorpX version.
RalfKeymasterSounds like using OpenTrack overrides the game FOV. If that is true, not much vorpX can do about that unfortunately.
BTW: The hooking issue is fixed in the meantime. With the next vorpX update ARMA III will work without workarounds again.
RalfKeymasterNew Vegas currently does not work on the DK2 unfortunately. This will be looked into, whether it’s fixable is unclear though ATM.
RalfKeymastervorpX is mainly written in C++ and HLSL (for the shaders). Until you undertake a project like vorpX you should have a few years of programming experience, and just as important, you need to have some math skills – and a lot of time.
If you want to start creating something for the Rift right away, using the Unreal or Unity engine might be the better choice than doing everything from scratch.
RalfKeymasterArma engine based games need a profile to hook, for Take On Helicopters there is none currently.
AFAIK the game is Arma II based, you could try to rename the .exe to arma2.exe or arma2oa.exe to trick vorpX into believing it is a known game. There are no guarantees that this will work, but it’s worth a try.
Just be aware that most game specific fixes will not be available even if this trick basically works.
Sep 10, 2014 at 12:13pm in reply to: aArma 2 works with DK2 + Geometry 3D + can use Track IR for separate look/move #17570
RalfKeymasterIf the tilt axis is inverted for head tracking you are probably playing with inverted mouse. You can counteract this my inverting the headtracking Y-axis on the input page of the the vorpX ingame menu (press [DEL] to access it).
To see the menu in ARMA 2 (and other games), you can use vorpX’s EdgePeek feature (click or press and hold the middle mouse button).
BTW: In case you haven’t done so already, please make sure to check the vorpX quick reference and the “How to get the most out of vorpX” guide in the documentation. They explain EdgePeek and quite a few more useful things.
Sep 10, 2014 at 11:27am in reply to: New graphics card questions: Does VorpX use double the VRAM? #17566
RalfKeymasterDukealicious is mostly right. It may be more than 5% in some cases, but nowhere near 50%. A stereo driver doubles the memory usages for render targets, but most VRAM is used for game data like models and textures, so you only see a relatively small overall increase.
Rendering performance however is roughly cut in half in Geometry 3D, since everything has to be rendered twice, but not so in Z-Buffer 3D, which works almost as fast as mono rendering.
-
AuthorPosts
