Ralf

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Viewing 15 posts - 8,716 through 8,730 (of 9,242 total)
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  • in reply to: Skyrim #16824
    Ralf
    Keymaster

    @ derkaderk: In case you use mods, please try a fresh Skyrim install without any mods.

    If the above still happens with a fresh install, and you want to invest a (very) little bit of time helping to resolve the issue, please do these two things:

    1. Try to apply the Skyrim Game Optimizer settings in the vorpX config app. Won’t affect shadows, but I’d like to know whether that maybe throws a “Settings path not found” error on your PC.

    2. Please send your Skyrim.ini and SkyrimPrefs.ini (the ones form your My Documents\My Games\Skyrim directory) to support |at| vorpx com.

    I probably will not be able to provide an instant fix, but both things will help me to investigate the issue. Manual ini-tweaks shouldn’t be necessary at all, I may have overlooked something.

    in reply to: Dirt 3 problem #16823
    Ralf
    Keymaster

    There is a way to configure vorpX as gamepad substitute (see below), which can be used to get head tracking in Dirt 3. This is better than nothing, but (very) far from perfect.

    The better option is to use an external tool like OpenTrack, which can emulate TrackIR input, instead of vorpX’s head tracking. We can’t do this in vorpX directly due to legal reasons unfortunately. I’m not sure whether OpenTrack is updated to the DK2 yet though.

    The next vorpX version *may* have an internal cure for the issue, but it’s not entirely clear yet whether that really will work out.

    Here’s the gamepad method:

    1. Press [DEL] to open the in-game menu
    2. Go to Input page
    3. Set ‘Handle Gamepads Internally’ to Off
    4. Set ‘Headtracking as Gamepad’ to Relative or Absolute depending on the game. You should get a grasp of what is better quickly.

    The options below this should be more or less self explanatory except maybe Deadzone Correction, which efectively eliminates analog stick deadzones set by the game.

    If this is done, your headtracker is now a gamepad axis. The final step is to go to the game’s input options and map look left/right/up/down to the ‘Rift-Gamepad-Axis’, exactly as you would do with any other gamepad axis.

    in reply to: Saving settings #16820
    Ralf
    Keymaster

    Do you have an example which I could check? There are two or three special settings that aren’t saved by design (completely disabling vorpX for example), apart from these settings should save fine when using the “OK & Save” button.

    in reply to: VorpX working to monitor but won’t display to DK2 #16819
    Ralf
    Keymaster

    There may be a tool which does something similar to the ‘force to display’ functionality in vorpX, although I’m not aware of something like that. So I can’t really help here, sorry.

    in reply to: Stuttering head tracking in Skyrim #16816
    Ralf
    Keymaster

    Hi Tilt,

    Believe me, it’s true, I wrote the thing. ;) The pixel count is the thing that affects performance the least. In a stereo driver (referring to Geometry 3D here) additionally to having two draw geometry twice, you can’t apply many optimizations that are thinkable for a native app, since you have to deal with the rendering how it is done by the game, without many ways to influence it.

    The performance hit when doing this is largely the same with any stereo driver, being it for the Rift or not.

    in reply to: Arma 3? #16812
    Ralf
    Keymaster

    I think Arma 3 has built in aim/walk separation. I never looked at that before to be honest, but will when I fix the game. Can’t promise anything yet though, since currently I don’t know how it is done in the game.

    in reply to: Stuttering head tracking in Skyrim #16811
    Ralf
    Keymaster

    The framerate is roughly half of what you get without Stereo3 D. Not much vorpX can do about that since everything has to be rendered twice. You probably will have to lower settings to get a good framerate outside.

    You can however switch to vorpX’s second 3D-mode, called Z-Buffer 3D. This way the game will run almost as fast as without 3D, but the 3D effect is not as natural. Also there is no positional tracking in Z-Buffer 3D.

    in reply to: Arma 3? #16801
    Ralf
    Keymaster

    Hello awesty,

    A short check revealed that Arma 3 appears to be broken unfortunately. The basic hooking works, but no image duplication/3d is applied, so it’s not usable. Probably just an issue with the game profile, so it should be fixable, but I have to investigate further until I can be sure.

    If you use a DK1, please send a mail to support |at| vorpx com to get a rollback option to the last vorpX version, for DK2 I don’t have an instant fix unfortunately.

    in reply to: Just wanted to say thanks for the great work Ralf #16789
    Ralf
    Keymaster

    Thanks for the kind words.

    Relative to the number of new licenses after releasing the update the number of serious complaints is well below what one would expect. Some issues here and there with this or that game are just normal, especially since the basic Rift-setup is a little bit more complicated with the DK2.

    A little bit of praise from time to time is still highly welcome, of course. So thanks again for that. :)

    in reply to: Disable Mouse Look but not Edge Peek? #16788
    Ralf
    Keymaster

    You can lower the “Head Tracking Sensitivity” setting on the input page of the ingame menu to zero. That should do the trick.

    in reply to: Problem cursor skyrim #16772
    Ralf
    Keymaster

    It’s not a general issue, but someone else reported the same earlier. ALT+TAB out of the game and back into is supposed to fix it.

    I couldn’t replicate it so far, but will continue to investigate.

    in reply to: VorpX working to monitor but won’t display to DK2 #16762
    Ralf
    Keymaster

    Do you have another Stereo-Driver active (nVidia 3D-Vision for example). If so disable it. Looks like 3D is applied two times. One time by vorpX. A second time by some other driver.

    in reply to: vorpX 0.7.1 with initial DK2 support now available #16744
    Ralf
    Keymaster

    It may have to do with display orientation of the Rift. If you use Window 8, please check whether changing from “Portrait” to “Landscape flipped” or vice versa changes it.

    The second thing to check whether games run with the native res of the DK2 (1920×1080)

    And the third thing to check, whether you have selected an Oculus profile in the vorpX config app. If so, please set the option to “Do not use an Oculus profile” and dial in your IPD manually. Using a profile is currently buggy.

    That’s all I can think of ATM.

    in reply to: VorpX working to monitor but won’t display to DK2 #16733
    Ralf
    Keymaster

    Just in case: did you check the documentation? It has a step by step setup guide with images.

    in reply to: vorpX 0.7.1 with initial DK2 support now available #16727
    Ralf
    Keymaster

    It’s not a technical issue, it’s a legal problem. Natural Point (TrackIR company) want to sell their hardware. They don’t allow usage of their API for anything else than TrackIR, which I can’t just ignore. Rather unfortunate, but unless they change their mind, there isn’t much that I can do.

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