Ralf

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Viewing 15 posts - 8,836 through 8,850 (of 9,242 total)
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  • Ralf
    Keymaster

    They can still initialize DirectX for other purposes than graphics. No way for vorpX to tell prior to hooking the application.

    Ralf
    Keymaster

    Hello Caspar,

    While active, vorpX will hook anything that initializes DirectX. This is by design and enables vorpX to also work with many games that are not officially supported.

    You can simply pause the vorpX watcher from the tray icon (right click, then choose “Pause Watcher”). Alternatively you can also exit vorpX Control completely when you don’t want it to be active. The third option you have is to add programs to the exclude list in th vorpX config app.

    in reply to: Will vorpX support DK2? #16209
    Ralf
    Keymaster

    Guys,

    I try to answer these questions as patiently as possible, even on a Sunday afternoon. What I say is what I can say at this point in time. As soon as the update becomes available, it will be publically announced. Your vorpX will auto update when the update is ready.

    Please keep in mind that we probably don’t have our DK2 much longer than you have yours. Developing software takes time. Thanks again for your continued patience.

    in reply to: First Aid: Using vorpX 0.64 with the DK2 #16204
    Ralf
    Keymaster

    Please check the first post in this thread. It contains all relevant info about the DK2 and the current version of vorpX.

    The RoadToVR article is a preview. It mentions several times that it is about an upcoming version of vorpX, the first time in the very first paragraph.

    That being said, you won’t have to wait much longer. Thanks again for your continued patience. Please keep in mind that we probably don’t have our DK2 much longer than you have yours.

    Ralf
    Keymaster

    Under normal circumstances your vorpX will update automatically. You can also use the web installer that you got when you purchased vorpX. It always fetches the latest available version from the server.

    in reply to: Will vorpX support DK2? #16202
    Ralf
    Keymaster

    There is no head tracking at all with the current vorpX version on the DK2.

    Stay tuned, the DK2 ready update will be available shortly. Please keep in mind that we probably don’t have our DK2 much longer than you have yours.

    in reply to: Should we put an FAQ together? #16201
    Ralf
    Keymaster

    The most relevant things are answered in the DK2 first aid sticky:

    First Aid: Using vorpX 0.64 with the DK2

    If you feel anything important is missing, please post it here and I’ll add it to the first post of the sticky.

    in reply to: Assetto Corsa + DK2 = Heaven #16187
    Ralf
    Keymaster

    Depends on how often per hour I have to answer this question. ;) Just kidding. It will be released as soon as possible. Stay tuned.

    in reply to: Assetto Corsa + DK2 = Heaven #16185
    Ralf
    Keymaster

    The current vorpX build applies wrong distortion parameters for the DK2, since it doesn’t know about the DK2. Hence the too small image, strange borders and other visual glitches. This will not be an issue anymore with the DK2 build.

    in reply to: First Aid: Using vorpX 0.64 with the DK2 #16183
    Ralf
    Keymaster

    @ Patriot: I know you mean well, but maybe you could try to express your opinion a bit less direct here and there. There are many ways to express the same opinion, and the most direct one may not always be the best on a public forum.

    @ All: The wait will soon be over.

    in reply to: Will vorpX support DK2? #16182
    Ralf
    Keymaster

    The video was made with a preview build, which is not publicly available. Head tracking does not work with the DK2 and the current public vorpX build, this will require a build done with the latest Oculus SDK. Sorry for not having any other answer.

    The wait will be over soon. Thanks again for your patience.

    in reply to: problem with slender the arrival #16169
    Ralf
    Keymaster

    I can confirm the issue. It’s probably related to the game’s own VR support that was introduced some time ago. It worked before that. VR mode can be enabled in the game’s graphics menu. Looks quite wrong though to me, not sure if they ever tried it with a Rift.

    I will look into the issue once the the DK2 update is out. But since the game has a native VR mode now it’s not a priority.

    in reply to: Email problem August, 15th 2014 #16167
    Ralf
    Keymaster

    According to our provider the issue is fixed.

    in reply to: 64-bit support #16160
    Ralf
    Keymaster

    In that case please make sure that

    A. No other programs that access the Rift tracker (may also be a crashed one, rebooting would definitely help in that case), and

    B. In case you have the new Oculus runtime installed, make sure that DK1 legace app support is installed, or uninstall the runtime. Tracker access is handled quite different now, so the runtime might cause a conflict.

    in reply to: Crosshair question #16145
    Ralf
    Keymaster

    The “dominant eye” (shifting only one view) technique doesn’t work very well in VR, that at least was my conclusion. To be honest, I don’t think it works very well at all. vorpX worked that way first, but it’s often just awkward since your visual location gets slightly offset from your real ingame location this way, leading to a wrong yaw rotation axis, issues with collision detection etc.

    I will look into a 3D crosshair at a later point in time, but would generally suggest to disable crosshairs whenever possible for the most immersive experience. In Skyrim that can be done in the game options. Doesn’t make games exactly easier of course, but at least for me a crosshair right in the center of my view is highly immersion breaking.

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