Ralf

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Viewing 15 posts - 8,881 through 8,895 (of 9,242 total)
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  • in reply to: vorpx is dead? #15901
    Ralf
    Keymaster

    Hello shinobi,

    vorpX is far from dead. As mentioned in various other recent threads, we are currently working on DK2 support and some other stuff many people are waiting for. Expect news soon.

    in reply to: Will vorpX support DK2? #15894
    Ralf
    Keymaster

    Basic operation at least should be no problem as far as I can tell from trying the new SDK with the DK1. No surprises to expect in that regard.

    I’m hoping to get my DK2s next week. Then I can say more about the DK2 specific bells and whistles.

    in reply to: Will vorpX support DK2? #14683
    Ralf
    Keymaster

    The largest overall difference is the image orientation, which is rotated 90° now, probably due to using a smartphone display. And of course the distortion will be different, since new lenses are used.

    Game specific changes are mostly neccessary for positional tracking support, which will probably work better for some games than for others.

    in reply to: 3DSMax and VorpX #14649
    Ralf
    Keymaster

    Hello vertexx,

    You can try to remove 3dsmax.exe from the exclude list in the vorpX config app, and see whether that yields any useful result. I don’t think it will work, but there is no harm in trying. It might or might hook at all. But if it does, it will probably hook into all viewports, not just the perspective/camera view.

    in reply to: Dev Kits 2 now shipping! #14399
    Ralf
    Keymaster

    Working on it. :)

    in reply to: Will vorpX support DK2? #14257
    Ralf
    Keymaster

    DK2 will be supported. There are a few challenges, mainly positional tracking and the way the image is rendered with the DK2, but this is being worked on already as far as possible without an actual device.

    Generally vorpX tries to hook into all DX9-DX11 games. Those that aren’t on the support list usually don’t have Stereo 3D, but do work otherwise. Image duplication, head tracking, all extra features like EdgePeek etc, work fine even with most unsupported games. There are exceptions, of course.

    in reply to: Mass Effect 3 #14194
    Ralf
    Keymaster

    Regarding the hooking issues, please try to create a vorpX desktop shortcut (right click the vorpX tray icon, choose “Create Desktop Shortcut”, then navigate to your MassEffect3.exe.

    Menus: You can also zoom the screen with [SHIFT] mousewheel. Alternatively or in addition to EdgePeek (click middle mouse button) that should solve all possible problems with menus.

    Cursor: Normally vorpX shows its own cursor in ME3, since the game’s cursor can not be duplicated by vorpX. Please try to enable or disable the hardware cursor in the Mass Effect 3 options menu. It’s possible that the vorpX cursor only works with one of the options.

    in reply to: Updates? #14160
    Ralf
    Keymaster

    The next update will be released next month (after the DK2 is available) at the latest. There may be a smaller one before that, but that’s not entirely clear currently. We had a special version for some E3 demos, but there still is a little bit of work to do for the next public release.

    Stay tuned.

    in reply to: VorpX just shuts down at launch #14051
    Ralf
    Keymaster

    If you checked everything in the trouble shooting guide above – especially the part about programs that might interfere with vorpX – and still have this issue, please send a mail to support |at| vorpx com for some individual trouble shooting.

    in reply to: Re-activation possible? #13966
    Ralf
    Keymaster

    Just like peteski says, could please resend your request? The first one probably got lost or was ovelooked for some reason. Sorry for the inconvenience.

    in reply to: VorpX Stereo Driver control crashing at startup #13926
    Ralf
    Keymaster

    Could you please check whether disabling your antivirus program helps with this and report back which AV solution you use if it does? If that doesn’t help, please write a mail to support |at| vorpx com for some trouble shooting.

    Provided vorpControl.exe doesn’t crash too, which you can verify by checking whether the tray icon is visible, vorpX will still work for the vast majority of games despite this error BTW.. vorpControl64.dat is only required for games with 64bit executables.

    As a workaround you can switch to the 32bit .exe of a game for now. Luckily there are very few games until now that are 64bit exclusively.

    in reply to: Quadruple Display Bug. Help o_O #13911
    Ralf
    Keymaster

    I’ll look into it over the course of the next week. This shouldn’t even be possible without using a shortcut + having the watcher enabled. Seems I overlooked something… With a little bit of luck creating a profile for the game will be sufficient.

    in reply to: Next Update? #13730
    Ralf
    Keymaster

    The current version still is 0.64. It is displayed in the bottom left corner of the screen whenever you run a game with vorpX.

    vorpX checks for updates on every startup and updates automatically if it finds a new version. Pretty similar to how Steam updates work. If you want to (re-)install the latest version manually, you can simply use your original web installer. It always fetches the latest available version from the server.

    in reply to: Does this have online activation? #13718
    Ralf
    Keymaster

    vorpX needs to be online for installation and activation. After you activated it, it can be used offline on the PC that you activated it on. You lose the ability to update when using it only offline though.

    in reply to: Split: Game Hints and Settings ReadMe #13712
    Ralf
    Keymaster

    lsstore.vorpx.com/buy/32819a72-ac75-4517-b702-358d17892e9a

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