Ralf

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Viewing 15 posts - 8,941 through 8,955 (of 9,739 total)
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  • in reply to: Speration of headtracking input? #23723
    Ralf
    Keymaster

    If I understand you correctly, that is already possible. You can emulate a gamepad axis with vorpX by following the steps below.

    Just be aware that this does not work as good as mouse emulation. Gamepad input is filtered quite heavily by most games, so you usually end up with pretty high latency and other issues. I would recommend to do this only if necessary, for example in racing games that do not have mouselook.

    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.

    If this is done, the head tracker 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 a real gamepad.

    in reply to: Help with Skyrim #23722
    Ralf
    Keymaster

    Hi Seelenmord,

    Thanks for the comprehensive guide! Much appreciated. One addition: You can make your life a little bit easier by using the DK2 as secondary display in Windows. This involves two steps:

    1. Set the DK2 as secondary display in the Windows monitor configuration.
    2. Set vorpX to “Show only on Rift DK2” instead of “Use system settings” in the vorpX config app.

    You should also set Skyrim to 1920×1080. Not sure whether you did that, didn’t see it in your post.

    in reply to: Did not Recive Key #23720
    Ralf
    Keymaster

    Hello,

    Your key was sent a few minutes after we received your request code. If you did not receive it, please send a mail to support |at| vorpx com, ideally using another e-mail address than the one you used for requesting the key.

    Please also check your spam folder, just in case.

    in reply to: 360 Controller disables tracking in Skyrim #23658
    Ralf
    Keymaster

    Skyrim (and other Bethesda games) disable the mouse when you enable the gamepad, which also disables vorpX’s head tracking.

    Not a real problem though, vorpX has it’s own gamepad emulation. Simply disable the gamepad in the Skyrim options menu and vorpX’s gamepad handling kicks in. You can configure button mappings etc. in the vorpX ingame menu.

    Ralf
    Keymaster

    Does this happen when you already have 0.43 installed?

    The installer does a version check normally, so it should only install the runtime if an older version of the runtime is found.

    In regard to the display issue please see my answer to your other post.

    in reply to: vorpX config error, please help! #23656
    Ralf
    Keymaster

    Please make sure to set the Rift as PRIMARY monitor in the Windows monitor configuration. This will solve your issue with games opening in the wrong display.

    If you want to use the Rift as secondary monitor you have the set vorpX to “Show on Rift DK2” in the config app, for which you need the config app, of course.

    This is explained in greater detail (including screenshots) in the DK2 Setup Guide that comes with vorpX.

    The config app crash may be related to a faulty DotNet installation on your machine. You can check that with the DotNet repair tool from the Microsoft website:

    http://www.microsoft.com/en-us/download/details.aspx?id=30135

    Please also try to diable your virus scanner temporarily. it might cause a conflict with vorpX.

    in reply to: VorpX patch? #22340
    Ralf
    Keymaster

    Hi, The next version (including the fix for the IPD calibration) will be ready in approx. two weeks. Under normal circumstances your vorpX will auto update when it becomes available.

    in reply to: Camera Height modifier #21872
    Ralf
    Keymaster

    OK, didn’t understand that correctly at first. That is not a good idea unfortunately. While solving the HUD issue in that particular game, it would introduce a bunch of problems related to collision detection etc. since the optical player position would differ from the ingame position. This isn’t a big deal in regard to the height of the camera, but causes numerous problems on the x-axis.

    I’ll check whether it’s possible to solve the HUD glitch in in TR:U otherwise. IIRC it was not possible to separate the HUD in that case though, so this might be impossible to fix. If you can live with the less natural 3D effect, you could switch to Z-Buffer 3D as a workaround.

    in reply to: Feature Request: Edge Peek Zoom level #21871
    Ralf
    Keymaster

    I’m always a bit shy about adding more and more sliders to the ingame menu. More options without any doubt make thing more flexible, but at the same time they also make things harder to understand, more complex to use and easier to misconfigure. These things also have to be considered.

    In this case I will give in though. :) Will be added as an expert option.

    in reply to: Guidance for Payday 2 #21870
    Ralf
    Keymaster

    In regard to the 90° rotation please check your monitor settings in the Windows display config. In most cases you will have to set the display orientation of the Rift to “Portrait”. If you use Windows 8, you might have to set it to “Landscape flipped” instead.

    In regard to the zoomed in image, please try one of the things below. You can get most games look almost perfect in this regard. And even for those that do not offer FOV control, neither directly, nor through vorpX, there are functions in vorpX to make them playable, although not in a perfect way.

    From best to worst here is what you can do:

    1. Set the game FOV directly in the game if it provides to dial in an FOV of 120°,
    2. Set the game FOV directly with the vorpX Game Optimizer (vorpX config app) for games that support it.
    3. Set the game FOV to 120 manually through an ini tweak or external tool (avaliable for many games, google FOV + game name).
    4. Use the 3D FOV Enhancement in the vorpX ingame menu (availabe in Geometry 3D games).
    5. Use one of the letterbox aspect ratio modes in the vorpX ingame menu and/or ImageZoom
    6. Use the 2D FOV-Enhancement in the vopX ingame menu (be aware that this distorts the image)

    If you didn’t do so already, please also check the Quick Reference and the “How to get the most out of vorpX” guide in the documentation. They contain the above information and quite a few more things that also help to make gaming with vorpX more fun.

    in reply to: Eager for Registration Code #21869
    Ralf
    Keymaster

    Hello,

    Like the vast majority of activation keys your key was sent a few minutes (six to be precise) after we received your request code. If it didn’t reach you, please contact support |at| vorpx com. In that case something did go wrong.

    Always make sure to check your spam folder.

    Also please always use the same mail address for the registration request that you used when you purchased vorpX. Otherwise the registration process might and probably will get delayed.

    in reply to: Program stopped working #21417
    Ralf
    Keymaster

    vorpX uses the Framework version 3.5. Forgot to mention that in the answer above. Sorry. Disabling your antivirus program temporarily might also be worth a try.

    If none of that helps, a fresh Windows install might solve the issue. Not sure whether that is an option for you though.

    in reply to: Vanishing of Ethan Carter #21416
    Ralf
    Keymaster

    The next version will be available within the next 2-3 weeks. The game should work fine in unsupported mode already. You can also play it in full Geometry 3D by renaming the main .exe from AstronautsGame-Win64-Shipping.exe to UDK.exe

    For the best experience please also do the following:

    1. disable mouse acceleration in the game.
    2. set GlobalSystemCameraFOVAngle=150.000000 in AstronautsSystemSettings.ini in your My Games\The Vanishing of Ethan Carter\AstronautsGame\Config Folder.

    in reply to: Camera Height modifier #21289
    Ralf
    Keymaster

    Moving the HUD left/right would be possible in games that support HUD scaling. Not sure whether that makes sense in many games, but the option will be added as an expert option.

    in reply to: no z3d call of duty mw3 #21288
    Ralf
    Keymaster

    Not sure what might cause the crash TBH. I’ll look into it. You should get 3D in Geometry 3D though, the game has G3D support. Maybe the default value is too low. Raising the 3D-Strength/Separation in the ingame menu might be worth a try.

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