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RalfKeymasterThe vast majority of settings is saved per game, only very few mostly on the display and the input page are global. Which are the global ones that you would like to have per game?
There was a decision process involved regarding which settings are global and which are not, but nothing is set in stone, of course. If you have a good reason why a specific setting should rather be per game, I might re-evaluate that decision. :)
RalfKeymaster“Scaling” the world can be done by changing the ‘Eye Distance’ in the in-game menu, which does essentially the same, this works best in Geometry 3D, in Z-Buffer 3D the effect is limited for various reasons.
There are two methods for changing the FOV: the ‘3D-FOV-Enhancement’ for Geometry 3D, which does what you know from other drivers, and the ‘2D-FOV-Enhancement’ that works in all modes, even without any Stereo 3D. As you already noticed the latter is a matter of taste though, since it introduces some image distortion, especially when set too high.
Hope that hepls.
RalfKeymasterExactly, IPD and Eye Separation are indeed two different things. The IPD determines how far the image centers are apart on the Rift screen (it’s a real world setting, so to speak), while the Eye Separation determines the distance between the stereo ‘cameras’ in the game, which influences the strength of the 3D effect and thus the perceived scene scale. In other words: Eye Separation is the virtual IPD in the game.
RalfKeymasterMost likely there is another program running that blocks the tracker (possibly a crashed one). The Oculus tracker can only be accessed by one program at a time.
There is a pretty good chance that re-booting Windows will solve the issue.
Hope that helps.
RalfKeymasterGlad you like it overall. :)
The scaling issue can easily be solved by lowering the ‘Eye Separation’ in the menu. It’s too high per default in GRID. About half of the default value should look correct.
RalfKeymasterThe tracker is always initialized, regardless whether its input is used or not. This might change in a future version to enhance interoperability with Opentrack/Freetrack, but isn’t 100% decided yet because of possible unwanted side effects.
I’ve heard from several people that they where able use various racing titles with Opentrack/Freetrack the way you tried, not sure though whether there currently is a workaround for FSX.
You can get normal Rift headtracking by using FSX’s freelook mode, which is activated with [SHIFT]O per default (might be different for your setup though).
Hope that hepls.
RalfKeymasterDefinitive yes for DIRT2, not 100% sure atm for DIRT3, but I think so. Both games currently have to be forced to DX9 for Geometry 3D, but that’s easily doable with an .ini tweak.
BTW: Another benefit of vorpX is that you get (limited) head tracking in Codemaster games, since vorpX can use the head tracker as gamepad axis.
RalfKeymasterHi Tankshell,
vorpX has a shadow fix for GRID in Geometry 3D. It’s not 100% perfect, but the vast majority of shadows look fine. See the screenshots below:


RalfKeymasterHi 3DRat,
No promises regarding stereo support, but I’ll look into it, can’t hurt to have one or two fighting games supported. Getting correct head tracking in a game like this is not very likely, unless it supports looking around with the mouse or the gamepad, which I don’t think is the case.
Although theoretically it is possible to rotate the camera even without mouse look, in almost all games this introduces heavy clipping issues, so it’s not a viable option in practice.
RalfKeymasterJust checked it, and unfortunately currently there is only an explanation, no solution.
NFS:NW [2012] does something relatively uncommon: On DX11 capable cards it utilizes DX11 without having a true DX11 renderer. No matter how new the card is, the game always creates a DX11 rendering device with feature level 10.0, something that vorpX currently does not support.
If there would be a way to force the game to use pure DX10 rendering through a command line switch or an ini tweak, this could be circumvented. Not sure though whether something like this exists.
RalfKeymasterA 570 GTX should indeed support the required feature level.
Apart from that: I just realized that NFS:MW is a ‘bug’, or better a inaccuracy in the supported games list. The NFW:MW in the list is the original one, not the 2012 remake. Sorry for the confusion.
Still, the error you get seems awkward considering your card, so I will take a look at NFS:MW [2012] as soon as possible.
RalfKeymasterHi Paul,
This error indicates that the game tries to run in DirectX 11 mode, but your graphics card does not support the DirectX 11 ‘feature level’ that is required by vorpX. Many games can be forced to use pure DX9 instead to circumvent something like this, a short Google search revealed no such option for NFS:MW though, so unfortunately you might be out of luck unless you have access to a fully DX11 compatible graphics card.
RalfKeymasterHi Foxhound,
The safest settings display wise are “Use system settings” in vorpX and clone mode in the Windows display properties, combined with the Rifts default screen resolution of 1280×800 in game. Other settings might or might not work correctly, depending on graphics card, driver settings etc. So it’s best to use the ‘safe settings’ first, and experiment from there.
If the images still do not line up with these settings, you should try to lower the IPD a few millimeters, which might also be the cause of the issue.
Hope that helps.
RalfKeymasterThe first update (due in a week or so) will have quite a few changes regarding the startup process. This should help with many (hopefully most) Steam/VAC related crashes on game start.
RalfKeymasterHi,
That sounds strange. Did you try the simple things that come to mind first when such things happen? Re-booting Windows and such? A new vorpX version can’t be the cause, since there was no update so far. You could try to uninstall and then reinstall vorpX to make sure the installation is intact.
Both games are currently not supported currently, btw. But good to hear that they seem to work in unsupported mode.
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