Ralf

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Viewing 15 posts - 9,226 through 9,240 (of 9,242 total)
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  • Ralf
    Keymaster

    Unfortunately I have nothing to compare. The resolution could be better of course, but it’s really not that bad, provided you don’t look at it with a tech-geeks eyes. Look at the picture, not the pixels. :)

    in reply to: Naughty request #440
    Ralf
    Keymaster

    OpenGL and DX8 aren’t supported in the first release. This may change in the future though.

    Ralf
    Keymaster

    Short answer: No, I diddn’t receive mine yet.

    Longer answer: Judging from my DIY-prototype, which is very similar to the actual 7″ devkit, except for the tracker, I’m sure you won’t have any reason to complain. :-) There is room for improvement, no doubt about that. But the current devkit is absolutely able to deliver some great VR experiences.

    in reply to: How does the Head tracking work ? #423
    Ralf
    Keymaster

    Yes, the headtracking does what the mouse normally does, plus special treatment for the roll axis. In most games that means head and body turning are handled the same way, with the exception of some racing games and flightsims that have a dedicated mouselook. Feels a little bit strange at first, but you get used to it pretty quick. Even Carmack did it this way in his Doom 3 demos.

    PS: …

    in reply to: ENB Series / SweetFX #381
    Ralf
    Keymaster

    A short test with Skyrim+ENB seemed to be successful. :)

    Conflicts are still possible though, so there will be no official support for something like this.

    in reply to: image "stabilization" #365
    Ralf
    Keymaster

    With the sensor code I’m using currently the tracking works very nicely as far as I’m concerned. No random jitter, but small head movements are still there. I can’t say right now how the Oculus sensor code works in this regard, but my guess is that they spend a lot of time to get this right.

    in reply to: mouse sensitivity #364
    Ralf
    Keymaster

    Tracker sensibility can be adjusted for each game in my current dev-version. I’m not 100% sure whether it will be possible to handle this the same way with the Oculus sensor, but most likely (99%) it will.

    Resolution is not handled automatically, you will have to switch it manually for Rift- or non-Rift usage. I experimented with an automatic solution at one point, but in the end decided to ditch it, at least for the first release.

    in reply to: Menus HUDs #356
    Ralf
    Keymaster

    There are issues with HUDs and menus in various games, although impossible is not the word I would use in most cases.

    in reply to: Yaw? #351
    Ralf
    Keymaster

    See above…

    in reply to: release list? #350
    Ralf
    Keymaster

    A list will be published before release. Many more games than those that are initially fully supported with stereoscopic 3d do run without stereoscopy, BTW.

    If you have a specific wish, you can simply post it in the wish list thread. I’m checking it regularly.

    in reply to: Yaw? #333
    Ralf
    Keymaster

    Yes, vorpX does support rotation around all three axes.

    in reply to: Shaders (Helix) #326
    Ralf
    Keymaster

    It depends a little bit on the game, whether this is an issue on the Rift at all. The best games on the Rift are those that render the weapon close to the left/right border, as much outside the center of your vision as possible. A huge weapon rendered directly in front of your face is one of things that you don’t want on the Rift for sure.

    in reply to: Stop by and say hi #307
    Ralf
    Keymaster

    vorpX supports many more games, its default 3d-mode is nearly twice as fast (a ‘classic’ 3d mode is still there though, but not for all supported games), and there are a few unique features that ease your life with older games on the Rift. More on that shortly before release. I’m quite confident that you don’t want to miss at least some of them, once you know about them.

    And thanks for spreading the word, that’s always welcome. :-)

    in reply to: Speeds in games #301
    Ralf
    Keymaster

    Unfortunately that is outside the scope of vorpX, since it would require specific memhacks for every game, which isn’t such a great idea anyway for many reasons.

    And while I would agree that exploration style games with a slower pace are better suited for  the Rift, no doubt about that, faster games like Quake etc. are still fun.

    in reply to: Shaders (Helix) #299
    Ralf
    Keymaster

    I haven’t looked into this so far. With a little bit of luck helix mods will work with vorpX, but I can’t promise anything. With the fast 3d construction this will not necessary, BTW., there are no problems with shaders in this mode by design.

     

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