Ralf

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Viewing 15 posts - 9,286 through 9,300 (of 9,738 total)
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  • 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.

    in reply to: Will vorpX support DK2? #16143
    Ralf
    Keymaster

    Hello Tommy,

    Head tracking does not work on the DK2 with the current version of vorpX. Please check the DK2 first aid thread for additional information: https://www.vorpx.com/forums/topic/using-vorpx-0-64-with-the-dk2/

    The fully DK2 ready vorpX update will be available soon. Stay tuned and thanks for your patience.

    in reply to: 64-bit support #16134
    Ralf
    Keymaster

    Is this DK2 related? Head tracking does not work on the DK2 with the current version of vorpX. Please check the DK2 first aid thread for additional information: https://www.vorpx.com/forums/topic/using-vorpx-0-64-with-the-dk2/

    The fully DK2 ready vorpX update will be available soon. Thanks for your patience.

    in reply to: 64-bit support #16131
    Ralf
    Keymaster

    vorpX supports 32 and 64bit games.

    Ralf
    Keymaster

    Almost all games that worked on the DK1 will also work on the DK2. There might be exceptions though, not everything has been tested yet.

    Only positional tracking will be limited to a few games for the first DK2 ready vorpX release. More to follow.

    in reply to: vorpX – No Device Attached – DK2 #16121
    Ralf
    Keymaster

    Hello Listero,

    Head tracking does not work on the DK2 with the current version of vorpX. Please check the DK2 first aid thread for additional information: https://www.vorpx.com/forums/topic/using-vorpx-0-64-with-the-dk2/

    The fully DK2 ready vorpX update will be available soon. Thanks for your patience.

    in reply to: When can we expect an update? #16110
    Ralf
    Keymaster

    @ graylyn: No need to apologize.

    @ Iristrauma: I can’t be more specific currently than “as fast as possible”. More specific news will follow shortly. Stay tuned. Please keep in mind that we probably don’t have our DK2 any longer than you have yours. Thanks again for your patience.

    in reply to: Activation Instructions #16099
    Ralf
    Keymaster

    Hello sonaki,

    Sorry for the inconvenience. Your key was sent twice already to the second e-mail address you mentioned above: on August 4th, only seconds after we received your request, and a second time on August, 7th.

    I resent it again to both the addresses mentioned above. Please check your spam folder in case the messages are treated as spam for some reason.

    If that still doesn’t solve the issue, please contact support |at| vorpx com, ideally using another e-mail address to avoid similar issues.

    in reply to: DayZ Standalone #16092
    Ralf
    Keymaster

    DayZ support was added some time ago, but does not appear to work (again) with the latest DayZ build.

    Since the game is still in heavy development and dubbed a “Early Access Alpha” they change so much from time to time that stable support is next to impossible currently. Considering that they recently announced a switch to a completely new game engine, I won’t invest too much time with staying compatible to each alpha release at least until that switch happened.

    in reply to: Should I buy vorpx now? #16080
    Ralf
    Keymaster

    Hi rich,

    Thanks for the kind words. vorpX beta licenses are valid for all beta versions and upcoming 1.x releases. So yes, the DK2 update is included.

    in reply to: When can we expect an update? #16078
    Ralf
    Keymaster

    Here you find everything you want to know in regard to the upcoming changes:

    VorpX Update to Add Oculus Rift DK2 Support and More – Skyrim Positional Tracking Demo (video)

Viewing 15 posts - 9,286 through 9,300 (of 9,738 total)

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