Ralf

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Viewing 15 posts - 9,481 through 9,495 (of 9,746 total)
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  • Ralf
    Keymaster

    Unfortunately that’s not possible. But your Fallout 3 problem can be solved. You have to disable the gamepad in Fallouts game options, and then use ‘Handle gamepads internally’. That should do the trick.

    Unfortunately the current vorpX version has a bug that prevents you from remapping the gamepad buttons. That will be solved with the first update in a few days.

    Hope that helps.

    in reply to: How to disable mouse cursor? #11469
    Ralf
    Keymaster

    Updates are issued automatically, similar to Steam updates. As soon as an update is available it will be downloaded when you start vorpX Control.

    in reply to: Fallout New Vegas Help #11467
    Ralf
    Keymaster

    Hi ScarletSpirit,

    Please make sure that you do not have any d3d9.dll in your Fallout NV folder (for example from an ENB mod), which conflicts with vorpX.

    If you create shortcuts, you should create them for the main .EXE, not the launcher. In case of New Vegas that would be FalloutNV.exe.

    If that doesn’t help: There are problems with Steam, which affect seemingly random games on different machines. Maybe that’s the case here. This is being worked on and will be fixed (hopefully in all cases) with the next update, due sometime next week.

    Hope, that helps.

    in reply to: Call of Duty Ghosts #11458
    Ralf
    Keymaster

    Hi Paul,

    if nothing unforseen happens, the update will be available sometime next week. You just have to start vorpX Control to get it, it will be downloaded automatically.

    Hope that helps.

    in reply to: What the difference in 3D Reconstruction #11453
    Ralf
    Keymaster

    Hi David,

    If Z-Buffer 3D is supported, both sub-modes work. It’s purely a matter of taste what you prefer.

    Especially in conjunction with the optional depth of field effect the adaptive mode partly simulates a depth cue that is missing otherwise: accomodation. Think of it as something similar to a camera autofocus. Not everybody likes that though, so there really is no right or wrong decision here, just choose what you think looks better.

    in reply to: What about old games #11452
    Ralf
    Keymaster

    More profiles with full 3D support will be added over time. This will include some popular older titles. In the meantime you can still have lots of fun with these titles, since everything else, except stereoscopy, works just fine for most DX9-DX11 titles out of the box, even they do not have a profile.

    in reply to: A little lost #11448
    Ralf
    Keymaster

    You can adjust the Separation to your liking if you want, nothing wrong with that. In some games (including Skyrim) it’s currently a bit too high to give a realistic sense of scale per default, so it might make sense to set it lower until this is fixed.

    The IPD usually should not be touched though once it is calibrated. It’s quite important to have this set right to avoid eye strain while using the Rift over a longer time. Calibrating it with the Oculus utility is the best way to do this.

    in reply to: A little lost #11446
    Ralf
    Keymaster

    Eye Distance and IPD are two different things. The Eye Distance is the virtual camera distance in the game, while the IPD is your physical IPD.

    If you use an Oculus profile, you cannot set your IPD, since it is determined by the Oculus profile. The virtual Eye Distance can be set in both cases (which changes the ‘strength’ of the 3D effect).

    in reply to: A little lost #11444
    Ralf
    Keymaster

    If you refer to certain text overlays in Skyrim in Geometry 3D mode, that’s most likely not an IPD issue. It’s a small glitch in vorpX that might be fixed later. If only the text looks wrong, but the image itself looks OK, you shouldn’t change anything.

    But you can if you want: you don’t have to use an Oculus profile at all. Simply select ‘Do not use an Oculus Profile’ in the vorpX Configuration. After doing so you can manually change your IPD, either in the config window, or directly in-game on the display page of the in-game menu. vorpX also has its own calibration routine, which can be launched from the in-game menu.

    Hope that hepls.

    in reply to: A little lost #11441
    Ralf
    Keymaster

    You need no mod to use Skyrim with vorpX.

    You can use most mods of course. But in your case it sounds best to first try without any mods installed.

    in reply to: A little lost #11439
    Ralf
    Keymaster

    Hi Steampunkgears,

    not sure what might be the issue here. Did you try with a clean and unmodded install of Skyrim? Skyrim is not known to cause issues normally. The Script Extender that is requested on that page might cause issues for example (although it seems to work in general).

    One general thing you could try is to disable your virus scanner temporarily and see whether that helps. There might be a conflict between its memory protection and the way vorpX hooks into games.

    If you haven’t done so before, please also take a look at the trouble shooting sticky.

    in reply to: GTA IV – HUD Mod #11436
    Ralf
    Keymaster

    Finally had the chance to check this out. Pretty cool and really useful.

    in reply to: Call of Duty Ghosts #11435
    Ralf
    Keymaster

    I will take a look at it as soon as Steam finishes downloading.

    Update:

    The bad news: the current release version of vorpX doesn’t work. The good news: you will only have to wait a few days since the current dev version works fine, including (Z-Buffer-)3D. In other words: the next update will include the neccessary changes and a profile for COD:Ghosts.

    in reply to: What the difference in 3D Reconstruction #11434
    Ralf
    Keymaster

    There are two radically different approches for creating 3D in vorpX. The Z-Buffer method (Z-Normal, Z-Adaptive) and Geometry 3D. Currently not all supported games have Geometry 3D.

    Geometry 3D offers the most lifelike 3D effect, but costs about 50% framerate, while the Z-Buffer modes have a less natural 3D feel to them but instead guarantee you the high framerates that are needed for good (non-nauseating) head tracking.

    An article that describes the differences more detailed can be found here: https://www.vorpx.com/more-headtracking-z-buffer-vs-geometry-3d .

    A technical explanation of the adaptive Z-Buffer mode can be found here: https://www.vorpx.com/adaptive-3d-algorithm/

    in reply to: vorpX works, but no stereo #11433
    Ralf
    Keymaster

    Hi whsi,

    A (slightly outdated) list with games that support Stereo 3D can be found here: http://www.vorpx.com/games.

    Hope that helps.

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