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RalfKeymaster
The basic principle is the same in vorpX. The shader vorpX uses is more complex though and also has at least one extra feature that enhances image quality. It’s also possible (and recommended) to use slightly higher resolutions in conjunction with GPU-downsampling. That helps a LOT image quality wise.
RalfKeymasterI didn’t receive my devkit so far, which is needed for some adjustments, so I still can’t give an exact date for now, sorry. I’m expecting it in the not too distant future though.
RalfKeymasterRight now the Rift support is the top priority, sorry. Once everything is fully ironed out in that regard, I might take a look at other options.
I’m not quite sure whether 3D-Vision support is possible at all though.
Apr 3, 2013 at 8:13pm in reply to: Ralf, have you received your Rift? if so what do you think about it? #441RalfKeymasterUnfortunately 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. :)
RalfKeymasterOpenGL and DX8 aren’t supported in the first release. This may change in the future though.
Apr 2, 2013 at 2:07am in reply to: Ralf, have you received your Rift? if so what do you think about it? #434RalfKeymasterShort 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.
RalfKeymaster@ arni : All I will say for now is that vorpX is developed with a Rift like prototype for months. I’m *very* well aware of the various issues that arise when playing older games on the device. BTW: I’m glad that you show so much interest in vorpX, but please be patient. If I would try to answer all of your detailed questions, there would be no time left for developing. :-)
RalfKeymasterYes, 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: …
RalfKeymasterA 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.
RalfKeymasterWith 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.
RalfKeymasterTracker 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.
RalfKeymasterThere are issues with HUDs and menus in various games, although impossible is not the word I would use in most cases.
RalfKeymasterSee above…
RalfKeymasterA 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.
RalfKeymasterYes, vorpX does support rotation around all three axes.
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