Ralf

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  • in reply to: vorpX – Pre-Release Thread #452
    Ralf
    Keymaster

    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.

    in reply to: Ready to buy! where is it :) #451
    Ralf
    Keymaster

    I 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.

    in reply to: 3D Vision & TrackIR #447
    Ralf
    Keymaster

    Right 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.

    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: vorpX – Pre-Release Thread #426
    Ralf
    Keymaster

    @ 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. :-)

     

    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.

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