Ralf

Forum Replies Created

Viewing 15 posts - 9,721 through 9,735 (of 9,739 total)
  • Author
    Posts
  • in reply to: vorpX – Pre-Release Thread #328
    Ralf
    Keymaster

    Editing gets disabled after 15 minutes or so, BBCodes are a way to format text in many forums. If you haven’t missed them until now, you can most likely forget about them.

    Regarding me being cautious while snowboarding, I’ll see what I can do. Without any risk at all it isn’t much fun unfortunately. :-)

    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: vorpX – Pre-Release Thread #308
    Ralf
    Keymaster

    The good news: I backed the Kickstarter on day one. So if all goes well, I should get my Rift quite early. It has to be shipped to Europe though.

    The bad news: I’m snowboarding in the Alps this week… But back at work next monday.

    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: vorpX – Pre-Release Thread #300
    Ralf
    Keymaster

    A desktop mode is planned and *might* get integrated in future versions. I have something running in a test app outside of vorpX, but that will not make it into the first release, games are top priority right now.

    Due to its limited resolution the Rift isn’t that well suited for working on the desktop anyway, that is really more a gimmick than anything else.

    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.

     

    in reply to: Stop by and say hi #291
    Ralf
    Keymaster

    I backed the Kickstarter on day one. If all goes well (including shipping to Europe), I should get my devkit relatively early.

    in reply to: Stop by and say hi #275
    Ralf
    Keymaster

    Thank you, for stopping by and saying hi.

    in reply to: vorpX – Pre-Release Thread #274
    Ralf
    Keymaster

    Arni, I’m really sorry that I can’t answer all of your feature related questions for now. For some answers you will have to wait a little longer. I’m sure you understand.

    in reply to: vorpX – Pre-Release Thread #270
    Ralf
    Keymaster

    I can’t really comment on other solutions, but the basic idea is most likely similar. vorpX has many additional features though. Most prominently the fast 3d mode and a lot more supported games, but almost as important various other features to ease your life with older games. I didn’t talk about all of them so far, so stay tuned.

    vorpX comes with an easy to use installer, but nothing is installed to your system directory. I hope that answers your question.

    in reply to: vorpX – Pre-Release Thread #261
    Ralf
    Keymaster

    @ yautja_cetanu : Thanks! I feel the same about what happened. Even after talking with him for a while, the site owner essentially wanted a 10$ share (“at least”) of each sold copy, combined with an exclusive multi-year discount deal for his site. And that without even being able (or willing) to provide data about similar campaigns run through his site. No way I could agree to this. It was just too far off from anything reasonable.

    @ mane43 : Your rig should be more than fine. With the fast 3d-method 60fps are possible even with mid range PCs in many games.

    in reply to: vorpX – Pre-Release Thread #250
    Ralf
    Keymaster

    @ arni : I backed the Kickstarter project on day one, so I should receive my Rift pretty early if all goes well.

    @ mikearms : No decision in this regard for now. I know that many people like to tweak settings, so most likely you will be able to adjust some things at least to a certain degree. But – and that’s a very important but – in contrast to 3D on a monitor, in VR this is absolutely not a ‘more is better’-setting. It has to be chosen very carefully. If you overdo it, the world around you starts to look out of scale. The effect is quite interesting psychologically, but not something you would normally want.

    in reply to: vorpX – Pre-Release Thread #217
    Ralf
    Keymaster

    Once you have your Rift, I’m quite confident that you will realize the importance of speed. :) Trust me. No way you can compare this to playing 3D games on a monitor in any way. When you turn your head, you want the image to follow immediately, 30fps is just not enough for this. If you have any doubts in this regard, read what people like John Carmack have to say about it.

    That being said, vorpX has both methods of creating 3D! The fast depth buffer approach is the default and my primary focus for the first release, mainly because of the huge speed benefits. But for some games – not all – there is also a ‘classic’ mode that renders everything twice, in case you prefer that. I wouldn’t though in most cases.

     

    in reply to: vorpX – Pre-Release Thread #184
    Ralf
    Keymaster

    A first release should be available relatively shortly after the devkits arrive.

    Unfortunately I can’t give you a more exact date for now. Some parameters have to be adjusted for the real Rift devkit, and I also have to include code for the Oculus headtracking sensor. That is not possible without the Rift SDK.

Viewing 15 posts - 9,721 through 9,735 (of 9,739 total)

Spread the word. Share this post!