Ralf

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  • in reply to: vorpX – Pre-Release Thread #179
    Ralf
    Keymaster

    Thanks for the correction, that’s what I meant. DXQuake isn’t even DX9, so it does not work with vorpX.

    Like you I would guess that there will be no shortage in native ports.

    in reply to: vorpX – Pre-Release Thread #176
    Ralf
    Keymaster

    @ 3drat: the list isn’t published yet. But I have good news in regard to Quake. There is a DirectX 9 port of Quake, called DXQuake. And it runs well with vorpX.

    @ eqzitara: Optimal 3D-settings for the Rift and for monitor-3D are quite different. In the current dev build I have a side by side and an anaglyph mode for quick tests on a monitor, but at least for the first release version both will most likely be deactivated. Might be added officially later though.

    in reply to: vorpX – Pre-Release Thread #173
    Ralf
    Keymaster

    For many games the only barrier might be that they haven’t been tested.

    There are a few things that have to be adjusted for each game to get full 3D support, expect the library with fully supported games to grow over time.

    in reply to: vorpX – Pre-Release Thread #170
    Ralf
    Keymaster

    Besides the ones mentioned in the original post there are for example Mass Effect 2+3, Flight Simulator X, Race Driver Grid (no headtracking for now), Far Cry, Half-Life 2, Metro 2033, rFactor, …

    A detailed list with all games that have full 3D-support will be made available before launch. There is something for everyone, or at least I hope so, a good mix of older and newer games from many genres.

    And even if your favorite game isn’t among the ~50 with full 3D-support, there is a high chance that it will run without stereoscopic 3D, but everything else.

    If you have any wishes, please post them here. I’m always open to suggestions, just don’t be disappointed if your wish isn’t included in the first release. The day only has so many hours. :)

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