Ralf

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Viewing 15 posts - 9,886 through 9,900 (of 10,114 total)
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  • in reply to: F1 2012 problem #11314
    Ralf
    Keymaster

    Many, hopefully most of these Steam crashes on startup will be solved in the first update (due sometime next week). This is most likely caused by a conflict between the Steam copy protection and the way vorpX ‘hooks’ into games. The strange thing is that it affects different games on different machines. Some don’t have it at all, others can’t start multiple games. Pretty nasty issue, but who knows exactly what Steam does…

    I’m quite confident though that the coming update solves this in most, if not all cases.

    in reply to: How to save VorpX settings per game? #11300
    Ralf
    Keymaster

    The vast majority of settings is saved per game, only very few mostly on the display and the input page are global. Which are the global ones that you would like to have per game?

    There was a decision process involved regarding which settings are global and which are not, but nothing is set in stone, of course. If you have a good reason why a specific setting should rather be per game, I might re-evaluate that decision. :)

    in reply to: Bioshock Infinite best settings #11295
    Ralf
    Keymaster

    The top/bottom distortion is an artifact of the ‘Smart’ aspect ratio mode. You can get rid of it completely by selecting another aspect ratio mode (display page of the in-game menu).

    The solution I prefer though is choosing a 5:4 or 4:3 screen res (1280×1024 or 1600×1200), which makes life much easier for the ‘Smart’ mode, resulting in less top/bottom distortion. 16:9 modes are clearly the worst choice in this regard. Depending on graphics card and driver settings there is a certain chance though that only 16:10 modes are displayed fullscreen on your Rift.

    in reply to: Bioshock Infinite best settings #11293
    Ralf
    Keymaster

    The FOV should be set as high as possible in the games video options. Additionally you can do an .ini tweak, which makes definitely sense:

    – Open XUserOptions.ini in [My Documents]\My Games\BioShock Infinite\XGame\Config in a text editor
    – Search for “MaxUserFOVOffsetPercent” and change the current value to something around 30.0 .
    – Setting the in-game FOV slider to the right now gives you a horizontal FOV of ~90° which is what you want in the Rift.

    Regarding 1:1 headtracking you have to try different values for the “Head Tracking Sensitivity” in vorpX. This value is dependent on the mouse sensitivity you have chosen in-game, so unfortunately there is no absolute answer for the right setting here.

    Hpoe that helps.

    in reply to: Forcing FOV and world scale #11288
    Ralf
    Keymaster

    “Scaling” the world can be done by changing the ‘Eye Distance’ in the in-game menu, which does essentially the same, this works best in Geometry 3D, in Z-Buffer 3D the effect is limited for various reasons.

    There are two methods for changing the FOV: the ‘3D-FOV-Enhancement’ for Geometry 3D, which does what you know from other drivers, and the ‘2D-FOV-Enhancement’ that works in all modes, even without any Stereo 3D. As you already noticed the latter is a matter of taste though, since it introduces some image distortion, especially when set too high.

    Hope that hepls.

    in reply to: Codemasters Dirt 2/3/Grid #11284
    Ralf
    Keymaster

    Exactly, IPD and Eye Separation are indeed two different things. The IPD determines how far the image centers are apart on the Rift screen (it’s a real world setting, so to speak), while the Eye Separation determines the distance between the stereo ‘cameras’ in the game, which influences the strength of the 3D effect and thus the perceived scene scale. In other words: Eye Separation is the virtual IPD in the game.

    in reply to: "Head tracking init failed" HALP #11278
    Ralf
    Keymaster

    Most likely there is another program running that blocks the tracker (possibly a crashed one). The Oculus tracker can only be accessed by one program at a time.

    There is a pretty good chance that re-booting Windows will solve the issue.

    Hope that helps.

    in reply to: Codemasters Dirt 2/3/Grid #11277
    Ralf
    Keymaster

    Glad you like it overall. :)

    The scaling issue can easily be solved by lowering the ‘Eye Separation’ in the menu. It’s too high per default in GRID. About half of the default value should look correct.

    in reply to: VORPX Grabs Tracking Even When Disabled #11266
    Ralf
    Keymaster

    The tracker is always initialized, regardless whether its input is used or not. This might change in a future version to enhance interoperability with Opentrack/Freetrack, but isn’t 100% decided yet because of possible unwanted side effects.

    I’ve heard from several people that they where able use various racing titles with Opentrack/Freetrack the way you tried, not sure though whether there currently is a workaround for FSX.

    You can get normal Rift headtracking by using FSX’s freelook mode, which is activated with [SHIFT]O per default (might be different for your setup though).

    Hope that hepls.

    in reply to: Codemasters Dirt 2/3/Grid #11263
    Ralf
    Keymaster

    Definitive yes for DIRT2, not 100% sure atm for DIRT3, but I think so. Both games currently have to be forced to DX9 for Geometry 3D, but that’s easily doable with an .ini tweak.

    BTW: Another benefit of vorpX is that you get (limited) head tracking in Codemaster games, since vorpX can use the head tracker as gamepad axis.

    in reply to: Codemasters Dirt 2/3/Grid #11261
    Ralf
    Keymaster

    Hi Tankshell,

    vorpX has a shadow fix for GRID in Geometry 3D. It’s not 100% perfect, but the vast majority of shadows look fine. See the screenshots below:

    GRID Oculus Rift vorpX

    GRID Oculus Rift vorpX

    in reply to: street fighter 4 #11255
    Ralf
    Keymaster

    Hi 3DRat,

    No promises regarding stereo support, but I’ll look into it, can’t hurt to have one or two fighting games supported. Getting correct head tracking in a game like this is not very likely, unless it supports looking around with the mouse or the gamepad, which I don’t think is the case.

    Although theoretically it is possible to rotate the camera even without mouse look, in almost all games this introduces heavy clipping issues, so it’s not a viable option in practice.

    in reply to: Need for Speed Most Wanted: Vorpx error #11251
    Ralf
    Keymaster

    Just checked it, and unfortunately currently there is only an explanation, no solution.

    NFS:NW [2012] does something relatively uncommon: On DX11 capable cards it utilizes DX11 without having a true DX11 renderer. No matter how new the card is, the game always creates a DX11 rendering device with feature level 10.0, something that vorpX currently does not support.

    If there would be a way to force the game to use pure DX10 rendering through a command line switch or an ini tweak, this could be circumvented. Not sure though whether something like this exists.

    in reply to: Need for Speed Most Wanted: Vorpx error #11249
    Ralf
    Keymaster

    A 570 GTX should indeed support the required feature level.

    Apart from that: I just realized that NFS:MW is a ‘bug’, or better a inaccuracy in the supported games list. The NFW:MW in the list is the original one, not the 2012 remake. Sorry for the confusion.

    Still, the error you get seems awkward considering your card, so I will take a look at NFS:MW [2012] as soon as possible.

    in reply to: Need for Speed Most Wanted: Vorpx error #11247
    Ralf
    Keymaster

    Hi Paul,

    This error indicates that the game tries to run in DirectX 11 mode, but your graphics card does not support the DirectX 11 ‘feature level’ that is required by vorpX. Many games can be forced to use pure DX9 instead to circumvent something like this, a short Google search revealed no such option for NFS:MW though, so unfortunately you might be out of luck unless you have access to a fully DX11 compatible graphics card.

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