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Ralf
KeymasterIf nothing unforeseen happens, you won’t have to wait very long anymore. Doesn’t make much sense to release anything, before I had the chance to check whether everything looks OK with the real Rift.
I had already press demos though with a DIY-prototype, so rest assured that it works. :)
Ralf
KeymasterNo fixed release date yet, sorry. I don’t have my Rift yet (awaiting it shortly though), so I still can’t exactly tell how long the final adjustments will take.
Ralf
KeymasterMost mods should work just fine with vorpX. There might be exceptions to this, if a mod changes the way a games renderer works internally, that’s hard to predict. But if at all, that would only by a very small percentage of mods.
Apr 19, 2013 at 8:56pm in reply to: how does the drive manage shadows and reflections while rolling? #504Ralf
KeymasterIt’s not officially supported, but most likely it will work. The last time I (briefly) tried it, it seemed to work fine. No guarantees though. :)
Apr 16, 2013 at 4:55pm in reply to: how does the drive manage shadows and reflections while rolling? #497Ralf
KeymasterThat’s one of the reasons (but not the only one) why vorpX has two differnt modes to create the 3d effect. See the latest blog post for details: http://www.vorpx.com/more-headtracking-z-buffer-vs-geometry-3d
Ralf
Keymaster@ Mike: I hope to get my Rift with the next batch that is sent out. Headtracking is fully supported in vorpX of course.
Ralf
KeymasterTo quote the FAQ: :)
“Additionally to ‘making games 3d’ vorpX offers various features to tackle many of the issues that arise when playing games on the Rift that are not designed for it.”
Ralf
KeymasterOnline gaming is not recommended for now, since unfortunately I have no way of telling how anti-cheat systems react. I tried to reach out to Punkbuster regarding a possible validation process, but haven’t heard back from them so far. Maybe once vorpX is available it will be easier to get in touch.
That being said, vorpX’s base mechanism is similar to Fraps, the Steam overlay or image enhancers like SweetFX etc. which are used by many people online without any problems. If game companies would start banning everyone who uses some kind of DirectX intercepting program, they would have to ban a lot of people for no reason. I just can’t guarantee anything.
Ralf
KeymasterYou won’t have to wait four months, that much I can tell. :-)
Ralf
KeymasterThe 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.
Ralf
KeymasterI 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.
Ralf
KeymasterRight 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? #441Ralf
KeymasterUnfortunately 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. :)
Ralf
KeymasterOpenGL 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? #434Ralf
KeymasterShort 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.
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