Ralf

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  • 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.

    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.

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