Ralf

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Viewing 13 posts - 9,991 through 10,003 (of 10,003 total)
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  • 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.

    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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