Ralf

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Viewing 15 posts - 10,006 through 10,020 (of 10,113 total)
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  • in reply to: Create and Share Profiles? #10707
    Ralf
    Keymaster

    This will be handled in future versions of the software, but as of now there is no actual code written that allows profile sharing.

    in reply to: Not getting much 3D #10706
    Ralf
    Keymaster

    The Geometry 3D mode works exactly like 3D Vision, but in VR more 3D does not automatically mean better 3D. Your reference for comparisons should be the real world not some over the top monitor 3D effect, it’s called Virtual Reality after all. :)

    Usually settings are dialed in so that 3D proportions look similar to what you experience in reality. You can get ‘more 3D’ by raising the Eye Separation, but that also means getting wrong 3D compared to the real world. And vorpX on purpose doesn’t allow really extrem values, because those make the world look strangely small and lead to an rather unsettling feeling for many people after a short time.

    This is no error, not even a flaw, it’s just meant that way.

    In Z-Buffer-Mode things are different. More 3D, especially in the forground would be a good thing here, but that is technically impossible in this mode.

    in reply to: Still waiting for activation code after about 24H #10694
    Ralf
    Keymaster

    Unfortunately it takes about a day or even slightly more at the moment. On the bright side: thats’s still far less the then the 48hrs. we asked you to allow us in the registration dialog. :)

    Thanks for your patience!

    in reply to: Nothing works for me… #10686
    Ralf
    Keymaster

    Those Bioshock Infinite reports make me really sad. Its such beautiful game with the Rift. Unfortunately I’m not able to reproduce something like this and for others who posted here it seems to work fine too. Such things are hard to track down… Might this somehow be location dependent? Maybe someone can provide me with a savegame. Might be a long shot, but is worth a try.

    Also in general what unclebob says: first and foremost get rid of any d3d9.dll / d3d10.dll / d3d11.dll / dxgi.dll / xinput override DLLs that you might have copied in a games directory. Otherwise all sorts of weird things can happen. The next vorpX version will have built in safety checks and warn you in such cases.

    Ralf
    Keymaster

    Just saw, you meant a wheel, sorry.

    Ralf
    Keymaster

    @ Steve : That is already possible. Just checkout the controller mapping mapping page in the in-game menu, you can then map the middle-mouse button to any gamepad button, inkl SHIFT/ALT Modifiers (XBox 360 Pad needed). I usually use the Thumbstick buttons for EdgePeek/VR-Hotkeys . That might even be pre-configured.

    Make sure that “Handle Gamepads internally” is ON for this to work

    Ralf
    Keymaster

    Fair enough. Also good to know that refunds are handled this quick.
    Looking forwarding to seeing you again.

    in reply to: Headtracking – issues, tips and tricks #10676
    Ralf
    Keymaster

    Couldn’t keep it brief. Sorry.

    Ralf
    Keymaster

    Getting refund before auhorization is no problem, please a email whith name used when purchasing and your order number number, we will refund your money immediatly after wards.

    Out of couriosity: Did ever send an registration request? After 35 hours you should have gotten your activation, there went definitely something wrong.

    in reply to: vorpcontrol.exe – entry point not found #10667
    Ralf
    Keymaster

    No, thank you for making that show up. I will check whether I can safely replace that function call with something Vista compatible. But not in the next few days.

    Your license might get invalid, but it will be reset, of course. In case you are required to reauthorize just send another request e-mail and state that you are the guy with Vista from a few days ago. That’ll be enough.

    in reply to: vorpcontrol.exe – entry point not found #10665
    Ralf
    Keymaster

    I’m not sure wehther this something you will like to hear: The fix is to install Windows7 (or higher). I guess you use Vista or even XP, right?

    in reply to: FOV Enhancement, ENHANCEMENT REQUEST #10647
    Ralf
    Keymaster

    You wouldn’t really want that, believe me. This features causes heavy distortion, in most cases even the current max. value is too much. I generally recommend values of ~0.5 which is a good compromise between (fake-)enhanced FOV and distortion.

    In Geometry there is a ‘real’ FOV enhancement btw. That can cause other glitches but is generally preferable with Geometry3D. 0.5 is a good value here too.

    in reply to: Headtracking – issues, tips and tricks #10646
    Ralf
    Keymaster

    Hi Steve,

    Yes, documentation is an issue, on the other hand 95% of people wouldn’t read it anyway…, plus the gamepad stuff is quite unintuitive atm.

    For headtracking to work in racing titles that do not have mouselook but allow you to look around with an analog stick, make sure that the gamepad emulation is set to the follwing options:

    Handle Gamepads Internally = Off
    Headtracking as Gamepad = Relative or Absolute depending on the game, you should get a grasp of what’s better quickly.
    The options below this should be more or less self explanatory except maybe Deadzone Correction, which effectively eliminates analog stick deadzones set by the game.

    If this is done your headtracker is now a gamepad axis. The final step is to go to the game’s input options and map look left/right/up/down to the ‘Rift-Gamepad-Axis’, exactly as you would do with any other gamepad axis.

    Now you are able to look around in your cockpit. The view has to be centered from time to time because of possible yaw drift (should be greatly reduced with a calibrated magnetometer). There is a shortcut for centering.

    Please note that this will never be as good as mouselook-headtracking, since games do all kinds of filtering to gamepad axis movement, plus deadzones + non-linear ramps, and so on. Usually there is no way to get super responsive, perfect headtracking this way, but it’s always better than no headtracking at all.

    Some Codemasters titles should be more or less ready to go with the Rift as axis 0, but unfortunatly clip the movement in cockpit views beyond -/+45° or so. Works still quite nice. All you have to do is the setup in the game options.

    Hope this helps.

    ———————

    BTW: There is also a Gamepad to Mouse/Keyboard Emulation available that allows you to play any game with a gamepad, if you like. To enable that, set ‘Handle Gamepads internally’ to ‘On’. This also allows for example to play Skyrim with gamepad and head tracking wich is otherwise not possible.

    in reply to: Flight Simulator X, not working #10631
    Ralf
    Keymaster

    >> Ralf is apparently looking into this issue

    Don’t forget to mention that I also said it might not be solvabe. :)

    in reply to: Feature sugestion: Mouse look alternative. #10629
    Ralf
    Keymaster

    vorpX already uses the calibration data from the Oculus config tool.

    And if no calibration data is found it starts the automatic calibration that tries to calibrate silently in the background.

    The right click – functionality you suggest is by pure coincidence already in vorpX’s gamepad emulation, there is just no GUI-Button to activate it. I’m not sure whther I’d like to expose it, since vorpX’s original design pilosophy was to have as less switches and buttons as possible. On the other not much of this philosophy is left anyway due do people constanty requesting arcane stuff like you do… :)

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