| ## The "Official" VFX1 FAQ |
VFX1 HEADGEAR Virtual Reality System Release v2.0 Last Updated: August 25, 1997 Written by: Mickey Johnson (mickster@geneseo.net) ----------------------------------------------------------------------------- --------- CONTENTS: --------- Download the FAQ now [0] Preface ------------------------- |SECTION 1: INTRODUCTION| ------------------------- [1] Introduction [1-1] A word from Mickey Johnson [1-2] About the "Official" VFX1 HEADGEAR FAQ [1-3] Getting the "Official" VFX1 HEADGEAR FAQ [1-4] Adding to the FAQ [1-5] Acknowledgments [1-6] Accurate Information ------------------------------------ |SECTION 2: ABOUT THE VFX1 HEADGEAR| ------------------------------------ [2] What is the VFX1 HEADGEAR and how does it work? [2-1] What do I get with the VFX1 HEADGEAR? [2-2] What does head tracking do? [2-3] What is the audio of the VFX1 HEADGEAR like? [2-4] What is the video of the VFX1 HEADGEAR like? [2-5] What can the microphone be used for? [2-6] How many games are supported by the VFX1 HEADGEAR? [2-7] Will the VFX1 HEADGEAR slow down my computer? [2-8] Does the VFX1 HEADGEAR work with anything besides the PC? [2-9] Is the VFX1 HEADGEAR compatible with Windows 95 or Windows 3.1? [3] What makes the VFX1 HEADGEAR different from other Virtual Reality systems? [3-0] Comparing [3-0-1] Between the VFX1 HEADGEAR, the CyberMaxx 180 and the i-Glasses!, which has the best design? [3-0-2] Which of the 3 units is more comfortable to wear? [3-0-3] Which of these units has the best display? [3-0-4] How can I be sure of which HMD to buy? [3-1] What is Virtual Reality (VR)? [3-2] What is Virtual Orientation System (VOS)? [3-3] What is 3D video? [3-3-1] What is Line-Sequential 3D video? [3-4] What is the CyberPuck? [3-5] What is the VFX1 HEADGEAR Interface Protocol (VIP) card? [3-6] What does "immersive" mean? [3-7] What does "ergonomic" mean? [3-7-1] Why are ergonomics important? [3-8] What is ACCESS.bus? [3-9] What is IPD? [3-9-1] Why is IPD important? [3-10] Why does the VFX1 HEADGEAR use the VESA feature connector? [3-10-1] Why will the VFX1 HEADGEAR only display 256 colors? [3-11] Does the VFX1 HEADGEAR use de-pixelization filters? [3-12] What kinds of video does the VFX1 HEADGEAR accept? [4] Who created the VFX1 HEADGEAR? [4-1] How can I contact FORTE Technologies? [5] What are the differences between the different releases of the VFX1 HEADGEAR? [5-1] The VFX1? [5-2] The VFX1 HEADGEAR? [5-2-1] With filled rear text? [5-2-2] With open rear text? [6] Where can I get the VFX1 HEADGEAR and associated information? [6-1] From FORTE Technologies? [6-2] How can I get the the VFX1 HEADGEAR specs for creating add-on products? [6-3] What are the VFX1 HEADGEAR specifications? [6-4] Are there any web sites other than Forte's that have VFX1 information? [7] What is needed to run the VFX1 HEADGEAR? [7-1] What is REQUIRED to run the VFX1 HEADGEAR? [7-2] What is RECOMENDED to run the VFX1 HEADGEAR? [7-3] What video cards does the VFX1 HEADGEAR support? [7-4] What game controllers does the VFX1 HEADGEAR support? [7-5] What sound cards does the VFX1 HEADGEAR support? [8] What is the VFX1 HEADGEAR game software and where can I get it? [8-1] What does "native" mean? [8-1-1] What is a native driver? [8-2] What does "VRMouse" mean? [8-2-1] What is the VRMouse INI file? *8-3* What native games are available for the VFX1 HEADGEAR? *8-4* What VRMouse games are available for the VFX1 HEADGEAR? *8-5* Are there other applications that the VFX1 HEADGEAR can be used for other than gaming? [8-6] What can I do to help add to the number of available applications? ------------------------------------ |SECTION 3: USING THE VFX1 HEADGEAR| ------------------------------------ [9] How can I use the VFX1 HEADGEAR better? [9-1] Why should I get an extra cable? [9-2] What is the best way to fit the Smart Visor to my face? [9-3] How should I store the VFX1 HEADGEAR? [9-4] How can I help a friend enjoy a VFX1 HEADGEAR game? [9-5] What is an easy way to add volume control to the VFX1 HEADGEAR? [9-6] How do I clean the lenses? [9-7] What are the replacement optics for? [9-8] How do I use this CyberPuck? [9-8-1] Can I use two Cyberpucks? [9-9] Is it safe to unplug the CyberPuck when the headset is on? [9-10] Can the CyberPuck take a beating? [9-11] How do I put on the VFX1 HEADGEAR? [9-12] How do I adjust the brightness in the VFX1 HEADGEAR? [9-13] How do I use the nape strap? [10] How can I use this game better with the VFX1 HEADGEAR? [10-1] Darker [10-2] Dark Forces [10-3] Descent Shareware 1.2 (from the VFX1 HEADGEAR Bonus CD) [10-4] Descent Registered/Commercial/Dest. Saturn 1.4A [10-5] Descent 2 [10-6] DOOM [10-7] DOOM 2 [10-8] Rise of the Triad [10-9] Heretic [10-10] Hexen [10-11] EF2000 [10-12] Flight Unlimited [10-13] Magic Carpet [10-14] Magic Carpet 2 [10-15] Mech Warrior 2 [10-16] Quarantine [10-17] SuperKarts [10-18] System Shock [10-19] TekWar [10-20] Virtek [10-21] Wings of Glory [10-22] US Navy Fighters (Gold) / Marine Fighters [10-23] Zephyr [10-24] Witchaven [10-25] Witchaven II [10-26] Red Baron [10-27] Aces of the Pacific/Europe [10-28] Locus [10-29] Slipstream 5000 [10-30] Terminator Future Shock [10-31] Flight Simulator 5.0 [10-32] Virtuality Madness II [10-33] Terra Nova [10-34] Apache [10-35] Jane's Combat Simulations Advanced Tactical Fighters [10-36] Duke Nukem 3-D [10-37] Top Gun [10-38] Quake [10-38-1] What are Quake bots? [10-38-2] Are the mission add on packs worth buying? [10-39] Mechwarrior Mercenaries [10-40] Mechwarrior 2: Ghost Bear Legacy *10-41* Redneck Rampage [10-42] Skynet (Terminator Future shock) [10-43] Comanche 3 *10-44* Simcopter *10-45* Outlaws [10-46] Descent to Undermountain Demo *10-47* Blood *10-48* Shadow warrior *10-49* Chasm [11] What are all these utilities and drivers for the VFX1 HEADGEAR? [11-1] What is VFX1.COM? [11-1-1] What do all these options do? [11-1-2] How do I turn off the LCDs in the VFX1 HEADGEAR? [11-2] What is VRMOUSE.COM? [11-2-1] What are the improvements in VRMOUSE.COM 2.0x? [11-2-2] What do all these options do? *11-3* What about Windows 95? ----------------------------- |SECTION 12: TROUBLESHOOTING| ----------------------------- [12] Why won't the VFX1 HEADGEAR video work correctly? [12-1] What is the maximum resolution I can see in the headset? [12-2] Why don't I see anything on my monitor? [12-3] Why don't I see anything in the VFX1 HEADGEAR? [12-4] Why does the video in the VFX1 HEADGEAR look strange? [12-5] Why are the colors in the VFX1 HEADGEAR not like the monitor? [13] Why won't my sound card work with the VFX1 HEADGEAR? [13-1] Why can't I hear anything in the VFX1 HEADGEAR? [13-2] Why doesn't the microphone do anything? [13-3] Why does the sound stop when I start using the VFX1 HEADGEAR? [14] Miscellaneous VFX1 HEADGEAR problems [14-1] Why won't the tracking work correctly? [14-2] Why does the VFX1 HEADGEAR seem to crash at certain times? [14-3] Why isn't VRMouse working? [14-4] Why can't I use the CyberPuck in all the games? [14-5] Why do I get sick when playing games with the VFX1 HEADGEAR? [14-6] What are these SRAM errors? [14-7] Why can't I get the VFX1 HEADGEAR focused? *15* VFX1 - 1997 *15-1* Another word from Mickey Johnson *15-2* The games that I am playing in the VFX1 and why. *15-2-1* Quake *15-2-2* Magic Carpet *15-2-3* Mechwarrior mercenaries *15-2-4* Commanche 3 *15-2-5* Flight Unlimited *15-2-6* EF2000 *15-2-7* Skynet *15-2-8* Build engine games *15-2-9* Locus *15-2-10* Terra Nova *15-2-11* Simcopter *15-3* Multiplayer maddness *15-4* Want to see Mars from a 1st person perspective. (back) [0] Preface ***************************************************************************** NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE* Please take a look at section [15] VFX1-1997 NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE* ***************************************************************************** ---------- DISCLAIMER ---------- This FAQ is to aid in informing the public about the VFX1 HEADGEAR Virtual Reality System, by FORTE Technologies, Inc. Mickey Johnson claims NO responsibility regarding ANY illegal activity concerning this FAQ, or indirectly related to this FAQ. Mickey Johnson is not an employee of FORTE Technologies, Inc. and is not awarded payment for this document. This document is written entirely at the time and expense of Mickey Johnson. The information contained in this FAQ reflects the questions and answers of FORTE Technologies, Inc. and questioning FORTE Technologies, Inc. regarding any any information in this FAQ is possible by e-mail at "faq@fortevr.com". --------------------- TRADEMARK INFORMATION --------------------- All specific names included herein are trademarks and are held by their respective companies. Mickey Johnson in no way claims any rights to the trademarks contained herein. All rights to the trademarks in this file are still held by their respective companies. ---------------- COPYRIGHT NOTICE ---------------- This article is Copyright 1995, 1996 by Mickey Johnson. All rights reserved. You are granted the following rights: To make copies of this work in original form, so long as the copies are exact, complete and unedited; the copies include the copyright notice and these paragraphs in their entirety; the copies give obvious credit to the author, Mickey Johnson; the copies are in electronic form. To distribute this work, or copies made under the provisions above, so long as this is the original work and not a derivative form; you do not charge a fee for copying or for distribution; you ensure that the distributed form includes the copyright notice, this paragraph, the disclaimer of warranty in their entirety and credit to the author; the distributed form is not in an electronic magazine or within computer software (prior explicit permission may be obtained from Mickey Johnson); the distributed form is the NEWEST version of the article to the best of the knowledge of the distributor; the distributed form is electronic. You may not distribute this work by any non-electronic media, including but not limited to books, newsletters, magazines, manuals, catalogs, and speech. You may not distribute this work in electronic magazines or within computer software without prior written explicit permission. These rights are temporary and revocable upon written, oral, or other notice by Mickey Johnson. This copyright notice shall be governed by the laws of the state of Illinois. If you would like additional rights beyond those granted above, write to the author at "mickster@geneseo.net" on the Internet. ------------------------- |SECTION 1: INTRODUCTION| ------------------------- (back) [1-1] A word from Mickey Johnson ================================= I purchased my system at the beginning of October 1995, and the original version of the FAQ was put together in January 1996. I thought I would put my tips and tricks together to help new users. Headsets are so new that if you have a problem, there doesn't seem to be very many people available to ask for help. I hope this FAQ will stir up some discussion on the FORTE system. I am curious on how other users like the product, and I hope that this file will help to encourage users to share information on the HEADGEAR. I live in a rural community in the midwest, and most likely, I am the only FORTE owner within a 200 mile radius. I like troubleshooting hardware/software incompatibilities. If I have ten games that work and one that doesn't, I will usually spend all my time trying to get it to work even if I don't want to play it. If users have any problems, comments, information they want to add to the FAQ, or just want to discuss the FORTE system with me, feel free to e-mail me on the Internet at mickster@geneseo.net. (back) [1-2] About the "Official" VFX1 HEADGEAR FAQ ============================================= Here's how revision classification works. If a new version of the FAQ only has a small amount of information changed or added, the version number is increased by 0.1. This is called a "minor revision." If a new version of the FAQ has a substantial amount of new information changed or added, the version number is increased by 0.5. This is called a "standard revision." If a new version of the FAQ has a huge amount of added or changed information, major parts of the FAQ are rearranged, or major parts of the FAQ are rewritten, then the version number is increased by 1.0. This is called a "major revision." You may be wondering why chapter numbers are enclosed in either []:'s or **'s. The definition of these is as follows: []: Chapters enclosed in brackets mean that the information contained in the chapter has not been updated in this version of the FAQ. **: Chapters enclosed in asterisks means that the information contained in the chapter is new or has been updated for the current version of the FAQ you are reading. (back) [1-3] Getting the "Official" VFX1 HEADGEAR FAQ =============================================== The "Official" VFX1 HEADGEAR FAQ can be requested from me. My Internet E-mail address is "mickster@geneseo.net". Please make the subject of your E-mail "VFX1 HEADGEAR FAQ Request." New releases of the "Official" VFX1 HEADGEAR FAQ are uploaded to the following Internet FTP sites: (1) ftp.fortevr.com IN /pub/documents_text The file name of the upload will be "vfx1_??.faq" where "??" is the version number of the FAQ. ATTENTION: ALL BBS's, CompuServe, America On-line, GEnie, and all other information services. PLEASE conform to the naming standard of the "Official" VFX1 HEADGEAR FAQ when placing this file on your system. The file name should be "vfxfaq??.zip" where the "??" is the version number of the FAQ or "vfxfaq??.txt" if the FAQ is a text file instead of PKZIPped. (back) [1-4] Adding to the FAQ ======================== If you want something added to the FAQ, please send E-mail to "mickster@geneseo.net" (no quotes), explaining what your addition is. It will be reviewed, and if accepted, added to the next FAQ version. In the E-mail, please supply your name and E-mail address. Please note that all submissions to the FAQ become the property of the author (Mickey Johnson) and that they may or may not be acknowledged. By submitting to the FAQ, you grant permission for use of your submission in any future publications of the FAQ in any media. The author reserves the right to omit information from a submission or delete the submission entirely. (back) [1-5] Acknowledgments ====================== I would like to thank my wife, Monica, for editing this FAQ into something readable, and Adrian Luff from FORTE for the information and suggestions that have enhanced the FAQ a great deal. I would also like to thank Rick Vaida for his contributions to the FAQ. Much appreciation is given to Hank Leukart for his Doom FAQ which was the model that created this FAQ for the VFX1. I am also grateful for the information provided by Rob Marino in section 12 regarding hardware troubleshooting. Finally a big thank you to Adam Briggs for making the VFX1 driver for Quake. I appreciate that he understands that gamers don't want to wait for official support from Id. (back) [1-6] Accurate Information =========================== An attempt has been made to make the information in this FAQ as accurate as possible. Unfortunately, due to the fact that the product was recently released, and updates, add-ons, and new information are being worked on each second, it's hard to keep up. ------------------------------------ |SECTION 2: ABOUT THE VFX1 HEADGEAR| ------------------------------------ (back) [2] What is the VFX1 HEADGEAR and how does it work? The HEADGEAR is a HMD (head mounted display) that can connect to the IBM PC or compatible computer. It has two small color LCD screens where the user looks at through adjustable optics. It gives the illusion of a 120" screen at 11 ft. much like a movie theater. It also has head tracking. Head tracking adds another level of immersion. When the player moves his head, the software responds. The VFX1 HEADGEAR also supports 3-D or Stereo vision mode. This 3-D mode sends a slightly different signal to each eye to heighten the effect of 3-D. (back) [2-1] What do I get with the VFX1 HEADGEAR? The VFX1 HEADGEAR comes complete with a HEADGEAR nape strap (used to adjust the headset for various head sizes) , VIP (VFX1 HEADGEAR Interface Protocol) Card, 26-pin 9" VESA Feature Connector Ribbon Cable, two (2) mini-phone cables for sound and microphone connections, 8' Headset/VIP Interconnect Cable, Cyberpuck, CD-ROM Bonus Software Disk, and full documentation. Software included is all on the included CD-ROM. HEADGEAR software available is version 2.13. Software on the CD-ROM: Descent: Destination Saturn 1.4a Doom 1.9 Shareware Flight Unlimited Heretic 1.2 Shareware Locus Magic Carpet Mechwarrior II Rise of the Triad 1.3 Shareware SuperKarts Wings of Glory This demo CD is available to current headset owners. The price is $10(US) + shipping and handling charges Contact FORTE for more information. (back) [2-2] What does head tracking do? Head tracking allows the computer to be "aware" of the position of the user's head. The VFX1 HEADGEAR uses the Virtual Orientation System to accomplish this. When the computer has this kind of information, images can be displayed that correspond to the user's view in the virtual world. (back) [2-3] What is the audio of the VFX1 HEADGEAR like? The audio in the HEADGEAR is totally immersive. Almost all outside sound is cut out. With a 3D sound card, the immersive experience is heightened to the point of being frightening! (back) [2-4] What is the video of the VFX1 HEADGEAR like? The video is like a 120 inch screen viewed from 11 feet. Sort of like a huge personal movie screen. (back) [2-5] What can the microphone be used for? Many of the network games that are supported by the VFX1 HEADGEAR Headset also have support for network communications. The built-in microphone in the visor allows the user to utilize most of these communication features. Also, with compatible sound cards, the mic can be used for voice recognition applications. (back) [2-6] How many games are supported by the VFX1 HEADGEAR? There are over 50 games that the VFX1 HEADGEAR supports through VRMOUSE or natively. Many more games are currently being developed with native support or are being patched to support the VFX1 HEADGEAR. These are all games available from your favorite computer retailer. (back) [2-7] Will the VFX1 HEADGEAR slow down my computer? Because the VFX1 HEADGEAR drivers are loaded into memory, there is some slowdown. The amount is negligible on all systems. (back) [2-8] Does the VFX1 HEADGEAR work with anything besides the PC? The VFX1 HEADGEAR only works with IBM PC and compatible systems. No TV or other inputs are compatible. (back) [2-9] Is the VFX1 HEADGEAR compatible with Windows 95 or Windows 3.1? FORTE Technologies does not encourage ANY gaming to be done from the DOS prompt in ANY windows version. With the memory and other requirements of today's games, running the games from a true DOS prompt with the least amount of unnecessary drivers loaded will always provide the most hassle free game play. Windows 95 specific drivers have been developed for Windows 95 native games. (back) [3] What makes the VFX1 HEADGEAR different from other Virtual Reality systems? (back) [3-0] Comparing Please note that both Virtual I/O and Victormax have ceased making virtual reality headsets. This section was written while all three companies were still making vr headsets and all three had current software support. At this time Forte is the only company getting full vr headset support in the PC gaming industry. I left this section in so that people could still see the differences in the designs of the three different headsets. (The following editorial is from Rick Vaida, not Forte!) First of all; let me begin by saying that the following comparison between the VFX-1, the CyberMaxx 180, and the i-Glasses is not meant to be a technical comparison. If you are looking for a Specification Comparison Chart on these units, I'm sure any one of the manufacturers will be able to provide you with one. Secondly; it is not my intention to trash these units. FORTE, VictorMaxx, and Virtual I.O. have all worked very hard to get to this point with their respective products -- and there is a lot of money and a lot of jobs riding on making home VR a reality. As a user, I appreciate the advances these companies have made so far, and wish them nothing but success. I was asked to answer these Head mount-Display Comparison Questions by Mickster@geneseo.net, the author of this outstanding FAQ file, because I happen to own all 3 of the above-mentioned products. Stop laughing. Some people own 3 cars. Some people own 3 computers. I own 3 HMDs. It's a weakness. I'm sorry. I love this stuff! 8-) All of what follows is just my opinion based on having lived with, and played with, all 3 HMDs for a while. (back) [3-0-1] Between the VFX-1, the CyberMaxx 180 and the i-Glasses!, which has the best design? In my opinion, the best of these 3 units in the area of design is the VFX-1. Unlike the i-Glasses! and the CyberMaxx 180 - the VFX-1 uses a complete helmet-like design. This solves many potential problems for the user. It distributes the weight of the unit, evenly, over the entire head. This allows the user to be able to wear the VFX-1 for longer periods of time. The VFX-1's helmet-design makes the unit more self-contained so the user doesn't feel so tied to the computer. A good example of this is how all cabling disconnects from the VFX-1 helmet. Once a cable is attached to the back of the computer, the user can forget about it, and do all disconnecting right at the helmet. This makes switching between the VFX-1 & the monitor more convenient. Even the CyberPuck connects and disconnects at the helmet. Another example of the VFX-1's superior design is its, flip-up, Smart Visor. The Smart Visor lets the user pause a game and attend to other things without having to taking it off. I found this to be a major problem with the i-Glasses! and the CyberMaxx 180. [3-0-2]Which of the 3 units is more comfortable to wear? The VFX-1 wins hands-down in the comfort category as well. While the i-Glasses! may, technically, be lighter than the VFX-1 - it still puts the bulk of the weight on your forehead, as does the CyberMaxx 180. As mentioned above - the VFX-1 distributes the weight over the user's entire head. This allows the user to "stay in the game" much longer without the forehead-fatigue caused by the other HMDs. What really makes the VFX-1 the most comfortable is the fact that you simply "wear" the VFX-1. Both the CyberMaxx 180 and the i-Glasses! are worn by tightening a band of plastic around the head. This isn't horribly uncomfortable, but it does get bothersome after a short while. Another great feature that makes the VFX-1 more comfortable to use is its significantly larger headphones. Instead of small earphones that lay on the outside of your ears, the VFX-1's headphones completely envelop your ears, like a good set of enclosed headphones should. (back) [3-0-3] Which of these units has the best display? Overall, I feel that the VFX-1 has the best display. While it may be true that all 3 units use the same LCD's, there _does_ seem to be a difference in the quality of optics used, and if a depixelization filter is involved. A depixelization filter is used to hide the black edges around each pixel. A depixelization filter allows the designer to magnify the HMDs image, giving the user a slightly larger Field of View (FOV). The CyberMaxx 180 uses this technique. On the up side: You get a bigger picture. On the downside: Your picture tends to look softer - or - less clear. I prefer the VFX-1 because it does not use a depixelization filter. With the VFX-1, I still get a large, immersive, image -- plus the added benefit of more picture clarity. The reason I have left the i-Glasses! out of this comparison is because I don't consider the i-Glasses! to be a true VR head mount-display. The picture is way too small, and the i-Glasses! give the user way too much peripheral vision. It's a neat little unit to mess around with and watch TV with, but that's about the extent of it. (back) [3-0-4] How can I be sure of which HMD to buy? Try them! Don't just take my word for it. Give all three units a try. Compare the VFX-1 with the CyberMaxx 180. Compare the i-Glasses! with the VFX-1. Compare the CyberMaxx with the i-Glasses!. Compare. Compare. Compare! Another aspect to consider when looking at any hardware device for the PC is software support. Make sure that the HMD is supported by the games that you want to play. The best hardware in the world is useless if the game has no support for the device. (back) [3-1] What is Virtual Reality (VR)? Virtual Reality has been defined many ways. The most basic explanation is a computer generated experience that immerses the user to the point where the user believes s/he is in another world. (back) [3-2] What is Virtual Orientation System (VOS)? FORTE's patented Virtual Orientation System (VOS) tracks your head's every move. The Digital Signal Processor (DSP) controller provides accurate input and responsive feedback putting you in the middle of the virtual world. The VOS head tracker provides pitch, roll, and yaw for precise VR orientation. Since this is passive, there is no need for external tracking equipment. (back) [3-3] What is 3D video? Stereoscopic 3D Video is a way to display images in three dimensions to the human eye. It works by displaying a slightly different image in each eye of the user. This is how your eyes normally see; you can test this by looking around a corner with only your right eye. The left eye will be viewing the wall, but your right eye will look around. If you open both eyes, your mind tries to combine the two images, and you may see the wall overlapping the images you see in your right eye. By having two LCDs, one for each eye, the VFX1 HEADGEAR allows you to re-create your natural depth perception in your software. (back) [3-3-1] What is Line-Sequential 3D video? Line Sequential is a time honored method of creating 3D video on computers and in TV It uses even lines for one eye and odd lines for the other. On the PC, the most common version of this is to use a 320x400 video mode. This makes each eye see 320x200, the standard mode for PC games. (back) [3-4] What is the CyberPuck? The Cyberpuck is a 2-axis peripheral that frees the user from the restraints of a traditional desktop mouse or joystick. The unit provides 3 programmable buttons and comfortable ergonomic control for either left or right-handed users. The Cyberpuck connects to the FORTE VFX1 HEADGEAR system via the ACCESS.bus port located at the rear of the helmet or on the VIP card. (back) [3-5] What is the VFX1 HEADGEAR Interface Protocol (VIP) card? The VIP card is an ACCESS.bus controller card. It also functions as a video buffer for the headset. (back) [3-6] What does "immersive" mean? Immersiveness is a term used to describe how much a VR device makes you believe you are in another world. The more immersiveness you have, the more you "get into the game". (back) [3-7] What does "ergonomic" mean? Ergonomic is a word that describes a design concept. The basic idea is that a device should fit the user's body comfortably and be useable for long periods of time without strain. (back) [3-7-1] Why are ergonomics important? Ergonomics determine how long you can use a device. If your VR headset isn't ergonomic, you can't get into the game because you're constantly re-adjusting it so that it doesn't pinch, press or pain you. (back) [3-8] What is ACCESS.bus? ACCESS.bus technology is a powerful interface allowing you to connect up to 125 different peripherals to a single host card. FORTE peripherals utilize ACCESS.bus to bring the future to your PC by providing the latest in superior interface technology. This allows you to keep your other peripherals (mouse, joystick, etc...) connected as usual with the capability to install future FORTE Virtual Reality peripherals on the ACCESS.bus. (back) [3-9] What is IPD? IPD stands for Inter Pupilary Distance. This is the distance between your pupils (the center of your eyes). (back) [3-9-1] Why is IPD important? Each person has a different IPD size. For clear vision, it is vital that the displays be in front of the user's eyes. Otherwise, eye strain and discomfort can arise as your eyes try to compensate for the uncomfortable positioning. (back) [3-10] Why does the VFX1 HEADGEAR use the VESA Feature Connector? The VFX1 HEADGEAR uses the VESA feature connector because the connector is a digital connection to the video card. This allows the VFX1 HEADGEAR to get the video data from your video card without having to convert the data from analog to digital and then back the analog. All these conversions put distortions in the video, which reduces the quality of your picture. With a digital connection to the video, the data is converted only once; from digital to analog. (back) [3-10-1] Why only 256 colors? The VFX1 HEADGEAR supports only 256 colors because the system uses the VESA feature connector, which is limited to 8-bits(or 256 colors). (back) [3-11] Does the VFX1 HEADGEAR use de-pixelization filters? De-pixelization filters are used in some headsets today because of the LCDs. LCDs basically operate by having a transistor in each pixel. This area is not illuminated when the LCD is active. You see this as a black space around each pixel in the LCD. De-pixelization filters are used because when the LCD is magnified, the black area is also magnified. The filters try to diffuse the light from the LCD to cover the magnified black areas. This leads to the image looking fuzzy and washed out, which is why the VFX1 HEADGEAR does not use them. (back) [3-12] What kinds of video does the VFX1 HEADGEAR accept? The VFX1 HEADGEAR accepts an RGB signal using a separate, composite sync. signal. The conversion from digital video to RGB is handled by the VIP card. (back) [4] Who created the VFX1 HEADGEAR? The VFX1 HEADGEAR was created by FORTE Technologies, Inc., of Rochester NY. Founded in 1985, FORTE Technologies, Inc., started out by designing PC based audio boards for professional recording studios and broadcasters. FORTE gained notoriety however, with their design and subsequent introduction of a new audio card in 1991 called the UltraSound, that utilized superior and affordable wavetable technology. Concurrently, FORTE Technologies was also involved in the development and design of virtual reality peripherals, including a head-mounted display. In 1994, and with over 50 years of combined PC experiences, FORTE decided to form a separate company called E-tek to continue the development of PC based audio solutions. Now, FORTE Technologies' primary focus is on developing affordable, virtual reality peripherals for the home market. FORTE Technologies are active participants in the ACCESS.bus, VESA, IEEE VR and Universal Serial Bus committees, ensuring its virtual reality and gaming peripherals are well supported from their inception. Currently based in Rochester, NY, FORTE Technologies has recently opened an additional manufacturing plant and warehouse, and currently employs 104 people as of December 31st, 1995. Virtual reality does not just consist of a headset. True virtual reality must combine elements such as a headset, displays, quick head tracking, communication and feedback. FORTE's ultimate goal in virtual reality is to overcome all five senses - smell, touch, sight, hearing, and taste, the key to immersive interaction. Strategic Alliances FORTE Technologies has formed a strategic alliance with Kopin Corp, a supplier of cutting edge active matrix, liquid crystal displays (AMLCDs). In addition to an equity investment, Kopin and FORTE plan to use Kopin's high-resolution SMART SLIDE imaging device for future generations of the VFX1 HEADGEAR. Kopin is also making available new technologies, including full VGA color LCD's and high-resolution NTSC and RGB displays, in a small format design. (back) *4-1* How can I contact FORTE Technologies? FORTE Technologies provides customer support by telephone and through major computer networks including CompuServe and on the Internet. Electronic addresses for messages and files are: Internet E-mail: Support@fortevr.com CompuServe: GO FORTE Internet: www.fortevr.com ftp.fortevr.com dir:/pub Phone, Fax or Mail 716.427.7380 FORTE Technologies, Inc. 716.427.8604 (Tech Support) 2615 West Henrietta Rd. 716.427.7383 (TS Fax) Rochester, NY 14623 (back) [5] What are the differences between the different releases of the VFX1 HEADGEAR? There has been only one headset available from FORTE to the public, but rumors abound about other things about FORTE. (back) [5-1] The VFX1? The "VFX1" was a prototype for the current VFX1 HEADGEAR. Only 100 of these were ever made. They were mostly used by developers to start coding support for the public product, the VFX1 HEADGEAR. (back) [5-2] The VFX1 HEADGEAR? The VFX1 HEADGEAR was the result of over four years of development. The system incorporates several design features, outlined in this FAQ. (back) [5-2-1] With filled rear text? This is one of the first production runs of the VFX1 HEADGEAR. There is no differences besides cosmetics. (back) [5-2-2] With open rear text? This was a cosmetic change made to enhance the appeal of the VFX1 HEADGEAR. (back) [6] Where can I get the VFX1 HEADGEAR and associated information? Several retailers around the country carry the VFX1 HEADGEAR. Call a local store and ask, or call FORTE's sales at 716-427-7380 for information. FORTE's World Wide Web site also has a list of stores around the world. (back) [6-1] From FORTE Technologies? Contact FORTE's sales department at sales@fortevr.com or call them directly at 716-427-8595. (back) [6-2] How can I get the the VFX1 HEADGEAR specs for creating add-on products? You can contact FORTE's developer relations people at develop@fortevr.com for new product add-on information. (back) [6-3] What are the VFX1 HEADGEAR specifications? 3D Stereoscopic Flip-Up Visor With focus and IPD adjustments High contrast color video Dual 0.7 color liquid crystal displays 180,000 pixels per LCD Works with existing, standard VGA applications Optics Field of view - 26.4 degrees vertical 35.5 degrees horizontal 45.0 degrees diagonal High quality color corrected optics Provides large screen stereoscopic (3D video) imaging Virtual Orientation System (VOS) (TM) Source less Head Tracker With three degrees of freedom Yaw (azimuth): 360 degrees Pitch (elevation): +/- 70 degrees Roll (tilt): +/- 70 degrees VFX1 HEADGEAR Interface Protocol (VIP) Card Interfaces with standard VGA card and sound card Includes ACCESS.bus host Connect up to 125 different devices Does not require serial port connection Cyberpuck VR Controller Left or right-handed control ACCESS.bus device 3 programmable buttons Lightweight (3 oz.) Free floating design High Quality Stereo Headphones Designed by AKG of Austria 20 Hz - 20 kHz Stereo and 3D sound capable Comset Microphone Hands free communications Multiplayer communications Voice recognition capable Ergonomic Design Comfort Control Extended use Power Requirements 5 volts, 2.0 watts 0.4 amps (with Cyberpuck controller) Does not require external power sources System Requirements IBM PC or compatible, 386, 486, Pentium or better VGA card (ISA, VLB, PCI) with VESA Standard Feature Connector Free expansion slot Stereo sound card (for audio) (back) [6-4] Are there any web sites other than Forte's that have VFX1 information? Yes, Bob Jackson, a die hard VFX1 HEADGEAR owner, has a web site with up to date VFX1 gaming information. His web site is located at: http://sailfish.exis.net/~bunda/ (back) [7] What is needed to run the VFX1 HEADGEAR? You need a IBM PC or 100% compatible with a VGA card that has a working feature connector on it. You will also need a free 16-bit ISA slot. (back) [7-1] What is REQUIRED to run the VFX1 HEADGEAR? The VFX1 HEADGEAR comes with the interface peripherals you need to run the system. Your computer must be an IBM PC or compatible 386 or higher with a free expansion slot (16-bit ISA) and a VGA card (ISA, VLB, PCI) with a VESA standard feature connector. The speed at which your applications play is not affected by the VFX1 HEADGEAR. If you are satisfied with this performance there is no need for additional upgrades. (back) [7-2] What is RECOMENDED to run the VFX1 HEADGEAR? You really should have the minimum for the game or application you use. Nowadays, at least a 486DX-66 with 8 MB of RAM. (back) [7-3] What video cards does the VFX1 HEADGEAR support? This section lists video cards and their maximum resolution in the VFX1 HEADGEAR. Because specifications change so rapidly in the video card arena, FORTE makes no guarantee that any card on this list will or will not perform to the listed specifications. If you have information about a specific card not on this list, please contact FORTE Technical Support. Video Cards with a Maximum Resolution of 640x480 @ 256 Colors: Manufacturer Video Chip Acer Aspire P75 CL-5440 Actix Graphics Engine64 VLB S3-864 Actix Prostar VL VLB CL 5426 Alaris Matinee PCI DRAM S3-868 Alaris Matinee PCI DRAM ASPM 6412 Alaris Stinger DRAM PCI S3-864 Ark Logic Ark-1000PV PCI ARK-100 ATI Graphics Turbo Mach 64 ATI Graphics Xpression VLB DRAM Mach 64 ATI Graphics Xpression PCI DRAM Mach 64 ATI Graphics Ultra Pro VLB Mach 32 ATI Graphics Ultra Pro PCI Mach 32 Cirrus Logic VLB DRAM CL 5428 Compaq Presario 9546 + S3 Trio 64[AL1] Compaq Presario 9548 + S3 Trio 64 Compaq Presario 9564 + S3 Trio 64 Diamond Speedstar Pro VLB CL 5426 Diamond Speedstar 64 PCI CL 5434 Diamond Speedstar Pro ISA CL 5426 Diamond Stealth 24 ISA S3-801 Diamond Stealth 24 VLB S3-805 Diamond Stealth 32 PCI ET 4000 Diamond Stealth 64 PCI DRAM S3-864 Diamond Stealth Pro ISA S3-928 Diamond Stealth Pro VLB S3-928 Diamond Stealth SE DRAM S3-TRIO 32 Diamond Stealth 64 Video 2201 XL S3-TRIO V Plus Diamond Stealth 64 Graphics 2001 DRAM Ark 2000 PV Gateway 2000 STB PCI DRAM S3-TRIO 32 Gateway 2000 on board video CL 5428 Genoa Windows VGA24 8500 VLB CL 5428 Genoa Phantom 32I 3200 VLB ET 4000 Hercules Dynamite ISA ET 4000 Hercules Dynamite PCI DRAM ET4000/W32P Hercules Dynamite VLB ET 4000 Hercules Stingray 64 PCI DRAM Ark Logic 2000 PV64 IBM Value Point on-board video CL 5428 IBM Value Point on-board video S3-905 IBM Value Point on-board video S3-864 Number Nine GXE Level 11 PCI S3-928 Number Nine GXE Level 11 VLB S3-928 Number Nine GXE 64 PCI S3-864 Number Nine GXE 64 PCI + S3-TRIO64 Number Nine Imagine 128 PCI Number Nine 9FX Vision 330 + S3-TRIO64 Oak Technologies WCYW VGA ISA Orchid Fahrenheit 1280 ISA S3-801 Orchid Fahrenheit 1280 Plus ISA S3-801 Orchid Kelvin Video 64 DRAM Alliance 6410 Orchid Fahrenheit 64 PCI S3-864 Orchid Kelvin 64 VLB CL 5434 Orchid Kelvin 64 PCI CL 5434 Orchid ProDesigner IIs ISA ET 4000 Reveal VC300 ISA CL 5422 Reveal VC500 ISA CL 5426 Reveal VC700 ISA AGX 014 Sigma Concorde VLB ET 4000 Sigma Legend 24LX ISA CL5424 Sigma Legend 24VL-IDE VLB CL 5426 Spider Graphics Black Widow VLB STB Systems Express PCI ALG 2301 STB Systems Horizon VLB CL 5426 STB Systems Lightspeed VLB ET 4000 Trident TGI9440 9440AGI Trident 8900C ISA 8900C Trident 9440 9440 AGI Tseng ET4000 PCI ET4000/W32 Western Digital 90C33 90C33 Western Digital MVGA P1DW P1DW Video Cards with a Maximum Resolution of 640x480 @ 16 Colors: Manufacturer Video Chips ATI Graphics Ultra Pro Turbo PCI Mach 64 VRAM Acronics ASI200 Orion VLB CL 5434 ATI VGA Wonder 512k ISA ATI CSS MaxGraphics ISA Diamond Stealth 64 PCI DRAM S3-868 Diamond Stealth 64 PCI VRAM S3-964 Diamond Stealth 64 PCI VRAM S3-968 Everex 626 VGA w/overlay ISA Genoa Windows VGA 7900 ISA CL 5422 Matrox MGA Millenium PCI MGA Number Nine 9FX Motion 771 ? Number Nine GXE 64 Pro PCI S3-864 Oak Technologies OV 2.15-35 VGA ISA Oak Orchid Fahrenheit Pro 64 PCI S3-964 Orchid Paradise VGA ISA Paradise Orchid Celsius AGX015 Orchid Fahrenheit Pro Video 64 PCI S3-968 VRAM Sigma Legend ISA ET 4000 Sigma VGA/H ISA ET 3000 Sigma VGA HP-8 ISA C&T C452A Sigma VGA HP-16 ISA C&T C452A Sigma WinMach ISA S3-928 Star Media SM5000 VLB CL 5426 STB Systems Evolution ISA CL 5422 Tandy Integrated VLB SVGA True Vision Bravado 8 ET 4000 VGA-2-The-Max HYG-VGA 4000 ISA Video 7 VRAM VGA Video 7 Western Digital 90C33 90C33 Video Cards Without Working Feature Connector: Manufacturer Video Chip Actix Graphics Engine ISA S3-801 Actix Ultra 64 PCI S3-964 Add on America Renior Ultra SVGA ISA Ark Logic Ark-1000PV PCI Mach 32 AST Advantage On board chip Cirrus Logic CL5429 Diamond Viper VLB Weitek 9000 Diamond Edge 3D Hercules Graphite ISA AGX015 Jazz Multimedia Jakarta Media Vision Thunder and Lightning ISA CL 5422 Number Nine GXE Level 11 ISA S3-928 Orchid Fahrenheit VA ISA S3-801 Paradise W. Digital Sigma Legend GX ISA S3-805 Sigma VGA Legend II ISA ET4000X True Vision Bravado 16 ET4000 Video 7 Mirage S3-868 + The S3 TRIO 64 chip set requires an S3 provided DOS utility called FCON to enable the feature connector. Additionally, some systems require other features, such as MPEG, to be disabled for the feature connector to function. (back) [7-4] What game controllers does the VFX1 HEADGEAR support? The VFX1 HEADGEAR does not disable any joystick, mouse, or any other input device on your computer system. Since the VFX1 HEADGEAR sends and receives its information on the ACCESS.bus, the user still can use any input device they want. Currently there are several controllers using the ACCESS.bus, including keyboards, mice, joysticks and monitors as well as the CyberPuck and the head tracking of the VFX1 HEADGEAR. (back) [7-5] What sound cards does the VFX1 HEADGEAR support? All sound cards are supported. The HEADGEAR supports sound the same as a pair of headphones attached to the user's sound card. (back) [8] What is the VFX1 HEADGEAR game software and where can I get it? The VFX1 HEADGEAR game software are programs or games that support the VFX1 HEADGEAR either natively or through the VRMouse emulator. (back) [8-1] What does "native" mean? Native applications are programs which have been written specifically to support the VFX1 HEADGEAR. These are typically done by the software companies who created the software. These programs work out of the box. (back) [8-1-1] What is a native driver? Some programs have a special interface for devices that become available after the game. These games are listed as Native Driver games, as they do require additional software to run with the VFX1 HEADGEAR. (back) [8-2] What does "VRMouse" mean? VRMouse programs are applications which have been set up to run using the VRMouse program. VRMouse is a keyboard and mouse emulation driver for the VFX1 HEADGEAR. Any program can be configured to use this software, but many applications are much better suited than others for use with the VFX1 HEADGEAR. (back) [8-2-1] What is the VRMouse INI file? This file is where VRMouse pulls all the settings for the various games. A list can be obtained by typing "VRMOUSE -?". FORTE has a file called "VRMINI.TXT" which explains how to modify this file, but FORTE doesn't recommend it. Just contact them if you have a game you want support for! (back) *8-3* What native games are available for the VFX1 HEADGEAR? Note: + denotes that a patch is available to add native support. Title Company Support ============================================================================== Blood Monolith productions +Roll, Pitch, Yaw, Puck Comanche 3 NovaLogic 3-D+Roll, Pitch, Yaw Dark Forces Lucas Arts +Roll, Pitch, Yaw, Puck Descent 1.4a Interplay 3-D Roll, Pitch, Yaw Descent 2 ver. 1.1 Interplay 3-D Roll, Pitch, Yaw Descent to Undermntin. DemoInterplay Pitch, Yaw Duke Nukem 3-D ver. 1.3 Apogee Roll, Pitch, Yaw, Puck EF2000 Ocean/DID Roll, Pitch, Yaw Flight Unlimited Looking Glass Roll, Pitch, Yaw Heretic 1.2 ID +Roll, Pitch, Yaw, Puck Hexen ID +Roll, Pitch, Yaw, Puck Jane's ATF Electronic Arts Roll, Pitch, Yaw Locus GT Roll, Pitch, Yaw MadSpace Maddux Games 3-D Pitch, Yaw Magic Carpet Bullfrog Roll, Pitch Magic Carpet 2 Bullfrog +Roll, Pitch, Yaw, Puck Maniac Karts Virgin Yaw Mechwarrior II ver. 1.1 Activision Pitch, Yaw, Puck Mechwarrior II Ghost Bear Activision Pitch, Yaw, Puck Mechwarrior II Mercenaries Activision Pitch, Yaw, Puck Quake ID +Pitch, Yaw, Roll, Puck Quake mission pack 1 ID +Pitch, Yaw, Roll, Puck Quake mission pack 2 Activision +Pitch, Yaw, Roll, Puck Redneck Rampage Interplay +Pitch, Yaw, Roll, Puck Rise of the Triad ver. 1.3 Apogee +Roll, Pitch, Yaw, Puck Simcopter Maxis Roll, Pitch, Yaw, Puck Slipstream 5000 GT +Roll, Pitch, Puck Storm Fighter Maddux Games Pitch, Yaw, Roll, Puck SuperKarts GT Yaw System Shock CD-ROM Origin 3-D Roll, Pitch, Yaw, Puck TekWar Capstone Roll, Pitch, Yaw, Puck Terminator:Future Shock1.3 Bethesda Yaw, Pitch Terminator:Skynet Bethesda Yaw, Pitch Terra Nova Looking Glass Yaw, Pitch US Navy Fighters ver. 1.1 Electronic Arts Roll, Pitch, Yaw Wings of Glory Electronic Arts Roll, Pitch, Yaw Witchaven Capstone +Pitch, Yaw, Puck Witchaven II Capstone Pitch, Yaw, Puck Zephyr New World Computing Pitch, Yaw, Puck Zar Maddux Games ?????????? (back) [8-4] What VRMouse games are available for the VFX1 HEADGEAR? (This table includes all the games that have been tested and set up in the INI file. If a game is not on this list, It still may work. Call FORTE about making a INI file.) Please note, the amount of support in the game is limited to the original design of the game code. The VRMouse emulator will not add any extra view or control modes that the user could not do already with the mouse or keyboard. Title Company Support ============================================================================== 1942: Pacific Air War Microprose Yaw and Pitch Aces of the Pacific Dynamix Yaw, Pitch, Puck Aces over Europe Dynamix Yaw, Pitch, Puck Apache Longbow Dig. Integration Yaw, Pitch Blue Max: Aces of the Great War Yaw Chasm Megamedia Corporation Yaw, Pitch, Puck Chuck Yeager's Air Combat Electronic Arts Yaw, Pitch Commanche Maximum Overkill Nova Logic Yaw Cyclones Yaw, Pitch, Puck Daggerfall Bethesda Yaw, Pitch Descent Interplay adds Puck to native Descent 2 Interplay adds Puck to native Doom ID Yaw, Puck Doom II ID Yaw, Puck Ultimate Doom ID Yaw, Puck Falcon 3.0 Spectrum Holobyte Yaw F-15 Strike Eagle II Microprose Yaw F-15 Strike Eagle III Microprose Yaw Gunship 2000 Yaw Iron Assault Yaw, Pitch, Puck LHX Attack Chopper Yaw, Puck Nova 9 Yaw Out of the World Interplay Yaw, Pitch, Puck Privateer Origin Yaw Quarantine Gametek Yaw Reach for the Skies Yaw Red Baron Dynamix Yaw, Puck Shadow Warrior 3-D Realms Yaw, Pitch, Puck Spectre VR Velocity Yaw Speed Racer Puck SU-27 Flanker SSI Yaw, Pitch Secret Weapons of the Luftwaffe Lucasarts Yaw, Pitch Slipstream 5000 Gremlin Puck Strife Yaw, Pitch, Puck Strike Commander Origin Yaw, Pitch Stunt Driver Yaw The Heros of the 357th Yaw Their Finest Hours Yaw Top Gun Spectrum Holobyte Yaw, Pitch Under a Killing Moon Access Pitch, Puck Wing Commander II Origin Yaw, Puck Wing Commander III Origin Yaw, Puck (back) *8-5* Are there other applications that the VFX1 HEADGEAR can be used for other than gaming? Currently there are software developers in the process of using the VFX1 HEADGEAR from locating trunk lines in virtual maps to creating worlds for astronaut training. The uses for the VFX1 HEADGEAR are limited only by the imagination. There is also support for the VFX1 in certain VRML programs. Forte has also released a viewer that allows panoramic pictures to be viewed in the VFX1. (back) [8-6] What can I do to help add to the number of available applications? If you are reading this faq there's a good chance that you are a VFX-1 owner. And if you are a VFX-1 owner you have probably wondered what Forte is doing to get more support from software developers. Whether you are a member of a commercial on-line service, or prefer to hang-out on the Web, it should be clear that Forte has done (and continues to do) a pretty good job in the software support area. Obviously, it is in Forte's best interests to get as many software developers on board as possible. But as VFX-1 owners shouldn't we be looking out after our best interests as well? In my opinion, one of the best things we can do for ourselves is to let the game-makers of the world know we're out here with these "things" stuck to our faces. One of the first things I did after I uncrated my VFX-1 (and tested it throughly) was to make a few customer support phone calls to my favorite software companies and let them know: Yes! People are actually buying this stuff!!...and would really appreciate some support for this wonderful new toy. Another thing I like to do is to always send a quick public-message, or a brief piece of e-mail, thanking the various software companies that do support the VFX-1. So the next time you are on-line, or on the phone, with your favorite software developers, let them know you have a VFX-1 and am looking forward to their support. It can't hurt. ------------------------------------ |SECTION 3: USING THE VFX1 HEADGEAR| ------------------------------------ (back) [9] How can I use the VFX1 HEADGEAR better? This section was written from my own personal experience with VFX1 HEADGEAR. Hopefully these tips will help fellow users get more immersed into the gaming environment and forget about the computer equipment that gets them there. (back) [9-1] Why should I get an extra cable? By connecting the extra COM cable into the cable that comes with the system, the cable doubles in length. It also adds a relief point. If some one wearing the helmet would happen to fall down or move to far away from the computer, the cables will pull apart at the junction of the two cables. This reduces the chance of yanking the cord from the back of the helmet or computer. In addition, with the length of the cable doubled, the user should have enough length to wind the cable behind and under the computer desk and still have enough cable to allow it to go all the way to the floor when standing. By doing this, when the user turns in full circles (games like doom) he will just step over the cable. This prevents the YO YO effect (the cable winding around the body if you continue to turn in the same direction). You can order these cables directly from FORTE Sales. (back) [9-2] What is the best way to fit the SMART VISOR to my face? Once you have an open and free area it's time to best fit the helmet to the user. I have found that it is best to focus and adjust inter-pupulary distance with the eyecups removed. To give the best VR experience, it usually helps to make sure the user is not able to see any outside lighting. Either use the eyecups to cut down peripheral vision, or play in a dark room. I purchased an additional set of eyecups so that I could trim them to better fit my face. I trimmed some of the flare on each piece (9 to 3 on each cup). This allowed the eyecups to fit tight on the lower and outer portions around the eyes, while not pushing in hard on the inner and upper areas. If you just can't seem to keep the headset in focus with the eyecups on, just take them off and play in a dark room. (back) [9-3] How should I store the VFX1 HEADGEAR? There are a few hints to storing the VFX1 HEADGEAR. Various heads in human proportions are available from stores across the country. Pier One Imports, for example, carries glass heads that are perfect for storing the VFX1 HEADGEAR. Another option is to open the visor all the way and stand the VFX1 HEADGEAR up on the bottom of the visor. The headset should stand up like this, well balanced. I keep my VFX1 stored in the normal position with the smartvisor open. This keeps the optics facing down to cut down on dust accumulation on the lenses. The edges of the smartvisor will keep the optics from touching anything so its pretty much up to the user where and how he wants to keep his HEADGEAR stored. You should never keep the VFX1 HEADGEAR next to the monitor for extended periods of time. This will affect the sensitive magnetic sensors in the system. Also, do not store the headset so that the cable is twisted or folded. (back) [9-4] How can I help a friend enjoy a VFX1 HEADGEAR game? Following is another tip that might make your VFX1 HEADGEAR system work a little better for you. If you are letting some of your friends experience it, due to the music and sound effects, you may have found that is hard for the person in the HEADGEAR to hear any instructions you may be giving. You can hook up a microphone to the mic-in jack of the sound card. Make sure that the microphone is turned on and the volume is up on the software mixer of the sound card. Now you can speak into the microphone and your voice will be mixed in with the sound effects and music. I found this helped a lot with people who were trying the system that had never played computer games before. This microphone makes it easy for the game player to hear any tips or directions. You can also check on FORTE's WWW page for a list of trade shows that are going on around the world. Most of the time, FORTE is displaying units at these shows. (back) [9-5] What is an easy way to add a volume control to the headset? A volume control is another feature that was probably deleted due to cost. If you find that this feature is something you truly need, a volume cable adapter is available from Radio Shack. The price is $4.99 and the part number is 42-2459. This adapter is put in-line with the jumper that connects the sound card and the VIP card. (back) [9-6] How do I clean the lenses? Lens care is an important concept with the VFX1 HEADGEAR. You should purchase lens paper or a lens cloth for cleaning the lenses of the VFX1 HEADGEAR. Press firmly and wipe in circles around the optics. Avoid the use of alcohol on the lenses, as this can harm the anti-glare coating. Also, try using EnDust or Pledge. Both of these work great at getting rid of dust and fingerprints! (back) [9-7] What are the replacement optics for? Forte now has available replacement optics. These optics are the same optics that are now in your vfx1 with an additional glass lens on top of the plastic lens. What this does is allow the user to clean the lens with just about any cloth with out the worry of scratching the plastic optic lens. The optics are currently $50. Forte charges $35 to install the optics. Please note these prices may change at any time. If you are not having any problems keeping your current optics clean, you really don't need to upgrade your optics. The amount of focusing and magnification has not changed with these new optics. (back) [9-8] How do I use this CyberPuck? I think for most users, the CyberPuck is a love/hate relationship. People like the idea of free floating device but are frustrated by the fact that the unit doesn't have any set limits to hit. I highly recommend that users give this device extra chance before throwing it in the "never use again box." While I don't think this will ever take the place of a mouse or joystick for good, it does have an advantage that other devices do not. If you plug it in the back of the HEADGEAR and swing the visor down, it takes the PC-gaming feel out of the game and makes it feel more like a FORTE HEADGEAR game. A good example of this is Doom. I know that I can play the best if I play with a keyboard and monitor, but I have the most fun if I play using the HEADGEAR and CyberPuck. The CyberPuck is the only controller a gamer can use and still turn a full 360 degrees. When you use your entire body to turn in a 3-D environment the immersion effect is much higher. The attitude to use when using these devices is not how can I get the highest score, but how can I get the most immersion and have the most fun. With the release of the 2.00 software, the VRMouse program can be used with natively supported games. What does this mean to you? You can now select the VFX1 HEADGEAR in Descent, set the game up to use the mouse, run the VRMouse program and use the CyberPuck to control the craft. If you are finding that the CyberPuck is too 'twitchy' or sensitive, just turn down the mouse sensitivity in the game. I have found that if the CyberPuck is too sensitive it can make a game unplayable, but if it is set up right and the user practices with the puck it can be a lot of fun. (back) [9-8-1] Can I use two Cyberpucks? FORTE has a Cyberpuck with a joystick interface available. In games where the software allows two controllers to be used at the same time, such as Descent or Mechwarrior II, the user can setup one puck as a joystick, and the other as a mouse or keyboard functions using Vrmouse. For example in Descent: I use the joy-cyberpuck to slide the craft left/right and pitch up/down. I use the VFX1 HEADGEAR to pitch up/down and rotate left/right. I then use the six buttons on the pucks to: 1) fire primary weapon 2) fire secondary weapon 3) move forward 4) move backward 5) cycle primary weapons 6) cycle secondary weapons While most cases you won't use two Cyberpucks, some games the immersive effect can be increased since the gamer won't have to grope for the keyboard while the SmartVisor is down. (back) [9-9] Is it safe to unplug the Cyberpuck when the headset is on? The ACCESS.bus system FORTE uses in the VFX1 HEADGEAR was designed to allow the "hot plugging" of devices. Hot plugging means that devices can be removed or installed while the computer is hot, or on. So, yes it is safe to unplug the CyberPuck from the VFX1 HEADGEAR with the system on. (back) [9-10] Can the CyberPuck take a beating? The CyberPuck is a rugged device. It will take quite a bit of abuse. The user should take care not to over flex the cable, however. (back) [9-11] How do I put on the VFX1 HEADGEAR? Basically, the VFX1 HEADGEAR should be held by the ear cups. Pull the ear 'boots' outward (do not flex the plastic shell). Bring the HEADGEAR straight down onto your head. It may take a couple of tries to get the hang of the process. (back) [9-12] How do I adjust the brightness in the VFX1 HEADGEAR? I have found that the display in the HEADGEAR is very high contrast compared to the way I have my monitor configured, i.e. the darks are darker and the lights are lighter. Even though there is no controls for brightness and contrast on the HEADGEAR (I hope future versions of the VFX1 HEADGEAR have these controls), there are several options to help the user have the proper illumination. First, (and easiest) way is that most games have gamma correction, F11 in Doom for instance. By tapping the F11 key, the user can select proper brightness (or cheat a bit in a dark room). Second, there is a Shareware TSR program in the FORTE section of America On-line that allows the user to adjust the palette of the video card to compensate for improper brightness. Third, if the user slides the eyepieces all the way together, two very small potentiometers will be seen through two small holes. By turning these, the brightness of the displays will increase or decrease depending on the direction of turn. TAKE NOTE---> ONLY do this at last resort. It is very hard to get both displays at the exact same brightness. If the displays are not exactly the same, it will become very irritating to the eyes. FORTE DOES NOT recommend you do this! In my opinion, the unit should have had a knob that would control both displays at the same time with the two potentiometers just to keep the displays sync-ed to the same brightness. I am sure that cost figured into this option not being on the HEADGEAR. (back) [9-13] What good is this nape strap? The nape strap is used to adjust the VFX1 HEADGEAR for various sized heads. The User's manual gives a lot of direction in using this strap on page 3-8. Basically, the nape strap pushes the users head tight against the front of the headset. (back) [10] How can I use this game better with the VFX1 HEADGEAR? Every game has its quirks. This is a list of some of the ones we have seen. Additional information can be had by contacting the software company or FORTE. (back) [10-1] Darker - HEADGEAR looks around - left, right, up, down. - Cyberpuck flies ship up, down, left, right. - Buttons fire guns, missiles, and activate turbo mode (must use CyberPuck when HEADGEAR is active). - Video sometimes flickers: may be incompatible with the video card or VESA driver. - No audio: only works using a Sound Blaster card. - F-keys change view. - Full version of Darker has NO HEADGEAR support An interesting demo, but I have found out that the full version of the game has no headset support. This game no longer ships with the VFX1 HEADGEAR, and FORTE is not recommending it. (back) [10-2] Dark Forces - HEADGEAR looks left, right, up, down. - Cyberpuck forward, reverse, turns. - Cyberpuck buttons fire, open, select weapon - buttons 2 & 3 together to jump. - Run DARKVFX1.EXE instead of DARK.EXE to enable VFX1 HEADGEAR support. This driver is available from FORTE as DFVFX1.EXE. - Center for tracking is wrong: Exit game, wear helmet in DOS and follow the driver's directions to center headset. Dark Forces works with a patch available from FORTE. It takes a little while to get used to the CyberPuck, but once you do, it's a lot of fun. I use the command line switch /S, so that I can strafe in the game by rolling the helmet from side to side. The user may also want to use the /L option. This will make the HEADGEAR turn the player left-right with the yaw of the helmet. Try this if you are having trouble getting used to CyberPuck. (back) [10-3] Descent Shareware v1.2 (VFX1 HEADGEAR Bonus CD) - No CyberPuck support. Use joystick or keyboard to fly ship and shoot. - Enter key re-centers. - No tracking: Run VRDescent. - Stereo is identical to the monitor: Run VRDescent. - Mono Mode: Run "descent -vfxtrak" to get tracking. - See Descent. (back) [10-4] Descent Registered/Commercial/Dest. Saturn v1.4A - Use joystick, mouse or keyboard to fly ship and shoot. - To use CyberPuck to fly, use 'VRMouse descent' and select mouse as input device in game. - No tracking: Run SETUP and select VFX1 HEADGEAR as VR input device. - Stereo is identical to the monitor: Check VIPPORT statement and ensure that the drivers are being run. - There is a line sequential 3-D driver available that should solve any incompatibility problems that the user may be having. - Headset controls movement direction (same as other controls). - Mono Mode: Run "descent -vfxtrak" to get tracking without 3D video. This is one of the games that supports the stereo mode(3-D). If the user wants to use the CyberPuck to control the craft in Descent, use the VRMOUSE 2.0 program to emulate the mouse while using the native software to use the HEADGEAR. This is a fun game to play. There are many add on levels available to keep this game fresh for a long time. (back) *10-5* Descent 2 version 1.1 - Version 1.0 does not have support. - To use CyberPuck to fly, use 'VRMouse descent' and select mouse as input device in game. - Use joystick or keyboard to fly ship and shoot. Interplay seemed to take all the annoying things in the gameplay of Descent 1 out, and add some interesting new features to Descent II. Definately take a look at this version. VFX1 HEADGEAR support is identical to Descent 1. (back) [10-6] Doom - Must use default keys. - HEADGEAR for yaw tracking only left/right turning. - Cyberpuck for forward, backward and shooting (can use keyboard). - Problems tracking, run VRDOOM. - Game must be configured for mouse and keyboard input. These games work great. The user needs a long enough cable so that he can continue to turn in one direction with out wrapping himself in the cable. You need to make sure you have the mouse sensitivity in the game set so that one turn in the headset equals one turn in the game. I was basically bored with these games before I got the VFX1. I don't think I play as well with the helmet and CyberPuck, as I do with the keyboard, but the game is much more fun to play. The Doom style of games still tend to give me motion sickness if I don't take a break occasionally. Even though the user can't look up and down (yaw support only), the effect is still amazing. (back) [10-7] Doom II - Do not run VRDOOM : Run VRMOUSE DOOM2 DOOM2 VRMOUSE -F - Must use default keys - See Doom. (back) [10-8] Rise of the Triad - works with both VRMouse and a native patch. - Must use version 1.3 or higher for native patch to work. - detailed instructions on configuring headset are in native patch In my opinion, this is one of the blander Doom clones (a lot bloodier though). I thought this game was quite boring until I tried it in VR. The graphics seem much better in the HEADGEAR. Its pretty hard to knock a game that the enemy begs for mercy before you take your last shot. It's also fun jumping up and down on the pedestals. This game works quite a bit better with the native patch than it did with the VRMOUSE program. Make sure to have version 1.3 for the FORTE patch to work. This game is at least worth playing the Shareware version, and the retail version isn't really that expensive either. (back) [10-9] Heretic - works with both VRMouse and a native patch - requires version 1.2 patch for native support - detailed instructions on configuring headset are in native patch These games are as fun as the Doom and Doom 2, but the user gets the added effect of looking up and down and carrying an inventory of magical items to use at one's discretion. There are two ways for the game to be configured to the VFX1. If the user uses the VRMouse driver. the helmet looks up and down and controls movement left and right, while the CyberPuck controls forward-backward movement with the buttons mapped for weapons, doors, and jumping. The second way involves using the native patches for these games. With these patches, the helmet looks around while all movement is controlled by CyberPuck, joystick, mouse, or keyboard. I personally like the VRMouse way of using the helmet. To me, the immersive effect is better if the helmet controls the movement, than just to look around. When the helmet does not control movement of the character in the game, but only direction of view, I find I only look straight ahead all the time anyway where my weapons are. (back) [10-10] Hexen - works with both VRMouse and a native patch - detailed instructions on configuring headset are in native patch - See Heretic. (back) [10-11] EF2000 - Use VFX1 HEADGEAR -R to center. - Press Alt-F1 in cockpit to enable headset tracking. - Make sure the VFX1 HEADGEAR is selected in Config program. - No CyberPuck support. - Use Alt-F7 and Alt-F8 to change brightness. - Use the mouse in cockpit to zoom into MFDs. - To use the Hi-res mode in the game, you will need to download the UniVBE driver from SciTech Software. This driver must be loaded before the VFX1.COM driver. Also delete the UNIVBE.DRV file from the EF2000 directory. EF2000 is an excellent, complex, combat flight-sim that comes with native-support for the VFX-1 right out of the box. Thank you, DID! During the program's configuration, you can choose between two resolutions: 320x200 or 640x400. Both of these resolutions are supported by the VFX-1. If you have the horsepower, go with 640x400. The scenery, in this mode, looks good on VFX-1 display. Make sure you have lowered your monitor's refresh rate to 60 Hz before you load the simulator. As far as the main cockpit view is concerned; you'll find that the HUD gets pretty washed out against the sky during the day, but is quite readable when flying night missions. The individual MFD's are rendered in low-res, so they are very easy to read with the VFX-1 - especially when you zoom into each MFD. If you are going to fly the EF-2000 with the VFX-1 you will have to use the ThrustMaster FLCS/TQS stick and throttle system, since you won't be able to see your keyboard when the Smart Visor is down. For obvious reasons, the VFX-1's head tracking capabilities come in real handy when locking-up the enemy. The keystroke- commands you will need to adjust EF2000 to your own personal preference are: ALT+F1 to enable the helmet view; ALT+F5 to center the helmet; ALT+F7 to lower brightness; and ALT+F8 to increase brightness. The U key adjusts the brightness of the HUD...but this really doesn't help you see the HUD more clearly during day missions. Landing is a rush with the VFX-1. Overall; EF2000 is the first military flight-sim., I've come across, that works fairly well with the VFX-1. Give it a try if you get the opportunity. (back) [10-12] Flight Unlimited - No cyberpuck support, Joystick or keyboard only. - Video problems (flicker): To run Flight with the headset, run "flight +nounivbe" (this will disable univbe support). - No tracking: Must be in "first person" simulation to track properly. This view shows the propeller, both wings, and the gauges.(ALT "f" toggles zoomed view gauges). - No tracking: Be sure to select mono headset in the options menu (must be done each time you run the game or run "flight +headset" each time you run flight. - Video is too dark/bright: To adjust the brightness use "[" and "]" keys. - ALT "c" re-centers the headset. - Windows 95 version has no HMD support. This is a great game to play. The headset can be started by both command line options and menu options. The resolution of the helmet makes it quite difficult to read the gauge numbers, but the user can still see the needle positions. I just memorized the gauge faces so that I have a good idea of the reading by seeing the needle direction. This is one amazing game with the VFX1. One tip that can help virtual pilots is to press Alt-F. This function will put a gauge in every corner that is larger and not affected by sun glare. The user can also switch to 320x400 mode to decrease pixelization slightly. This makes the gauges easier to read, but by no means crystal clear. (back) [10-13] Magic Carpet - HEADGEAR flies - Roll steers (side to side), pitch aims carpet (up and down). - Requires joystick or gamepad with VFX1 HEADGEAR: moves forward, reverse, slide side to side. - 4 button control -fire primary, fire secondary, select weapon, re-centers the carpet. - Colors may go bad during game play. Press ESC and select the GLOBE icon to correct. One of the best games to use the VFX1 HEADGEAR involves the user rolling and tilting his head to tip the carpet, while moving the carpet with a Gravis pad. You can use a joystick, but the Gravis pad really shines in this game. Each of the four buttons on the pad has a function. It's worth the 15 bucks for this controller for this game alone. The add-on pack hidden worlds (it's free with Magic Carpet Plus) works the same as the original game. This game exhibits it's full capacity with the headset. I would rate it as one of the best games I have ever played. I have not found any bugs or quirks with how the HEADGEAR works with the software. The Magic Carpet Demo also supports a look around mode using the yaw axis of the HEADGEAR. The retail game does not support this feature. I don't think the user will find it very useful any way. (back) [10-14] Magic Carpet 2 - type netherw -vfx1 to enable support in the game - yaw support to look around (use normal controls to fly carpet) - to add extra tracking support to control the carpet with the HEADGEAR and CyberPuck, use patch from FORTE. There is two ways to use this game with the HEADGEAR, but at this time, neither way supports 3-D(Stereo vision) mode. The first way to use the HEADGEAR is the built in support from the game. Use the command line switch -VFX1 to enable. This mode only supports yaw (the user can look around but still uses the keyboard, joystick, or mouse to control the carpet). I personally don't like this mode. It doesn't seem to add much to the game. However, FORTE has released a native driver that really spices things up. With FORTE's patch, the HEADGEAR and CyberPuck control the carpet. The HEADGEAR still has the original yaw mode too, so the user does not lose anything by using the FORTE patch. I am not quite as good a player with the headset-CyberPuck combination as I am with the headset-Gravis pad in Magic Carpet I, but the game is very immersive now and a lot of fun. FORTE could have just left the game with the original support, but they decided to take the time to improve it. This impressed me quite a bit. I feel this shows that they want their customers to be fully satisfied with their product. I did tweak the INI file that came with the patch to emulate the Magic Carpet 1 settings as much as possible. I wanted the HEADGEAR to control almost all the roll and pitch of the carpet, while the puck just slides the carpet and shoots the weapons. Here are my changes to the original INI file: 1) Changed headrollsense to 4 2) added the line headpitchsense=3 3) changed puckrollsense to 7 4) changed puchrollsense to 7 5) changed puckmoveslegs to on 6) changed puckrollthresh to 600 7) changed puchpitchthresh to 1400 8) remaped stop to button 3 9) changed instructions at end of INI to reflect my changes These changes do the following: Steps 1 and 2 set the sensitivity of the HEADGEAR as close to Magic Carpet I as possible. Steps 3 and 4 cut the sensitivity of the puck down as much as possible when it comes to pitch or rolling the carpet. Ideally, I wish I could shut that function off entirely, because in Magic Carpet 1, the controller the player uses only slides the the carpet. I wanted to duplicate this effect. Step 5 makes the CyberPuck active all the time on sliding the carpet just like Magic Carpet 1. Steps 6 and 7 adjust the CyberPuck so it's not as sensitive on how the user holds the CyberPuck. This prevents unintentional sliding up the carpet. In Step 8, I remaped the stop function to button 3, since I would be using that often. I also did not need the default function that was on button 3 because of step 5. Step 9 I only redid some of the instructions to reflect my changes in case I ever uploaded my settings to any one. (back) [10-15] Mech Warrior 2 - No tracking: Must have version 1.1 of MechWarrior (which includes the VFX1 HEADGEAR drivers). Download from Activision or FORTE. - No tracking: Enable the headset as an active input device in game control configuration screen. - Default controls: Cyberpuck moves forward, left/right. Buttons fire, select weapon and select target. The VFX1 HEADGEAR moves torso up/down and left/right. - If using y axis of CyberPuck for throttle, stopping won't be possible. Mech Warrior 2 works with a patch from Activision or FORTE. There is one flaw. If the user has the CyberPuck configured for throttle, the mech will never quite stop. It just slows down. Aside from that, the headset works great. This game is fun playing on a monitor but will just blow you away playing in a headset. The game has many commands to control the mech, so it's not possible to map it all to the CyberPuck, so plan on still using the keyboard a bit. (back) [10-16] Quarantine - HEADGEAR gives yaw motion. - Cyberpuck controls front, back, left, right motion (can use joystick). - Button fires. - Locks up: Boot clean with VFX1 HEADGEAR drivers loaded. (back) [10-17] SuperKarts - HEADGEAR for yaw motion only. - Joystick/Keyboard steers. - Shift/F10 looks at back of drivers head (centers VFX1). - May seem to lock up on exit. Use Alt-Q to exit. - Uses VFX1 HEADGEAR -R to center. This game is a blast. It has yaw support only (you can look around with the helmet.) The tracks are so narrow and the karts go so fast that you don't have a lot of time to look around. One of those games that VFX1 HEADGEAR doesn't really add much to the game. When quitting the game, it may appear to hang up in the VFX1 HEADGEAR test screen. Just press Alt-Q and the game should quit. (back) [10-18] System Shock - No tracking: Must run enhanced CD-ROM version. Run CDSHOCK with game. - Cyberpuck moves forward, backward, and side to side. - Button 1 = fire; Button 2 = jump; Button 3 = Use/Open - To switch to stereo mode press ESC, select Video, select Headset, and turn stereo on (must be in full screen mode). Use [2] key to toggle from full screen to normal screen mono. This is a doom style game, but more like a graphic adventure as far as game speed. The levels are huge. It really feels like you are exploring a space station. I have seen this game sell for as cheap as $15.00. It's being sold as a CD-ROM classic through Origin. It also supports 3-D mode (stereo vision). The 3-D mode adds a lot of depth to image, but messes up the cursor. I have had to play the game in normal mode (no 3d stereo) to manipulate objects and to fight. If you want a fast action game like doom, this is not for you. If you want to explore a space station for about 6 months this is the one. By the way, the Floppy version does not support headsets. (back) [10-19] TekWar - Use command line switch -vfx1 to enable native support - Use headset to look up-down, turn left-right - Use CYBERPUCK to move forward-reverse, slide left-right. - To change CYBERPUCK button defaults, edit VFX1.CFG in TekWar directory A DOOM-like game, comes with native support for the VFX-1. It allows the use of head tracking & the CyberPuck. No stereo vision, sorry. But a big THANKS to Capstone for supporting us VFX-1 users. They include a VFX1.CFG file so you can configure the three buttons on the CyberPuck to your own personal taste. This is not documented in the manual or the read me file - but you'll find a VFX1.CFG file in the TEKWAR directory of your hard drive. You can use any text-editor to change the VFX1.CFG file. At first I thought TekWar was going to be just another DOOM clone, but after spending some time with it, I found TekWar to have more depth-of-play, and a refreshing new look. It's crisp, well defined, graphics suit the VFX-1's head mount display quite well. Movement with the CyberPuck takes a little getting used to, but well worth the effort. (back) [10-20] Virtek - If the game locks up: enable EMS memory in DOS configuration (MEMMAKER). In Win95, you must add the following lines to the CONFIG.SYS file: DEVICE=C:\WINDOWS\HIMEM.SYS DEVICE=C:\WINDOWS\EMM386.EXE - Requires keyboard. Use arrow keys and ALT to move. (back) [10-21] Wings Of Glory - Flightstick/Joystick flies plane while the headset looks around the plane. - No tracking: Edit the wg.cfg file in the WINGS subdirectory that the Wings of Glory setup creates. Place the following line somewhere in the wg.cfg file: -hf - Before running game, run VFX1 HEADGEAR -R to center the headset. - If colors are strange, run VFX1 +S before running the game. Wings of Glory is a good flight simulation. The VFX1 HEADGEAR adds a lot to the game. The user can look around the cockpit. This type of simulation is perfect for the HEADGEAR, because the limitations of the display don't affect game play. It doesn't matter that the gauges are too pixelated in VR, because that information is not important in old bi-planes. I used to have trouble finding the enemy when he would get behind me. The HEADGEAR enables me to look behind, while still controlling the craft with the joystick. I know that the game has a virtual cockpit for people with out headsets, but I could never fly a plane with one hand and use the other to pan my view. It's like trying to pat your stomach and rub the top of your head at the same time. (back) [10-22] US Navy Fighters (Gold)/Marines Fighters - Use VFX1 HEADGEAR -R to center. - No tracking: Make sure the VFX1 HEADGEAR is selected in game's hardware Setup. - No CyberPuck support. The Gold version has both USNF and marine fighters included. It also has built in VFX1 HEADGEAR support. The original USNF needs a patch that is available. The look around mode of the helmet is amazing and really helps in this type of game. Lack of the resolution of the helmet really shows in this game, however . It's almost impossible to read the HUD numbers, so altitude and airspeed are hard to read. I really haven't taken the time to learn how to play this game. I think the best way to get the most out of this game is to learn to play it on the monitor until the user is comfortable with the control scheme, then play it through the HEADGEAR. (back) [10-23] Zephyr - HEADGEAR yaw turns tank turret and pitch moves tank up or down. - Cyberpuck controls forward and reverse motion, left and right motion and button 1 fires (no movement without puck). - Enter key centers the CyberPuck and F4 centers the headset. Most people should be able to find this game for $10-15 . Don't pay any more than that though, it's just not worth it. I could not get it to work on my system, but I do know it's compatible with the headset, because other users have had no problems getting it to run. It's a Doom style of racing game, sort of like Cyberrace. Pick it up if its cheap and you are bored, pass otherwise. (back) [10-24] Witchaven - Patch available from Capstone or FORTE to add native support. - HEADGEAR looks up/down, rotates left/right. - CyberPuck strafes left/right, moves forward/back. - Specific instructions on customizing puck are with included with patch ONLY the full retail game of Withchaven will work with the VFX1. The demo is incompatible. There is a native patch available for Witchaven. Users should be able to find at FORTE's web site. I am undecided about this game. The architecture of the levels is amazing. It looks like a real castle, but almost all of the fighting is hand to hand combat. This style of fighting to me doesn't seem quite as fun as the other Doom style of games. The user runs up to the monster and hacks away, hoping that you kill the monster before he hacks your health down too low. Pick it up if its cheap. (back) [10-25] Witchaven II - A bug in setup does not create VFX1.CFG file, use VFX1.CFG file from Witchaven 1 patch or Tekwar. Call FORTE technical support for more information. - HEADGEAR looks up/down, rotates left/right. - CyberPuck strafes left/right, moves forward/back. - CyberPuck buttons are configurable by editing VFX1.CFG file. I bought this game at a fairly cheap price. It was worth it just for the install screens (the're quite amusing!). Capstone also added a level creator for people who like to spend their time making new levels. Witchaven II is quite a bit better than its predecessor. The graphics are very good. This game is hard, expect to play it on its easiest level. I like the way Capstone setup the VFX1 support. I turn with the HEADGEAR, but can still strafe with the CyberPuck. (back) [10-26] Red Baron This game works better than you might think with the VFX1. I wouldn't buy this game specifically to play in VR, but if you have it already, it's definitely worth playing in the HEADGEAR. (back) [10-27] Aces of the Pacific/Europe I thought that these two games would work great in the HEADGEAR since Red Baron is similar to them. I found out from another user that the VRMouse support is not worth the effort. I personally tried Aces of the Pacific and found the support to be pretty dismal. (back) [10-28] Locus This is a futuristic sports game. Three teams with two players on a team try to score points in opponent's goals. The arenas are really wild. The player can drive on the walls and the ceilings. The headset allows players to shoot in a different direction than where his 'sled' is going. This comes in handy when you are screaming down a wall and you want to shoot the opponent who is cruising up another wall. If the arenas where flat, you would not need to shoot anywhere but straight ahead, but since the arenas are spheres, cylinders, and other strange geometric shapes the HEADGEAR really helps. This is the type of game that you will love or hate. I love it. There is a demo available (about 3 megs). It's definitely worth the download. If you want a fast-action paced game, this is for you. (back) [10-29] Slipstream 5000 - pitch and roll of CyberPuck and HEADGEAR steer. - puck buttons shoot, select weapons, make menu selections I've played this game just enough to verify how well the VFX1 controls the game. It works quite well. I don't feel I've played the game long enough to give a honest opinion of it. It just didn't seem to catch my interest. (back) [10-30] Terminator Future Shock - Must use version 1.3 or later. - Run shock /hf to enable support. (/hf must be in lowercase) - F10 recenters headgear. - no cyberpuck support. It has pretty neat game engine. I had fun on the first two levels. The mission briefings are all text (no speech) which is kind of a bummer in these days of multimedia. If like Doom style of games, but want a game that is more into exploration and less on combat look at this game. The levels are huge, expect to get lost from time to time. There is a sequence in level two where the player gets to drive a jeep that is fun. (back) [10-31] Flight Simulator 5.0 The helmet works well with this one, because there are so many views. It's not as nice as Flight Unlimited, but there are many custom files out there for this game to let the user try the things he wants. I personally like the helicopter sim files for this game. If you already own the game, I would use it with the VFX1, but I would not buy it specifically for use with the helmet. There are too many other games that work better in VR. (back) [10-32] Virtuality Maddness II This 800 page book comes with 4 CDs of demos and programs. I don't have this one either. It does come with Virtek's 3-D designer which is compatible with the VFX1. (back) [10-33] Terra Nova - Run TN +VFX1 to enable VFX1 HEADGEAR support. - Run TN +VFX1 +NECK to enable VFX1 yaw to control head of character separate from body. - Although the CyberPuck buttons are active, the controls are not. - Make sure to keep Cyberpuck in upright position or your character will drift in the game. This game is amazing! My prefered method of control is to use the mouse in my right hand to select functions and fire weapons, the joystick in my left hand to move, and the HEADGEAR to look around. The learning curve is about the same as Mechwarrior II. There are a lot of weapon/suit configurations. This game is a little easier than Mechwarrior II because all of the commands are mapped to the screen. This allows all the controls to be selected with mouse clicks. This type of control interface works well with the VFX1 HEADGEAR. It allows the player to focus on the game and not groping for keyboard commands in the heat of battle. (back) [10-34] Apache - Vrmouse Apache to enable tracking. - No tracking: enable the headtracking with the top CyberPuck button. - No tracking: make sure the cyclic controls are set to collective. I played the demo long enough to test the VFX1 HEADGEAR. I suggest only buying this game if you really are hurting for a helicopter simulation. (back) [10-35] Jane's Combat Simulations Advanced Tactical Fighters - Use VFX1 HEADGEAR -R to center. - No tracking: Make sure the VFX1 HEADGEAR is selected in game's hardware Setup. - No CyberPuck support. This game should have been called US Navy Fighters II. It is much like its predecessor, but with the added feature of modem play. Electronic arts did make quite a few small improvements over US Navy Fighters. If you are looking for a flight sim, give this one a look. (back) [10-36] Duke Nukem 3-D - Driver available to add VFX1 support to version 1.3d. - 1.2 version of driver supports modem/serial/net play. - 1.3 version allows cycling of weapons. - Instructions are included with driver on how to use and customize driver. - vfx1 driver is completely compatible with the Duke Nukem Plutonium add on pack and Duke Nukem Atomic Edition This game is nothing short of amazing. This is a must have. The headgear looks left/right and up/down. By rolling the headgear the player can strafe in the game. The cyberpuck buttons can be mapped to almost all keyboard commands. This game has the action of Doom and the humor of Full Throttle. This is probably one of the best games for 1996 (without a VFX1, but especially with)! Make sure you have the latest version of the VFX1 driver. Forte has made some improvements that were requested by VFX1 owners. They do listen! (back) [10-37] Top Gun - Vrmouse topgun adds headtracking support - Press F8 in flight to change to virtual cockpit - hold CYBERPUCK on side and press button three to enable tracking - if centering gets offtrack, use arrow keys to center view This is a lightweight jet fighting game with alot of full motion video to move the story along. The tracking works okay in this game but not as well as some of the other titles with native support. (back) [10-38] Quake - Driver available to add headtracking/cyberpuck support. - Instructions are included with driver on how to use and customize driver. - Use version 1.01 or newer of Quake - VFX1 Quake driver has been updated, current version is 3.00 - Version 3.00 of VFX1 Quake driver adds support up to version 1.08 - Version 3.00 is compatible with mission packs 1 and 2 This is my favorite game in the VFX1 HEADGEAR for 1996. It has a simple control scheme which allows the gamer to use the cyberpuck. The levels are designed to encourage the player to look around often, and the polygon style of graphics look good in the VFX1 displays. I recommend setting the screen resolution to 360x240 since this closly matches the VFX1 LCDs. In my opinion, Quake and the VFX1 HEADGEAR are the perfect combination. (back) [10-38-1] What are Quake bots? There is a new way to play quake. With the help of some user made modifications for quake, a gamer can now play multiplayer fragfest deathmatchs by himself. Sound silly?? Read on. I like playing quake in single player mode with the monsters, but there is nothing like the adrenelin rush of fragging someone in a muliplayer game. There's one problem. Many people don't have access to a Local Area Network. Even if you do, you are limited to playing only when you can get the whole gang together to play. While you can play deathmatch quake on the internet, the lag on a 28800 modem makes play in the vfx1 impossible. This is where the Quake bots enter the picture. What's a Quake bot you ask? Well, a Quake bot is a patch for Quake that adds computer deathmatch opponents. These bots act like human players, have adjustable skill levels, and will work on any quake level, even user made levels. They can play team deathmatch or free-for-all. There's even a Capture the Flag bot patch. With this patch, you can set up teams with bots helping and opposing you. These bots don't act like the monsters, they have been specifically programmed to act as much like normal deathmatch players as possible. They circle-strafe, jump , and swim. They start each level without knowledge, but as they play, they remember where the power-ups, weapons, and health are placed. The longer you play the smarter they get. I have played both Quake and Quakeworld on the internet, and I must admit that I prefer the bots to internet Quake. I am not the greatest deathmatch player, but with the bots, I can adjust the skill level so that I can have a decent chance of dominating the level. Also, since the entire game is ran from your own machine, the player gets to setup the whole game. You decide the rules, what level to play and how many opponents you face. If you need to take a break, you can just hit pause, and then come back to the game whenever you want. All the options are left up to you. It's the best of both worlds, multiplayer action with the advantages of single play. All this and no internet lag frustrations to boot. Interested? Here's how..... First of all you must have the full registered version of Quake. These patches will not work with the shareware version. I am using two Quake patch files. The first is reaperbot .81. This patch is still in beta because people were so impressed with it that the creator of reaperbot has been hired to create the artificial intelligence for the monsters in the upcoming game Unreal. But at .81 this patch is finished as far as I am concerned. It is very stable, and I have been very satisfied with its performance. The file is called reaperb81.zip and it can be found at: http://www.cdrom.com/pub/idgames2/quakec/bots/reaper/ To run both the vfx1 and the reaperbot patch at the same time will require the user to modify the vfx1qke.cfg file. I can't really give specific instructions since it will depend on how and where you have Quake, vfx1, and the reaperbot patch installed. The second patch I am using is called ctfbot11.zip. It adds bots to the Capture the Flag patch. Believe me, it's easier to setup than it sounds. First get the Capture the Flag client side patch. Then get the bot CTF. The procedure to use the Capture the Flag bots with the vfx1 is the same as the reaperbot. All the information on the Capture the Flag bot can be found at: http://www.interpath.com/~davidson/ctfbot.htm (back) [10-38-2] Are the mission add on packs worth buying? Both official add on packs are very good. I have been playing mission pack 2 (Dissolution of Eternity) and in my opinion the levels are better than the original ones in Quake. The music is also better than the original background ambiance music that came with Quake. (back) [10-39] Mechwarrior Mercenaries - Identical support as Mechwarrior 2 with the exception that no patch is needed, it has native support out of the box. (back) [10-40] Mechwarrior 2: Ghost Bear Legacy - Identical support as Mechwarrior 2 with the exception that no patch is needed, it has native support out of the box. (back) *10-41* Redneck Rampage - Use the redneck vfx1 patch - Run setup and pick keyboard and external for controls - Setup external and type in redneck.exe - Page down recenters VFX1 - If having trouble with video in the headset select VESA 1600x1200 in the Redneck video setup. This will select the default 60hz video mode. (back) [10-42] Skynet (Terminator Future shock) - Stand alone product that adds multiplayer to Terminator Future shock and another single player campaign as well - VFX1 support is the same as Terminator Future shock version 1.3 (back) [10-43] Comanche 3 - Use driver from Forte to fix headtracking and 3-d support - Alt F12 to enable headtracking from within game - Select Stereoscopic in Video menu from within game to play in 3-d - Read the readme file included with the Forte driver to explain any other minor details This game really shines in the VFX1. The LCD's tend to anti-alias the the graphics in this game giving the Voxel Space 2 engine a nice look in the headgear. I have had alot of fun with this game. I like the way the campaigns are set up. Multiplayer is also alot of fun. I have been blasting other helicopters in the VFX1 over the internet. The game really uses the VFX1 to its fullest capacity. A throttle device really adds to the immersion (so you don't have to grope for the keyboard when dropping the landing gear or opening the weapons bay) This game is a must buy in my book. Beware it takes a pretty peppy machine to run in the hi-res modes at a descent frame rate. (back) *10-44* Simcopter - Uses directx win95 drivers - make sure VFX1 and Cyberpuck are in the Joystick control panel - You may need to check the reverse Yaw axis box in the VFX1 control panel. - set the Yaw sensitivity at its maxmimum. Set the pitch and roll sensitivity to 40 in the VFX1 control applet. You must set the vfx1 control applet at these settings, any other settings will cause vfx1 to be uncontrollable. All further adjustments must be made in the sim3d.twk file. - There is a bug in the pitch view. If pointing north, looking down will look down. If you pointing south, looking down will look up in the game. There is no fix for this. If it gets too disorienting, just disable the pitch view. - The readme.txt file explains on how to map the axis of the VFX1 and cyberpuck to the controls in the game - The readme.txt file for Simcopter explains a little about twk files. You will need to edit a twk file to get the VFX1 sensitivities correct. By default the VFX1 yaw support is twice as sensitive as it should be. Here are the basic steps to adjusting the VFX1 in Simcopter. Quick tip: the 1.01 patch will copy the tweak directory for you. If you are using 1.01 then skip to step 3. 1) Copy the tweak directory from the Simcopter directory of the CDROM to the Simcopter directory on your hard drive. 2) Make sure that the read-only attribute (all files from CDROMS have the read only attribute set to on) is set to off. You can do this by right clicking on the files, clicking properties, and unchecking the read only attribute box. 3) Using notepad (or any other word processor) make the following changes to the sim3d.twk file that is now in your simcopter\tweak directory of your hard drive. Change: view yaw multiplier=1.0 to: view yaw multiplier=2.0 Save the file (make sure to save it in text format) 4) The VFX1 yaw tracking should now be approximately at a 1 to 1 ratio to yaw view in Simcopter. If you change the VFX1 yaw sensitivity to any other setting other than maximum, Simcopter defaults back to the improper 2 : 1 ratio. While it took me some time to finally work around the sensitivty problem in Simpcopter, I can still say that it was worth the work for me. I really like civilian based simulations for two reasons. First, I would like to fly in real life, but will probably never have the chance. Secondly, I like the challenges of civilion based sims as opposed to learning weapon and radar systems of the combat flight simulations. While the tracking is not as good comanche 3, the effect the VFX1 gives is startling. The map is the only thing that's hard to read in the VFX1. This is not surprising since the map is hard to read on a monitor. While you may need to flip up the visor occasionally to look at the map, it doesn't seem to detract from the VR experience. While you can use the cyberpuck, I have found that using a joystick/throttle setup works best for me. The flight model is not very realistic, but the 1.02 patch adds two realistic flight modes for the hard core computer pilots. (back) *10-45* Outlaws - Uses directx win95 drivers - Make sure VFX1 is in the Joystick control panel I was unable to get this game to work in a playable mode in the VFX1. If anyone has been able to set up the sensitivties and axis of the VFX1 so that it makes the game playable in the VFX1, please email me. (back) [10-46] Descent to Undermountain Demo - Use command line switch -vfxtrak to enable headtracking - No 3-d support at this time This is a first persion view dungeon game that uses the descent game engine. That combination alone makes this a very interesting demo. I haven't spent that much time playing it other than to verify that the VFX1 supports works. My only excuse is that its really hard to play anything other that Quake. :) (back) *10-47* Blood - Use the vfxblood.exe driver - Driver is compatible with 1.1 and up. It will not work with 1.00 or 1.02 - Page down key recenters headgear I have had a lot of fun playing this game in the VFX1. It has several interesting weapons and monsters. Even if you think the build engine games are getting past their prime, give the shareware a try at the very least. (back) *10-48* Shadow warrior - The Duke Nukem 3-D driver will not work with this game. Use Vrmouse instead. - The default vrmouse settings disable roll of the puck to turn, to enable puck roll, remove -px from options line in vrmouse settings. - I had trouble with vrmouse and Shadow warriorin a win95 dos box. You may need to shutdown to dos to get vrmouse to work properly with shadow warrior. I was able to make a very playable vrmouse setup for this game. This game is okay, but I definitely would rate it behind blood and redneck rampage. However, give the shareware a try. (back) *10-49* Chasm - You may have trouble getting Chasm to work with vrmouse in a win95 dos box. If you do, just shutdown to dos to run the game. This is a 3-d shooter that uses polygons instead of bitmaps (like quake). I don't feel it is as good as quake, but still it has some neat features such as rain. I liked the game enough that I was going to request the company for native support. Well, I spent an hour or so and made a vrmouse setup that works as well as native would have. (back) [11] What are all these utilities and drivers for the VFX1 HEADGEAR? There are only two small programs the connect the software link between the games and the VFX1 HEADGEAR. The first is VFX1.COM. This driver turns on the displays and routes the tracker input to natively supported programs. The second is VRMOUSE.EXE. This program converts head tracking and CYBERPUCK output into mouse and keyboard commands for games that do not have native support. There is also a SETVFX1.EXE utility that will help the user set up and test the VFX1 HEADGEAR. It is menu based and very straight forward to use. (back) [11-1] What is VFX1.COM? With the release of the 2.00 drivers, FORTE has combined some of their executables. VFX1VID.COM and VFX1INIT.COM both have been integrated into the VFX1 driver. Zeroset.com has also been put in VFX1.COM. It is now a command line switch -R. The only drivers that have to be run to activate the HEADGEAR are a set statement to configure the card and VFX1.COM to run the tracker and displays. VFX1.COM now auto loads high, and it is also smaller than the old setup in 1.76. VFX1.COM also has a power saver mode that is user configurable. The power saver mode will shut down the VFX1 HEADGEAR displays and tracker if it is unused for a period of time. It will then fire back up when new data is received from the HEADGEAR. The power saver mode is disabled by default. The 3-D (Stereo vision) mode has been improved in 2.00. FORTE has added a more compatible 320X400 mode that is compatible with most all video cards. The VRMouse program can now be used in conjunction with native supported programs. This allows games without CyberPuck support to use the VRMouse program while retaining native headset support. The palette snooping option (+s) has been improved to help alleviate users with palette problems. (back) [11-1-1] What do all these options do? Here is a breakdown of the VFX1.COM command line switches: Example of using a command line switch: VFX1.COM -h -h lists all the command line switches and syntax -y uses alternate sync mode. Try this if your monitor screen shrinks when the VFX1.COM is loaded. This switch must be used when initially loading VFX1.COM. -m# number of minutes before auto power saver mode is activated. A 0 will disable auto power saver mode. The power saver mode is disabled by default. This switch must be used when initially loading VFX1.COM -c disable the video sync modes. This option is like removing the VFX1VID.COM from the 1.7X software. It will make the display in the headset unreadable. It's a switch for tech support. +c enable the video sync modes. This option is default. This is like running the VFX1VID.COM from the 1.7X software. -r centers the tracker. This is the same as the old zeroset.exe from 1.7X. -f removes the VFX1.COM driver from memory. This is sometimes not possible. If it cannot remove the driver, a text message stating so will be shown. -l force VFX1.COM to load low. -o shuts the VFX1 HEADGEAR displays and tracker off. +o turns the VFX1 HEADGEAR displays and tracker on. +s enable software copying of the color palette. If the user is getting improper colors in the HEADGEAR try using this switch. It copies the color palettes from the video section to the access card through software. This option will degrade system speed slightly. -s disables software copying of the color palette. This is default. The hardware of the access card should not need software copying of the color palette in almost all cases. By leaving this option, off it increases speed. -t Turn off the line sequential stereo mode. DEFAULT +t Force VFX1 line sequential stereo mode always on. -z Print debug information. -q Do not print anything during loading. -v Print the driver version number. -i Only intialize the VIP hardware. (back) [11-1-2] How do I turn off the LCDs in the VFX1 HEADGEAR? Since most users will not be using there computers with the HEADGEAR all the time, one may want to remove the two statements that are put into the AUTOEXEC.BAT file and put them in a separate file of there own, for example v.bat. Make sure to put the new v.bat file in a directory that is pathed such as DOS, windows, or the VFX1 HEADGEAR directory. Now the user can leave the helmet dormant when not in use, but by typing v and pressing return, the helmet will be ready for use. Since the 2.00 version of the software supports a power saver mode, the VFX1 HEADGEAR driver is smaller, and it also loads itself high, the user may want to just leave the driver in and let the helmet shut down when dormant automatically. (back) [11-2] What is VRMOUSE.COM? VRMOUSE is a driver program used to support the VFX1 HEADGEAR system in non-native mode. The driver simulates mouse and keystroke actions for applications that do not directly support the VFX1. Headset movements, Cyberpuck motions, and button actions are translated into simulated mouse and keyboard inputs for the non-native mode application. (back) [11-2-1] What are the improvements in VRMOUSE.COM 2.0x? The VRMouse program looks and runs identical from the previous version. The INI file has been updated and more games have been added. The primary difference between this version and previous versions is that both native support and VRMouse support can be active at the same time. For example, the user can now use both VFX1 HEADGEAR and CyberPuck in the game Descent. The amount of memory that Vrmouse uses has also been cut in half. (back) [11-2-2] What do all these options do? An example of using a command line option : VRMouse -h -F Unloads the VRMouse driver. Loads specific settings for game in vrmouse.ini file. -H Lists games supported and command line options. -? Lists games supported and command line options. -Q Quiet mode, nothing is echoed to the the screen. -XX Disable headset x tracking. -XY Disable headset y tracking. -PX Disable CyberPuck x tracking. -PY Disable CyberPuck y tracking. -DX# Set headset horizon report rate 1 to 255 (default=3) -DY# Set headset vertical report rate 1 to 255 (default=2) -BXXX Sets the button mask for the puck (1=on, 0=off) -O default VRMouse to off (normal is on) -I# Set Keyboard injection type (0=off) -A Use Absolute mouse mode (back) *11-3* What about Windows 95? With the release of the 2.1x drivers, the VFX1 now has support in Windows 95. The drivers will automatically install, and a control panel will be added that allows the user to adjust the VFX1 settings. These drivers enable the VFX1 to work in a dos box through windows and with native Win95 applications with direct input. Currently the only Win95 native titles to work with the VFX1 are Mechwarrior II, Mechwarrior Mercenaries, Havoc, Windoom, Simcopter and Fury 3. Flight Unlimited for Win95 does not and will not have VFX1 support. As more companies switch to using Win95 with direct input, I will update this section and expand it. ----------------------------- |SECTION 12: TROUBLESHOOTING| ----------------------------- (back) [12] Why won't the VFX1 HEADGEAR video work correctly? (back) [12-1] What is the maximum resolution I can see in the headset? - Video modes supported : 320x200x256 320x400x256 640x400x256 640x480x16 640x480x256 DOS text 80x25 (back) [12-2] Why don't I see anything on my monitor? - Make sure that all cables are firmly connected, and that the system unit, monitor, and peripherals are powered and switched on. - Make sure that the VIP card is installed properly : the edge connector is inserted fully and that the VESA feature connection cable is attached correctly to the VIP card and your computer system's VESA feature connector. - Check for a possible conflict with another device or card. If your computer boots up normally when the VIP card and VESA feature connectors are removed then most likely there is an I/O conflict. Change jumpers and re-install the VIP card and run SETVFX1 and select the SETUP VIPPORT option (F1). (back) [12-3] Why don't I see anything in the VFX1 HEADGEAR? - Check to see if VFX1.COM is loaded in AUTOEXEC.BAT. - Check VGA feature connector for correct and tight fit (pin 1 to pin 1). - Some video cards do not support 640x480x256 or the feature connector in any mode. Contact your video card manufacturer for information or FORTE for a list of tested video cards. - Make sure you are running in 60 Hertz video mode for 640x480 (utility with the video card). - Make sure the feature connector of the video card is enabled (hardware jumper on the video card). - Check video card software for "enable feature connector". - Possible VIP card or feature connector problem : contact FORTE Technical Support. - Disconnect the monitor. If this works it is a temporary fix : contact FORTE Technical Support. (back) [12-4] Why does the video in the VFX1 HEADGEAR look strange? - Disconnect the monitor. If this works it is a temporary fix - contact Technical Support. - If you are using an ET4000 Chip set (which can be checked using MSD - Video) with a Rev A VIP card : contact Technical Support. (back) [12-5] Why are the colors in the VFX1 HEADGEAR not like the monitor? - PCI palette snooping might be disabled in either the BIOS options or the video card software. If enabled and not working, try to disable. - Some VRAM cards pose problems; check compatible video card table from FORTE. - IRQ or Baseport conflicts are rare but possible. Verify that these are unique. - Add the "+S" option to the "Vfx1.com" line in the AUTOEXEC.BAT file to force software palette snooping. (back) [13] Why won't my sound card work with the VFX1 HEADGEAR? No sound card is incompatible with the VFX1 HEADGEAR. Check the following things to get your audio working. (back) [13-1] Why can't I hear anything in the VFX1 HEADGEAR? - Check the connections at the VIP card for correct and tight fit. - Check the output volume of the sound card. - Make sure your application supports, and is configured for, your sound card. (back) [13-2] Why doesn't the microphone do anything? - Make sure the cable connections to the sound card are tight. - Check the volume in the sound card mixer. - Make sure the microphone is enabled. - Check the application to make sure it has microphone capabilities. - Check the sound card and be sure it supports microphone pass through. - Make sure your application supports, and is configured for, your sound card. (back) [13-3] Why does the sound stop when I start using the VFX1 HEADGEAR? - If you are using QEMM, rem out the "DOS-up" line in AUTOEXEC.BAT. - Check and verify that the VFX1 HEADGEAR and Soundcard are on different IRQ and Ports. Sometimes "SETVFX1" test doesn't detect a soundcard unless it is in use and therefore the test passes when in reality, they are in conflict. (back) [14] Miscellaneous VFX1 HEADGEAR problems (back) [14-1] Why won't the tracking work correctly? - Check cables. - Turn off and on your VFX1 HEADGEAR by turning the puck on its side for 3 seconds and click the third puck button. Then click the third button again to center the VFX1. - Test VFX1. Point VFX1 HEADGEAR at monitor and hit the space bar. Check tracking. - Run manual calibration (SETVFX1 F5). - REM out PC mouse driver in AUTOEXEC.BAT file. (back) [14-2] Why does the VFX1 HEADGEAR seem to crash at certain times? Sometimes while using VRMouse, the user will accidentally hit the bottom button while holding the CyberPuck on its side. This disables the tracking in the game, and so the headset seems to have "crashed". To reactivate the VFX1 HEADGEAR, just tilt the CyberPuck on its side again, and hit the bottom button. (back) [14-3] Why isn't VRMouse working? - Check cables. - Make sure the VR batch file was run(VRMOUSE RUN). - Game configure for mouse and/or keyboard. - Test VFX1. Point VFX1 HEADGEAR at monitor and hit the space bar. Check tracking. - Run manual calibration (SETVFX1 F5). - REM out the your PC's mouse driver in the AUTOEXEC.BAT. If this works contact Technical Support. (back) [14-4] Why can't I use the CyberPuck in all the games? - Check the connections at the VIP card for correct and tight fit. - Make sure the VRMouse is configured correctly. - Run SETVFX1 and test the Cyberpuck (F4). - Test Cyberpuck in SETVFX1 : option F4. - Some games might be compatible with the VFX1 HEADGEAR Headset and not the VFX1 HEADGEAR Cyberpuck. (back) [14-5] Why do I get sick when playing games with the VFX1 HEADGEAR? Some people experience "Virtual sickness" when using VR headsets. This is related to motion sickness that people experience in the car. The easiest way to overcome this sickness is to use the headset for only a short time each day. Wait until you've fully recovered from any effects you feel, then try again. You should be able to build a tolerance to VR that won't leave you sick! (back) [14-6] What are these SRAM errors? - The occasional SRAM errors that you may see occur are a bug in the firmware of the VIP. Unless these errors occur every time the computer is booted, the user has no reason to worry. (back) [14-7] Why can't I get the VFX1 HEADGEAR focused? Focusing can be challenging at first for users. The best way of thinking of the system is to compare it to a pair of binoculars. FORTE recommends that the user set the optics to 20/20 vision before beginning. To do this, put the white line straight down, at a six o'clock position. While wearing the VFX1 HEADGEAR, the first step is to align the IPD (inter-pupilary distance). This can be done by simply moving the eye pieces left and right. Once the image is centered on your eyes, you should adjust the focus by rotating the optics left and right. This should be done slowly so as not to "over focus". This occurs when the user, instead of focusing to infinity, focuses on the surface of the LCDs. This can cause eye strain and will not give a good perceived image. (back) *15* VFX1 - 1997 This section is just another way for me to keep the FAQ updated. This section is not in a question format since most of it is just my opinions and not technical reference. This section basically explains what I am doing with the headset now. (back) *15-1* Another word from Mickey Johnson Well, it's been almost two years that I have been using Virtual Reality in my own home via the VFX1. Many things has changed in the gaming world. I have upgraded from a p100 with 16megs to a 166mmx with 40 megs of ram. This has greatly improved the framerate of quite a few of the games I play in the VFX1. (back) *15-2* The games that I am playing in the VFX1 and why I thought I would make a list of the games that I still play in the VFX1. I realize that the compatible software list is getting quite long, and it is hard to pick the good from the bad when there is so much to pick from. Here are my top ten games that I still play heavily in the VFX1. These are the games that I feel had the best combination of gameplay and implementation of the VFX1's headtracking abilities. (back) *15-2-1* Quake This game is the 3-D shooter I play the most. The robot modifications is what makes this game fun for me. I use the first Quake driver that was available. It fits my preferences the best. When I was dreaming about Virtual Reality, Quake is what I pictured. I cannot emphasize enough how playing standing up adds to the virtual reality experience. Use the headtracking to control your movement in the game, not just to look around. (back) *15-2-2* Magic Carpet I never get tired of this game. I am currently playing this game a second time. This is the first game that I have ever replayed levels. I think that says a lot when there are so many new games to pick from. The game play is the most original style that I ever played. (back) *15-2-3* Mechwarrior mercenaries All the Mech games are good, but mercenaries is probably the most fun for me. It's nice to run and repair my own mechs. The random scenarios are nice. It extends the life of this product dramatically. When I upgraded my computer I was able to turn on all the textures which greatly enhanced the graphics in the game. (back) *15-2-4* Commanche 3 I was very happy when this game came with native vfx1 support. I have been a Commanche fan since the original came out. I played all the missions in the first Commanche twice on a 386, so you can imagine the number of hours I have put in on the current version in VR! (back) *15-2-5* Flight Unlimited This product is a lot of fun for me, because I wish I could afford to fly for real. I usually do a lot touch and go landings. Sometimes I take the glider up to see how long I can keep it in the air. This is another game that I am playing in a higher res now that I have upgraded my machine. While some people think this game is a little boring since it has no combat modes, for me, it is exactly what I was looking for in a flight sim. Lately, I have been playing this game with the see-through cockpit with external gauges (alt-f). While this is not as realistic, it's neat to see the ground come right up to you when landing. (back) *15-2-6* EF2000 As soon as I upgraded my machine, this was one of the first games I played in the VFX1. A P100 will run this game, but a 166mmx really kicks the frame rate up. I don't do to much combat in this sim either. I do a lot of take-offs and landings. You really need a throttle control and rudder pedals to get the desired vr effect. (back) *15-2-7* Skynet This terminator future shock sequel is really fun for me. The tracking works great, and there is nothing like running away from an opponent, jumping in a HK figher, and blowing your opponent away with the HK's weapons. I only play this one multiplayer. I really haven't played the single player campaign. (back) *15-2-8* Build engine games Right now the build engine games I have been playing are Blood and Redneck Rampage. I don't play these games as much as quake, but it's a nice change every once in a while. While the engine is not as 3-d as Quake, the colors are more varied and story variations make up for the dated engine. (back) *15-2-9* Locus I still play this one. While futuristic sports games aren't for everyone, the different shaped arenas keep this game fresh for me. I like the high paced action in the futuristic setting. (back) *15-2-10* Terra Nova This is another game that moving from a P100 to a P166 helped a great deal. While I definitly prefer the mechwarrior series over Terra Nova, I still find time to play this game. (back) *15-2-11* Simcopter While this game really does not belong here in my VFX1 hall of fame, I wanted to mention it here since I am finally able to play it in the VFX1. It has undocumented support that requires some tweaking to get the tracking playable. I ended up playing this game for a couple of months on the monitor after giving up on its headtracking sensitivity problems. I sat down and figured out the problem, and took Simcopter for a test flight in virtual reality. I was blown away. It is amazing how much the VFX1 can add to some games. Even though, it made it a little harder to complete the missions, the flying effect is so much more real for me. Although, this game may not have any combat, it does have some features that make it a memorable game. You can use any simcity 2000 city with the game giving the player unlimited new supply of terrain to download and fly in. You can get out and walk around. How many flight sims let you do that? The city just seems alive not just some texture mapped targets to shoot. (back) *15-3* Multiplayer maddness I have two VFX1 headgears now which has added a whole new dimension to my gaming setup. I link the computers via the serial ports. Then I use win95's built in networking to link the computers with the ipx protocol. This allows all the games to work. It seems like the win95 ipx protocol is more stable then using the direct serial code in each of the games. Another advantage to this method is that you don't have to create a new link to send the information back and forth whenever you switch games. The real advantage of the VFX1 headgear is the built-in microphones. I hook these up by hooking the VFX1 mic of the headsets to the opposite computer's mic in jack. I had to adjust the audio levels with a software mixer of the sound cards to get everything the right level. With this setup, you can talk to your opponent (or team mate depending upon the game), but you cannot hear the sound effects he hears in the game. This gives the perfect isolation for best gameplay, but still allows the fun of playing games with another person. I have tested quite few games with this setup and found absolutly no conflicts with the VFX1 and the direct connect setup. With the large number of games with both VFX1 and multiplayer support, this opens up a whole new way to use the VFX1 headgear. With two VFX1's linked together you have a virtual reality system that outperforms a lot of professional setups found at malls and theme parks. You can play a quick deathmatch of Quake or an involved cooperative EF2000 mission. I was really surprised on how much fun I had playing Skynet in this multiplayer mode. With the mail order prices of the VFX1 so low and the fact that more and more families have two computers, this muliplayer Virtual Reality setup is within reach of the hard core gamers. (back) *15-4* Want to see Mars from a 1st person perspective. Forte has released a viewer that allows pananoramic bitmap files to be viewed in the VFX1. It has headtracking and cyberpuck support. They included a Mars picture that has to be seen to be believed. I was very impressed by this viewer. This viewer will work with any bmp graphic file that is setup up to the proper size. It has documentation to describe both the viewers controls and specifications of the graphic files.