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overview.
This page will explain
how components and attributes of the VFX1 work so you can better
understand aspects of the product. If you are experiencing difficulties
in any of the areas below, follow the troubleshooting link to see
if you can solve it yourself. The entire troubleshooting guide is
located here. If your problem still
persists, you can contact IIS's Technical Support Department here.
video.
The VFX1 interfaces
directly with your video card through it's VESA Feature Connector.
The feature connector must be compliant with the VESA 2.0 standard
for digital video. The connector delivers 8 bit (256 color) video
which the VFX1's VIP card formats and sends along to the VFX1. The
feature connector is a 26 pin dual-row header most likely near the
edge of your video card. If you are unsure if your video card has
a feature connector or if it is VESA compliant, check our supported
video cards page.
If you are having a
video problem, check the video troubleshooting
portion of the VFX1 troubleshooting guide.
audio.
Audio is passed through
the VIP card to the VFX1. Any sound card with a standard 1/8th inch
audio output connector should work with the VFX1 without any problems.
If you are having an
audio problem, check the audio troubleshooting
portion of the VFX1 troubleshooting guide.
tracking.
The VFX1 allows for
360 degrees of yaw and 70 degrees of pitch and roll with the helmet
and 70 degrees of pitch and roll with the CyberPuck. These are not
all supported in every game. Some games require a joystick and don't
support the CyberPuck, others may support the CyberPuck and not
a joystick, some may not support either, still others may support
both. Some games won't support every axis of movement for the VFX1.
Check the supported software page for a quick reference to what
a game supports. You can also check a specfic game's setup page,
by clicking on the game title itself, and verify you have everything
setup correctly.
If you think you're
VFX1 is set up properly but you still are not getting good tracking,
check the tracking troubleshooting
portion of the VFX1 troubleshooting guide.
software drivers.
A software driver is
an external program which sets up the VFX1 support outside of the
game. This can include a patch to a game as well. These are used
for games which don't have VFX1 support programmed into the game.
native support.
Games which have VFX1
support programmed into the game are said to have native support.
These kind of games usually have either a VFX1 option to choose
or a special set of keystrokes which enable tracking.
vrmouse.
VRMouse is a program
provided by IIS which enables the VFX1 and CyberPuck to be treated
as a mouse and keyboard for use in games which don't have software
drivers and aren't natively supported. The vrmouse.zip file contains
all of the setup information for the games supported by VRMouse,
and can be modified by the user. VRMouse enables the VFX1 to be
used with virtually any DOS game.
If you are having a
problem getting VRMouse supported games to run correctly, check
the setup page for the game linked from the supported software page,
or check the VRMouse troubleshooting
portion of the VFX1 troubleshooting guide.
direct input.
This is the method
in which data from the VFX1 is obtained by Windows 95. The VFX1
Headgear and the CyberPuck are treated as separate joysticks when
used in the Windows 95 environment.
relative mode.
This mode was developed
by IIS to enable tracking in games programmed around Windows 95
which don't allow for the absolute form of tracking data we use.
Check the setup page for any Windows 95 game to see if this mode
is necessary for proper VFX1 function. Relative Mode is only available
in the 2.14 or later versions of the VFX1 drivers. These drivers
will give a game a value for the change from last position instead
of an absolute position value. The three values in the axes output
in the VFX1 Control Panel should all hover around 180 and change
briefly as the VFX1 is moved. They should always go back to 180
when the VFX1 is not being moved.
puck chording.
The 2.15 version of the VFX1 drivers allow for puck chording in
the Windows 95 environment. This means that multiple button presses
are now mapped as known direct input data. So, not only are the
single top, middle, and bottom button presses allowed, but any combination
of the three as well. Some games allow you to set them up, others
require a set up file with the combinations pre-defined. Check the
setup page of any Windows 95 game to see if this is supported.
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