The "Official" VFX1 FAQ

 


VFX1 HEADGEAR Virtual Reality System
Release v2.0
Last Updated: August 25, 1997
Written by: Mickey Johnson (mickster@geneseo.net)
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CONTENTS:
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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

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|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?

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|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?

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|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
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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*
*****************************************************************************



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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:


  1. To make copies of this work in original form, so long as

    1. the copies are exact, complete and unedited;
    2. the copies include the copyright notice and these paragraphs
      in their entirety;
    3. the copies give obvious credit to the author, Mickey Johnson;
    4. the copies are in electronic form.

  2. To distribute this work, or copies made under the provisions
    above, so long as
    1. this is the original work and not a derivative form;
    2. you do not charge a fee for copying or for distribution;
    3. you ensure that the distributed form includes the copyright
      notice, this paragraph, the disclaimer of warranty in
      their entirety and credit to the author;
    4. the distributed form is not in an electronic magazine or
      within computer software (prior explicit permission may be
      obtained from Mickey Johnson);
    5. the distributed form is the NEWEST version of the article to
      the best of the knowledge of the distributor;
    6. 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.



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[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.



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[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.



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[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.



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[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.



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[14] Miscellaneous VFX1 HEADGEAR problems


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[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.



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[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.



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[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.



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[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.



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[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!



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[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.



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[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.



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*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.



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*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.



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*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.



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*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.



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*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.



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*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.



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*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!



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*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.



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*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.



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*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.



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*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.



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*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.



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*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.



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*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.