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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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:

I.  To make copies of this work in original form, so long as
      (a) the copies are exact, complete and unedited;
      (b) the copies include the copyright notice and these paragraphs
          in their entirety;
      (c) the copies give obvious credit to the author, Mickey Johnson;
      (d) the copies are in electronic form.
II. To distribute this work, or copies made under the provisions
    above, so long as
      (a) this is the original work and not a derivative form;
      (b) you do not charge a fee for copying or for distribution;
      (c) you ensure that the distributed form includes the copyright
          notice, this paragraph, the disclaimer of warranty in
          their entirety and credit to the author;
      (d) the distributed form is not in an electronic magazine or
          within computer software (prior explicit permission may be
          obtained from Mickey Johnson);
      (e) the distributed form is the NEWEST version of the article to
          the best of the knowledge of the distributor;
      (f) 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,
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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.

---------
CONTENTS:
---------

-------------------------
|SECTION 1: INTRODUCTION|
-------------------------
[1] Introduction
        [1-1] A word from Mickey Johnson
        [1-2] About the "Official" VFX1 HEADGEAR FAQ
        [1-3] Getting the "Official" VFX1 HEADGEAR FAQ
        [1-4] Adding to the FAQ
        [1-5] Acknowledgments
        [1-6] Accurate Information

------------------------------------
|SECTION 2: ABOUT THE VFX1 HEADGEAR|
------------------------------------
[2] What is the VFX1 HEADGEAR and how does it work?
        [2-1] What do I get with the VFX1 HEADGEAR?
        [2-2] What does head tracking do?
        [2-3] What is the audio of the VFX1 HEADGEAR like?
        [2-4] What is the video of the VFX1 HEADGEAR like?
        [2-5] What can the microphone be used for?
        [2-6] How many games are supported by the VFX1 HEADGEAR?
        [2-7] Will the VFX1 HEADGEAR slow down my computer?
        [2-8] Does the VFX1 HEADGEAR work with anything besides the PC?
        [2-9] Is the VFX1 HEADGEAR compatible with Windows 95 or Windows 3.1?
[3] What makes the VFX1 HEADGEAR different from other Virtual Reality systems?
                [3-0-1] Between the VFX1 HEADGEAR, the CyberMaxx 180 and the 
                i-Glasses!, which has the best design?
                [3-0-2]Which of the 3 units is more comfortable to wear?   
                [3-0-3] Which of these units has the best display?  
                [3-0-4]How can I be sure of which HMD to buy?         
        [3-1] What is Virtual Reality (VR)?
        [3-2] What is Virtual Orientation System (VOS)?
        [3-3] What is 3D video?
                [3-3-1] What is Line-Sequential 3D video?
        [3-4] What is the CyberPuck?
        [3-5] What is the VFX1 HEADGEAR Interface Protocol (VIP) card?
        [3-6] What does "immersive" mean?
        [3-7] What does "ergonomic" mean?
                [3-7-1] Why are ergonomics important?
        [3-8] What is ACCESS.bus?
        [3-9] What is IPD?
                [3-9-1] Why is IPD important?
        [3-10] Why does the VFX1 HEADGEAR use the VESA feature connector?
                [3-10-1] Why will the VFX1 HEADGEAR only display 256 colors?
        [3-11] Does the VFX1 HEADGEAR use de-pixelization filters?
        [3-12] What kinds of video does the VFX1 HEADGEAR accept?
[4] Who created the VFX1 HEADGEAR?
        [4-1] How can I contact FORTE Technologies?
[5] What are the differences between the different releases of the 
        VFX1 HEADGEAR?
        [5-1] The VFX1?
        [5-2] The VFX1 HEADGEAR?
                [5-2-1] With filled rear text?
                [5-2-2] With open rear text?
[6] Where can I get the VFX1 HEADGEAR and associated information?
        [6-1] From FORTE Technologies?
        [6-2] How can I get the the VFX1 HEADGEAR specs for creating add-on 
              products?
        [6-3] What are the VFX1 HEADGEAR specifications?
        [6-4] Are there any web sites other than Forte's that have VFX1
              information?
[7] What is needed to run the VFX1 HEADGEAR?
        [7-1] What is REQUIRED to run the VFX1 HEADGEAR?
        [7-2] What is RECOMENDED to run the VFX1 HEADGEAR?
        [7-3] What video cards does the VFX1 HEADGEAR support?
        [7-4] What game controllers does the VFX1 HEADGEAR support?
        [7-5] What sound cards does the VFX1 HEADGEAR support?
[8] What is the VFX1 HEADGEAR game software and where can I get it?
        [8-1] What does "native" mean?
                [8-1-1] What is a native driver?
        [8-2] What does "VRMouse" mean?
                [8-2-1] What is the VRMouse INI file?
        *8-3* What native games are available for the VFX1 HEADGEAR?
        *8-4* What VRMouse games are available for the VFX1 HEADGEAR?
        *8-5* Are there other applications that the VFX1 HEADGEAR can be
        used for other than gaming?
        [8-6] What can I do to help add to the number of available
        applications?
------------------------------------
|SECTION 3: USING THE VFX1 HEADGEAR|
------------------------------------
[9] How can I use the VFX1 HEADGEAR better?
        [9-1] Why should I get an extra cable?
        [9-2] What is the best way to fit the Smart Visor to my face?
        [9-3] How should I store the VFX1 HEADGEAR?
        [9-4] How can I help a friend enjoy a VFX1 HEADGEAR game?
        [9-5] What is an easy way to add volume control to the VFX1 HEADGEAR?
        [9-6] How do I clean the lenses?
        [9-7] What are the replacement optics for?
        [9-8] How do I use this CyberPuck?
                (9-8-1) Can I use two Cyberpucks?
        [9-9] Is it safe to unplug the CyberPuck when the headset is on?
        [9-10] Can the CyberPuck take a beating?
        [9-11] How do I put on the VFX1 HEADGEAR?
        [9-12] How do I adjust the brightness in the VFX1 HEADGEAR?
        [9-13] How do I use the nape strap?
[10] How can I use this game better with the VFX1 HEADGEAR?
        [10-1] Darker
        [10-2] Dark Forces
        [10-3] Descent Shareware 1.2 (from the VFX1 HEADGEAR Bonus CD)
        [10-4] Descent Registered/Commercial/Dest. Saturn 1.4A
        [10-5] Descent 2 
        [10-6] DOOM
        [10-7] DOOM 2
        [10-8] Rise of the Triad
        [10-9] Heretic
        [10-10] Hexen
        [10-11] EF2000
        [10-12] Flight Unlimited
        [10-13] Magic Carpet
        [10-14] Magic Carpet 2
        [10-15] Mech Warrior 2
        [10-16] Quarantine
        [10-17] SuperKarts
        [10-18] System Shock
        [10-19] TekWar
        [10-20] Virtek
        [10-21] Wings of Glory
        [10-22] US Navy Fighters (Gold) / Marine Fighters
        [10-23] Zephyr
        [10-24] Witchaven
        [10-25] Witchaven II
        [10-26] Red Baron
        [10-27] Aces of the Pacific/Europe
        [10-28] Locus
        [10-29] Slipstream 5000
        [10-30] Terminator Future Shock
        [10-31] Flight Simulator 5.0
        [10-32] Virtuality Madness II
        [10-33] Terra Nova
        [10-34] Apache
        [10-35] Jane's Combat Simulations Advanced Tactical Fighters
        [10-36] Duke Nukem 3-D
        [10-37] Top Gun
        [10-38] Quake
                [10-38-1] What are Quake bots?
                [10-38-2] Are the mission add on packs worth buying?
        [10-39] Mechwarrior Mercenaries
        [10-40] Mechwarrior 2: Ghost Bear Legacy
        *10-41* Redneck Rampage
        [10-42] Skynet (Terminator Future shock)
        [10-43] Comanche 3
        *10-44* Simcopter
        *10-45* Outlaws
        [10-46] Descent to Undermountain Demo
        *10-47* Blood
        *10-48* Shadow warrior
        *10-49* Chasm
[11] What are all these utilities and drivers for the VFX1 HEADGEAR?
        [11-1] What is VFX1.COM?
                [11-1-1] What do all these options do?
                [11-1-2] How do I turn off the LCDs in the VFX1 HEADGEAR?
        [11-2] What is VRMOUSE.COM?
                [11-2-1] What are the improvements in VRMOUSE.COM 2.0x?
                [11-2-2] What do all these options do?
        *11-3* What about Windows 95?

-----------------------------
|SECTION 12: TROUBLESHOOTING|
-----------------------------
[12] Why won't the VFX1 HEADGEAR video work correctly?
        [12-1] What is the maximum resolution I can see in the headset?
        [12-2] Why don't I see anything on my monitor?
        [12-3] Why don't I see anything in the VFX1 HEADGEAR?
        [12-4] Why does the video in the VFX1 HEADGEAR look strange?
        [12-5] Why are the colors in the VFX1 HEADGEAR not like the monitor?
[13] Why won't my sound card work with the VFX1 HEADGEAR?
        [13-1] Why can't I hear anything in the VFX1 HEADGEAR?
        [13-2] Why doesn't the microphone do anything?
        [13-3] Why does the sound stop when I start using the VFX1 HEADGEAR?
[14] Miscellaneous VFX1 HEADGEAR problems
        [14-1] Why won't the tracking work correctly?
        [14-2] Why does the VFX1 HEADGEAR seem to crash at certain times?
        [14-3] Why isn't VRMouse working?
        [14-4] Why can't I use the CyberPuck in all the games?
        [14-5] Why do I get sick when playing games with the VFX1 HEADGEAR?
        [14-6] What are these SRAM errors?
        [14-7] Why can't I get the VFX1 HEADGEAR focused?
*15* VFX1 - 1997
        *15-1* Another word from Mickey Johnson
        *15-2* The games that I am playing in the VFX1 and why.
                *15-2-1* Quake
                *15-2-2* Magic Carpet
                *15-2-3* Mechwarrior mercenaries
                *15-2-4* Commanche 3                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            
                *15-2-5* Flight Unlimited
                *15-2-6* EF2000
                *15-2-7* Skynet
                *15-2-8* Build engine games
                *15-2-9* Locus
                *15-2-10* Terra Nova
                *15-2-11* Simcopter
        *15-3* Multiplayer maddness
        *15-4* Want to see Mars from a 1st person perspective.
-------------------------
|SECTION 1: INTRODUCTION|
-------------------------

[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.

[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.

[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.

[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.

[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.

[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|
------------------------------------
[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.
        
        [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.

        [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.

        [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!

        [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.

        [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.

        [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.
        
        [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.

        [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. 

        [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.

[3] What makes the VFX1 HEADGEAR different from other Virtual Reality systems?
   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.

        [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.

        [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.

        [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.

        [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.

        [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.
        
        [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.
        
                [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.

        [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.
        
        [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.

        [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".

        [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.

                [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.

        [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.
        
        [3-9] What is IPD?
        IPD stands for Inter Pupilary Distance.  This is the distance between
        your pupils (the center of your eyes).
        
                [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.

        [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.

                [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).

        [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.

        [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.

[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. 

        *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                     

[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.

        [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.
        
        [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.
        
                [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.

                [5-2-2] With open rear text?
                This was a cosmetic change made to enhance the appeal of the
                VFX1 HEADGEAR.

[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.

        [6-1] From FORTE Technologies?
        Contact FORTE's sales department at sales@fortevr.com or call them
        directly at 716-427-8595.
        
        [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.

        [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)

        [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/

[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.

        [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.
        
        [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.
        
        [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. 

        [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.

        [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.

[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.

        [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.  

                [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.
        
        [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.

                [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!

        *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              ??????????

        [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

        *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.

        [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|
------------------------------------
[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.

        [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.
        
        [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.
        
        [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.

        [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.

        [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.

        [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!

        [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.

        [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. 
                [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.

        [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.

        [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.

        [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.

        [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.

        
        [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.

[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.
        
        [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.

        [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.

        [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.

        [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.
                
        *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.
        
        [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.

        [10-7] Doom II
        - Do not run VRDOOM : Run      VRMOUSE DOOM2
                                       DOOM2
                                       VRMOUSE -F
        - Must use default keys
        - See Doom.

        [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.

        [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.

        [10-10] Hexen
        - works with both VRMouse and a native patch
        - detailed instructions on configuring headset are in native patch
        - See Heretic.

        [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.
        
        [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.

        [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.

        [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.

        [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.

        [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.

        [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.
        
        [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. 
        
        [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.

        [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.
        
        [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.
        
        [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.

        [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.  
        
        [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.

        [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.

        [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.

        [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.

        [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.

        [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.
      
        [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. 

        [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.

        [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.

        [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.

        [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.

        [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.
       
        [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!

        [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.

        [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. 
                [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

                [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.  

        [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.

        [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.

        *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.

        [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

        [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.

        *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.
        
        *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.

        [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. :)

        *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.

        *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.

        *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.


        [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.

        [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.

                [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.
                [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. 

        [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.

                [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.
                
                [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

        *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|
-----------------------------
[12] Why won't the VFX1 HEADGEAR video work correctly?
        [12-1] What is the maximum resolution I can see in the headset?
        - Video modes supported :  320x200x256
                                   320x400x256
                                   640x400x256
                                   640x480x16
                                   640x480x256
                                   DOS text 80x25
        
        [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).
        
        [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.
        
        [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.
        
        [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.
                
[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.

        [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.
        
        [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.
        
        [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.

[14] Miscellaneous VFX1 HEADGEAR problems
        [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.
        
        [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.

        [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.
        
        [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.      
        
        [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!
        
        [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.

        [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.

*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.

        *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.

        *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.

                *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.

                *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.

                *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.

                *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!

                *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.

                *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.

                *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.

                *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.
                
                *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.

                *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.

                *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.

        *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.

        *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.




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