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Sep 26, 2023 at 1:46pm #217834
In reply to: Starfield Hype Train – CHOO CHOO!
RalfKeymasterI think I know what’s going on, or at least I have guess: there can be situations where motion controller settings override the ‘gamepad override’ setting. That’s on purpose and necessary depending on the motion controller/gamepad config.
Please check whether your issue also occurs when you disable motion controllers entirely. If it goes away in that case, that was the culprit.
Generally use either a gamepad or motion controllers, not both in the same game session. Then you shouldn’t encounter this issue.
Sep 26, 2023 at 1:50am #217830In reply to: Starfield Hype Train – CHOO CHOO!
romandesignParticipantHmm, it looks like I may have solved it: in-game control takeover setting = on, VorpX mode = keyboard/mouse, game override = FULL, but (!!!) in the key mapping for the gamepad buttons override I erased all mappings. Now, when previously even with the gamepad override=off it flickered and opened the map. M was the gamepad RB override key, but even when it’s off – it engaged it! But now the icons flicker still, but map is not opening and I can use in-game override properly, so my joysticks work fine until I tak over with controllers on land.
I haven’t tested it properly yet, but it seems to work. Maybe this way it will also work with override=off. It was still using those mappings despite the override being off, somehow.
Starfield is capable of handling gmaepad and keyboard but not simultaneously – they override each other ontil the othe one is used, which is just what I want. Land = controllers, flight = gamepad (joysticks).
Sep 26, 2023 at 1:02am #217828In reply to: Starfield Hype Train – CHOO CHOO!
romandesignParticipantCorrection – when I set both Gamepad mode and gamepad override as off, saved and fully restarted the game – the controllers were not working at all as a gamepad, but the emulator (or real gamepad) was working fine, and no map opened via button presses. But as soon as I set it to override the gamepad, or act as keyboard/mouse – I get this map pop-up in flight on RB relese.
It’s almost there! If not for this bug, otherwise it’s working – I use controllers on land, and my joysticks in flight – and it feels great, up to the moment I try to use thrusters. “Select Target” button (A) also glitches sometimes, possibly due to the same problem. IT’s some conflicting between gamepad/VorpX. I tried without VorpX – just with real gamepad/keyboard and there is no such problem – I can seamlessly use keyboard and gamepad, one overrides another perfectly, no map popup, no flicker of icons: once I touch gamepad – they stay round, and once I touch keyboard – they stay square No flicker at any point. But as soon as I turn on VorpX – it starts again, even though it should just emulate keyboard presses without doing anything different than the keyboard…
Sep 26, 2023 at 12:41am #217827In reply to: Starfield Hype Train – CHOO CHOO!
romandesignParticipantRalf, I’m still having this weird problem with the gamepad interaction. I tried 2 different software gamepad emulators, and I tried a real X360 gamepad! I tried VorpX controllers in keyboard/mouse mode and in the gamepad mod. With full or partial gamepad override and with override off. With in-game setting of control takeover on and off. What happens is that in the starship when piloting, if you hold RB (Right Bumper) to use thrusters, the moment you release it – the map opens every time! In the middle of the flight. Press it again – it closes. But it’s not mapped to a map! It makes the flight almost impossible – not with thrusters, which are very important (you can’t use them until you unlock Pilot skill – 1st tier). Because of the way the game works, it shows keyboard key symbols if you use the keyboard, and controller button symbols when you use the gamepad, I think it has something to do with how VorpX is not actually emulating the gamepad! Because when I use the actual gamepad sticks (or its emulator) I see the round buttons (gamepad mode), but the moment I press any button on the gamepad, or use the controllers – it changes to square keyboard icons. So I think VorpX is not actually acting as a gamepad, despite the fact that I set it to gamepad mod, saved, and restarted the game. Looks like in the VorpX menu the gamepad buttons are still mapped to keys, right? Can it work as a true gamepad instead, and coexist with a real gamepad? Or if not – it should not glitch into keyboard mode once a real gamepad button is pressed.
Any idea how it can be fixed? It’s driving me crazy!
So, once again, my goal is to use a motion controller as a gamepad when walking, but a real gamepad (or joysticks via gamepad emulation) for flying. Both at the same time. The game has a great override setting, which is normally on (I tested it off too): when it senses the gamepad it overrides the keyboard and vice versa. So in theory, when I use a gamepad the controllers should not generate any input. But when I click a gamepad button, I see the game icons glitch between round gamepad/square key icons very fast, so it must mean that the VorpX is still generating key input when the keypad is pressed. How to avoid it?
Sep 23, 2023 at 5:23pm #217810In reply to: Starfield Hype Train – CHOO CHOO!
RalfKeymasterThere a lots of tweaks compared to the user profile. E.g. the FullVR FOV now matches 100% instead of being almost right, also flight and dialog FOV are considered etc. Effects that don’t work well in VR are disabled automatically. Z3D gets disabled in menu/invetory screens for better readability, resolution can (and should) be set automatically with the ‘Resolution Quality’ option in vorpX and so on.
Also I haven’t looked into your motion controller gesture setup yet. Maybe I have one or two extra ideas in that department too. We’ll see.
It’s basically a plug and play FullVR profile now. Still with room for improvement, but no annoying hurdles anymore.
Sep 23, 2023 at 9:47am #217801In reply to: VorpX cannot hook armored core 6
JohnDoe_123ParticipantInput Settings
override all “no”xbox Controller is responding.
Sep 23, 2023 at 6:20am #217800In reply to: VorpX cannot hook armored core 6
JohnDoe_123ParticipantThanks!
With “Elden Ring 03.05.22 GOOD-Z3D” and Hook Helpers
after added “armoredcore6.exe” and “start_protected_game” in Assigned Programs,
VorpX succeeded in fooking.But this time, xbox Controller is not responding.
Sep 22, 2023 at 7:13pm #217788In reply to: Starfield Hype Train – CHOO CHOO!
romandesignParticipantBeing a huge space sci-fi fan, I first hated the game for not having the atmospheric transition quality
Ouch… I feel your pain. I’m a lifelong hard sci-fi fan too, and I’ve written a sci-fi thriller novel and just finished a novelette (ping me if you’re interested in reading it). I’m also a huge flight sim fan (I also produce airports for MSFS). So the lack of reentry, atmospheric flight, and sim aspect is a massive disappointment for me, along with no native VR support. Still, the game is amazing.
I’ve determined that I will bring it to the best degree of immersion I possibly can.
– So the first step was bringing it to VR. I tested the Reshade3D to see that the performance and general VR look would be good enough, then bought VorpX for the true immersive VR and gesture support. I added all gestures to my profile (Roman Design). But that’s just the beginning.
– I’ve recently built a full motion simulator for flight sims, including custom-built controls: joystick/pendular yoke and hotas/heli collective hybrid controls, throttle quadrant modelled on 737, an array of switch boxes, encoder box, and off-the-shelf pedals. So I mapped all the relevant control axes and buttons to an X360CE gamepad emulator. The game thinks I’m using a gamepad, but I now have proper controls for space flight.
– Unlike flight sims, there is no position/acceleration data that I can use for driving motors on my motion cockpit. But I pull the data from my joystick and other controls and use that! Because there is no gravity in space – spacecraft position/orientation is not important. And joystick movement pretty much corresponds with thruster acceleration motion cues, so with some formulas, it’s possible to create a very believable motion. I use deltas from throttle changes to jerk the seat forwards/backwards to create a sensation of braking/accelerating as well. It works surprisingly well. I had to tone it down a bit not to get sick from all the space dogfighting.
– I built two DIY vibration transducers from old car speakers, driven by a separate amp. Again, I have no events to drive the software, but I mirror the game audio to a mixing software that EQs it to hell, leaving only very low frequencies that I feed to transducers – now all the rumble and explosions from the game are felt by my body. In addition to that, I used Voice Attack software to intercept all trigger presses from motion controllers and joysticks and play a “thump” sound to the device that feeds the vibration transducers. That way I feel the recoil of every shot I make. It fires every time the left mouse button is pressed, for example, so some false positives are there when I’m not actually shooting – but it feels very satisfying when I shoot.
– I created a Voice Attack profile that covers everything available in the game with voice control commands and text-to-speech. I can say “initiate take-off” and it will answer “Crew – prepare for take-off. Ignition. Engines nominal, taking off” etc. while pressing the appropriate button for me. Same for jumps etc. The voice commands cover everything that can’t be fitted to motion controllers, or just more fun to speak out. I can say “sniper rifle” or “quick slot 9” and the weapon is equipped. And so on. I programmed some energy management presets: when I say “battle stations” it will depower the grav drive, set max shields and power weapons. “Maximum lasers” will depower other weapons and set full lasers first, then add other weapons as available. And so on.
– I’ve also created a complicated .bat file that launches all the necessary software, kills off all the unnecessary processes to free up CPU and GPU, sets CPU affinities to 3D-cache CCD0 cores for the game, and CCD1 cores for everything else, etc.
There are some glitches here and there, due to game bugs and software issues etc. but mostly it works great, incredibly increasing the immersion! I’m going to make a video about the whole setup soon.
Now all I wish for is that someone mods in the atmospheric flight and manual landings/takeoffs. The ship can appear at the edge of the generated area and lets you fly and land manually – that would be such a great thing for immersion without changing the game engine in any way. Also it would be nice to decouple aiming from looking, and map the motion controller movement to aiming – that would really be almost full VR. But I’m not sure that is possible.
Sep 22, 2023 at 10:54am #217770Topic: Cyber punk VR mod not full 360
in forum Technical Support
bwgfxBlockedWhen I am in game my veiw in vr is not 360 it is a rectangle that tracks with my head movement. All other controls seem to be working just not full 360 veiw? If you could help that would be amazing!
Sep 20, 2023 at 6:31am #217742In reply to: Titanfall 2 Revival!
RalfKeymasterGreat video, I didn’t even know that Titanfall 2 had some kind of revival.
Can’t recommend this one enough. Great FullVR experience and just the right age to run well in VR without the need for an Uber-PC while still looking extremely good.
Aside from everything required to make the game run out of the box the profile also comes with two noteworthy advanced DirectVR features that weren’t mentioned specifically in the video:
- Automatic weapon hide to deal with the ‘face gun’ you often get when bringing first person games to VR: no running around with a weapon attached to your nose all the time. You might not even have known that you want something like that, but it makes a world of a difference when playing a game.
- Preconfigured motion controller gestures for aiming down sights etc. (requires the vorpX beta currently). I’m still surprised myself how close to native VR games like this can feel with just a few well chosen gestures, even seated.
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Short auto weapon hide demo for those who never heard of it:
Sep 20, 2023 at 1:30am #217739In reply to: Starfield Alpha v0.2 rev.b
RalphParticipantromandesign has forked my profile and added many motion controller settings, my own profile is for xbox controller in general.
Sep 20, 2023 at 12:51am #217736In reply to: Starfield Alpha v0.2 rev.b
ParadiseDecayParticipantAre the controller buttons not mapped? For example the ‘enter’ button… I could not exit the ship or select anything in the world to interact with?
Sep 20, 2023 at 12:46am #217734In reply to: Starfield Hype Train – CHOO CHOO!
romandesignParticipantGenerally, Reshade3D is a very good and free solution for bringing Starfield to VR. But what sets VorpX apart is the controller integration, gestures and head tracking. Starfield is a huge game and I’m sure it can bring many people to VorpX, just like it brought me, so I bought it. Free is tough to beat though :-) The huge selling point of the VorpX is the immersion features. So let’s see what the official profile can bring. This may be big, or not. I already think it was worth it for me, but there may be things that will make it so much better: if only it would be possible to decouple looking (directions/moving) and aiming (moving the reticle), then mapping motion controller movement/tracking to aiming (“air mouse”) should not be difficult, and that would be mind-blowingly huge! I’m not sure it’s even possible to decouple it in the game, but if it is – that would virtually be bringing the motion controllers inside the game. Something like that could bridge the last gap of VorpX vs. native VR – aiming with your hands. I think most people who are not sure if they want to try WorpX are worried about the whole “aiming with your head” thing. And while it’s not as bad as it sounds, it’s not ideal. Managing to bring hand aiming into the game would be amazing – I’m probably dreaming, but who knows…
Sep 17, 2023 at 11:03pm #217704In reply to: Starfield Hype Train – CHOO CHOO!
romandesignParticipantYou must download flawless widescreen . This program allow you that set any fov. Viewmodel , ship , world
Looks like it does exactly the same as the mod I mentioned does. But I suspect that the mod also resets it after a dialog etc. Anyway, why use extra software when there’s a mod?
I downloaded the game a week ago but haven’t opened it yet, waiting on full vr
I’m also eagerly waiting for an official mod, but you can try my profile, based on Alpha v2 – it’s pretty playable. Only disable the gamepad override, I think it works better that way for the ships. Also, if you are using joystick like I am, program the emulator for cross-controls: so joystick controls proper roll and pitch – they are on separate thumbstick on the gamepad, and pitch should be reversed (in-game menu option or inside emulator). And throttle and yaw should be programmed on proper axes too. That way ship combat is much better than when joystick emulates gamepad normally.
Official profile might have lower latency, and other nice-to-haves, but it’s quite well and playable as it is, full VR with gestures, so the beginning is slow and long anyway, and it’s really not bad. BTW not sure what people were complaining about – slow beginning, boring game and all. It’s basically exactly like Fallout/Skyrim in space with very nice graphics and cool hard sci-fi aesthetics. It plays exactly like that. All the clunkyness is the same as with the older Bethesda games. But nobody does a better job in this gameplay style, which is my favored. I only wish there would be native VR support, atmospheric flight, manual landings and docking and generally more believable space simulator dynamics. And of course less loading screens – game could check if there is enough RAM/VRAM available and preload the next zone in the background…
Sep 14, 2023 at 3:31pm #217659In reply to: Starfield Alpha v0.2 rev.b
speeduk3859ParticipantIs this mod supposed to move the game around when you move your head? As for me it does not like in other VR titles. I have to use the controller. Thanks
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When I am in game my veiw in vr is not 360 it is a rectangle that tracks with my head movement. All other controls seem to be working just not full 360 veiw? If you could help that would be amazing!
