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AuthorSearch Results
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Oct 30, 2022 at 11:58pm #213562
Topic: new world G3D request
in forum General vorpX Discussion
karmic1234Participantcan anyone make a immersive screen with full G3D profile for new world pls ! new server going up next week and i want to play immmmmmmersive ;)
nothing complicated no head tracking or controller just a good 3d visual ;)
thank you
Oct 27, 2022 at 5:36am #213533In reply to: How vorpx access to other games technically?
AtomicWalrusParticipantFor control inputs like joystick movement I believe vorpx just emulates an xbox controller (or keyboard and mouse, depending on the mode you set), and this works with most games since almost everything has xbox controller support. Similar to x360ce being used to turn inputs from any generic USB controller into xbox 360 inputs. In fact, x360ce might be exactly what you need; It would allow you to bind the button and axis inputs from your custom hardware to xbox 360 equivalents.
Be aware that multiplayer games with anti-cheat software may see controller emulation as a cheat.
Oct 25, 2022 at 11:49am #213507
RalfKeymasterThe default for the controller setting in Steam’s Cyberpunk properties you mentioned above is “Use Default”, which works perfectly fine here. My guess would be that maybe you changed it before and Steam pulled the changes you made from the cloud when you reinstalled Steam.
Anyway, glad you fixed your issue. Also thanks for sharing your solution! Might indeed be useful if anyone accidentally changed that Steam setting. As far as I’m concerned I consider this matter closed.
Oct 25, 2022 at 6:51am #213499
RigmarDrakeParticipantNo controllers issues anymore. But reinstalling the mod (as I did dozens of times, including after switching from Windows 10 to Windows 11) had no effect whatsoever on the problem of the game/mod entirely failing to recognize controller inputs EXCEPT in override mode. It was not possible to play with controllers in anything other than override mode until the controller settings were changed in Steam (the broader Steam program–not SteamVR).
We tried all kinds of troubleshooting for a week, but never the Steam controller settings. So I am reporting here what the issue was in case anyone else has the same problems at some point. I never used a gamepad with Steam before, and I reinstalled Steam entirely when I switched from Windows 10 to Windows 11 as part of the troubleshooting. So as far as I can tell, the offending Steam settings were on by default–at least with my setup. And these Steam settings were preventing the controllers from being recognized (except with full override in the mod) regardless of whether the game was run (and the mod was configured) for steamVR, openXR, OR the oculus runtime. Because the game was purchased in Steam, those Steam controller settings were preventing the controllers from being recognized in any runtime.
Oct 24, 2022 at 4:55am #213481
RigmarDrakeParticipantRan into difficulties trying to play with my controller bindings because so many buttons have multiple functions. So I finally figured out why the game was not recognizing controller inputs except in full override mode. It was a Steam controller setting. I right clicked on Cyberpunk 2077 in Steam, hit Properties, went down to Controller, and switched it to “Enable Steam Input.” And then that fixed it (either that or some of the other Steam controller options that I messed with at the same time).
Now the mod’s default controller settings work with having disabled xbox gamepad override in the mod’s settings. When the mod’s default gamepad settings are enabled in this way, they do, in fact, “just work.” Wish I had found this simple solution a week ago.
It’s just too bad that the hotkey menu does not seem to work with default gamepad settings. It’s not critically necessary anymore, but would be nice to have it. It is triggered by shift + middle mouse button (edgepeek), but the sprint button on the controller is not recognized as shift. And there are no rebindings in this mode, so it cannot be rebound to be shift rather than a gamepad button. But that’s a minor inconvenience.
Oct 22, 2022 at 10:19am #213471
RigmarDrakeParticipantI was able to set it to 3840×2160. Looks fantastic, and the inventory menu works properly.
It took me dramatically longer than expected to actually accomplish this because the option in Nvidia Control Panel to customize resolutions was greyed out for me. I tried messing around with virtual monitors and all kinds of other things without success. In case anyone comes across this post and has similar issues, for me the problem was that my Samsung G9 monitor was set to 240hz. Apparently you cannot set custom resolutions at 240hz, and you cannot solve this problem by just switching the refresh rate in the Nvidia control panel to 120hz or 60z. You need to physically hit the menu button on the monitor and drop the refresh rate from 240hz to 120hz. At that point Nvidia Control Panel will allow customized resolutions. And then I went to Geforce Experience to change the settings for Cyberpunk to launch with my 3840×2160 custom resolution.
Cheers!
Oct 21, 2022 at 2:51am #213460
RigmarDrakeParticipantI assumed that was the case, as with FOV settings too. But I believe that at least some of the people who referenced using the 3840×2160 resolution are on the G2, such as Demuse, who said so in a few posts (https://www.vorpx.com/forums/topic/cyberpunk-vr-update-thread/page/8/).
So it sounds like he set that as a custom resolution himself? Unless those other internal factors were dispositive. But if he did set it as a custom res, I’ll try to figure out how he did it. There are various guides, but some of the techniques don’t work anymore or don’t work for everyone right away because of Nvidia Control Panel being so finnicky with different hardware.
Oct 20, 2022 at 3:44pm #213452
RigmarDrakeParticipantActually, spoke to soon. The menu box with weapon details now pups up and stays around around for the first equipped weapon, which was not happening before. But there is still nothing when the cursor goes over the second and third weapons, unequipped weapons in the backpack, weapon stat comparisons, etc.
So a wider resolution may be necessary after all. Would be great to be able to try 3840×2160. Is there some easy way to do that through the mod that the others have figured out? Typing 3840×2160 into the UserSettings text file does not work because immediately upon closing the file it reverts to the lowest resolution. And the customize resolution option is greyed out in Nvidia control panel, possibly because of my monitor. But anyway I’m sure I could figure this one out on my own with just a bit more research if it needs to be done externally from the mod.
Oct 20, 2022 at 3:28pm #213451
RigmarDrakeParticipantRalf, THANK YOU!! I was very impressed that you responded to my posts at all, let alone toughed it out with me for this long over this very frustrating issue that does not seem to affect anyone else, and therefore should be an extremely low priority for you. I completely understood if you had lost patience, and I was trying finally to get out of your hair and get comfortable with keyboard and mouse (which has honestly been a lot more satisfying than I expected). But I am absolutely floored, and so grateful, that you took the time to make changes to your software and release this new build.
IT WORKS! While the shift-gripped d-pad buttons still do not work as intended by triggering xbox gamepad d-pad functions, you fixed the issue I had where I could not bind Z and a bunch of other keys. Now I am able to bind every keyboard key, and with that, I can map Z, T (phone), M, etc. to the shift-gripped d-pad buttons (and the hotkeys) in gamepad mode. After rebinding those keys, I can do all of the necessary commands to play this game with controllers, and with all of the gestures working too. The grenade throw gesture still opened the map because RB is bound to M, but it was easy to fix that by rebinding RB to the combat gadgets key.
So once more, THANK YOU! I am going to play the hell out of this mod in all of its motion controlled glory.
There is one last, much less important issue. I’m now playing on the Reverb G2 instead of Quest 2, When I set the resolution to Ultra, the previous build of your mod set it to something near 2616×2212. Maybe it was exactly 2616×2212, but I thought the first number might have been 27xx. And the G2 looked so incredible at that resolution that I decided I couldn’t go back to Quest 2 for this game. Even though that would mean losing the incredible convenience of Air Link, I set up a pulley system for the G2’s tether to make it workable to have a wired connection while physically running around on the Kat Walk C2+ and swinging virtual katanas.
However, the issue with that high resolution was that it screwed up the inventory. I read your older posts about this being a limitation inherent to the game itself, with the only solution being to pick a wider resolution. The next resolution down that didn’t have inventory issues and was an option from the in-game settings was 2560×1440. It raised the FPS a bit, but that resolution was hard to live with after experiencing the real deal. I read comments others made to earlier this year about playing at 3840×2160 to fix the inventory issue. I wanted to try that resolution as well, but I think it may be a custom resolution because it’s not available in the game settings or as one of the mod’s resolution presets. I spent a few hours yesterday trying to figure out how to set custom resolutions for the G2, with none of the options I read about working. It would still be nice to try 3840×2160, but it’s not strictly necessary because mod’s Ultra preset at 2616×2212 looks good enough and the aspect ratio and does not appear to cause the same inventory issues.
But I was surprised to see that this problem fixed itself. In the previous build, was Ultra set to something different than 2616×2212? Did you change the resolution presets in this latest build to fix the inventory issues that the previous aspect ratio was triggering? If so, then thank you once more.
Oct 20, 2022 at 6:53am #213446
RigmarDrakeParticipantI did notice that. Excellent feature. But when I hit shift grip in gamepad mode, it does not work for the d-pad buttons (it does work for all of the other shift secondary buttons). The d-pad buttons appear on the controller overlay when I hold shift grip, but they do nothing when I actually press them. And you can’t really play without the functions mapped to those buttons.
I was almost able to make this work perfectly in keyboard and mouse mode (but still assigning keys to the controllers) with strategic use of the shift-grip function. The only problem was that I could not assign Z to any button, and some of the commands that are tagged to Z by default were stuck to Z even when I reassigned the ones that I could reassign using the in-game key bindings.
Unfortunately, on my computer for whatever unknown reason it clearly does not just work as you intended it. So given the problems I have and am so far unable to solve, I don’t know that I will have any choice but to tinker with the inputs to create a work-around. When I have a moment I might try tinkering with the UserSettings or other config files in Notepad to see if I can figure out how to reassign Z to one of the Quest controllers in this round-about way. I see settings like this:
“name”: “openNotifiation”,
“type”: “name”,
“value”: “IK_Z”,
“default_value”: “IK_Z”I’m not sure that it will solve my problems, but maybe I can set the “value” to whatever one of the Quest 2 buttons is recognized as.
Oct 20, 2022 at 5:41am #213444
RalfKeymasterJust in case you didn’t notice that or overlooked it in the ingame tutorial: the left grip button acts as shift button, which in gamepad mode makes the left stick act as d-pad and the triggers as shoulder buttons. That’s also visualized on the controller models.
Like said above: you do not have remap or otherwise tinker with anything input related.
Oct 20, 2022 at 4:47am #213443
RigmarDrakeParticipantGood idea, I had not deleted those files. But no, exact same issue (e.g., have to set controller to full override of x-box controller, d-pad buttons do not work, cannot bind certain keys).
I also borrowed a Reverb G2, installed WMR, reinstalled the mod (with openXR this time), and had all of the same controller issues as with the Quest 2 and Oculus runtime. So at this point it does sound like something on my end is screwing with inputs. I uninstalled all of my Logitech apps for mouse and keyboard thinking maybe they were doing something, but nope. I have no idea what it could be at this point, but I will just tinker with things and try to fix it. And maybe at the end of the day I just have to suck it up and play with keyboard and mouse, as I’ve been having to do the past two days.
But really appreciate all of your help. Thanks for trying to find so many solutions.
Oct 19, 2022 at 10:26pm #213436In reply to: Cyberpunk VR Update Thread
RalfKeymasterIf you can stomach the alternate frame 3d fast motion glitches caused by not rendering each eye at the same time, a 4090 will be more than enough. I played for many hours at medium to high settings with a high resolution on a 3080. If you are more sensitive to the AFR issues, Z3D is your best friend. Except for objects close to the camera it doesn’t even really look any different.
BTW: If you happen to play seated in front of your PC instead of standing with motion controllers, you can quickly switch between the two 3D methods with a shortcut (ALT+K), depending on the situation.
Oct 19, 2022 at 10:05am #213419
RalfKeymasterI really have no clue what you are doing, sorry. Under normal circumstances you see the button layout on the controllers rendered in the game and they just work. I‘d wish I could help more, but it seems like you messed up something so heavily that at this point I can‘t even really follow you anymore.
The only thing left to recommend is deleting all your Cyberpunk configuration files in C:\Users\[Your Username]\AppData\Local\CD Projekt Red\Cyberpunk 2077\ and reinstall the mod.
Also please double and triple check for any tools you may running that potentially affect input and if you have other mods installed, try without them.
You do not have to configure or tweak anything input related under normal circumstances! Everything just works with default settings normally.
Oct 19, 2022 at 9:40am #213417In reply to: How vorpx access to other games technically?
summericemanParticipantThis is a hobby for me as a nerd,so I lack lots of knowledge.I just want to use this project to learn some IT knowledge
At the very begining,I just use ardinuo to control gameobject in unity IDE
It works in unity environemnt,but I do not know how to run my ware in the packed game
This is arduino introduction,it is an open-source hardware
https://www.arduino.cc/ -
AuthorSearch Results
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Topic: new world G3D request
can anyone make a immersive screen with full G3D profile for new world pls ! new server going up next week and i want to play immmmmmmersive ;)
nothing complicated no head tracking or controller just a good 3d visual ;)
thank you
