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  • RigmarDrake
    Participant

    Thanks you! I don’t think it was the problem directly, but uninstalling Avast allowed me to see an error I did not previously receive during the mod install process, indicating that the files were write-protected. That problem persisted despite me ensuring that the CP directory was not read-only, using admin mode, changing the write settings for the entire drive, etc.

    Eventually I figured out that the mod was installing to drive E despite the CP directory being on drive C. The problem may have been caused by some stray registry file from before I switched to Windows 11 and reinstalled everything. It’s possible that in Windows 10 I had Steam install CP to a drive that was previously labeled E. In any case, I finally resolved that problem and was able to install the mod with the current CP install on drive C.

    So we’re making progress! Now finally back in the mod on Windows 11, I had the same problem I had in Windows 10. The mod menu recognized my Quest 2 controllers even in Gamepad mode, but none of my controller inputs were recognized in CP unless I switched to keyboard and mouse mode in the mod settings. And as before, there are lots of key bindings that are not possible (including Z).

    But I finally figured it out. It is necessary to change the mod settings to enable the full override of the xbox gamepad controls. By default that is set to off, but it needs to be on. When that is done, almost everything works. It’s awesome.

    Just two final issues, one of which is particularly important to solve because it’s still not possible to reassign inputs corresponding to the Z key (or many other keys, such as M, J, P, but Z is the only one that is indispensable). In gamepad mode, functions corresponding to Z (as well as other keys that control calling phone, etc.) are bound to the d-pad buttons. When I hold the left grip button, the secondary buttons are visible on the controller overlay and I can see that the d-pad buttons are mapped as secondary buttons for the left joystick directions. However, these do not work–nothing happens when I hold left grip and work the left joystick. All of the other secondary buttons work great. Any ideas how to solve it? Without the d-pad working and it not being possible to assign Z, there is no way to switch from the data and hacks displays in the scanner/tab mode, and no way to toggle between different objections on the active quest.

    But we’re almost there! Thanks for all of your patience, I really appreciate it. This is stunning in full, maxed setting VR with psycho ray tracing. And the HUD overlay is fantastic after adjusting to get out of the Quest 2’s blurry peripheral areas.

    Borvath
    Participant

    Scorn is a new UE4 puzzle/survial horror/walking sim., First Person Perspective game from Ebb Software. It has great sound design and very unique Z. Beksinski-H. R. Giger based aestetics. The game is very asmospheric and immersive. It is very detailed and looks very good. The game is free on Game Pass.

    When I searched for a cloud profile, but I only found a Z3D profile. Has anyone tried with G3D?

    By the way, you can change the FOV in Camera Settimgs in Controls settings instead of Graphic Settings.

    #213384

    In reply to: Resident Evil 2 Remake

    CrackerBrand00
    Participant

    VorpX is an amazing piece of software. I use it all time time. I recommend it all the time.
    I used it for RE2 remake the first time.
    But specifically for RE2r, RE3r, RE7, and RE8. There is a free mod by Praydog and it is full VR with motion controls and 1st/3rd person options. For this one particular situation, Pd’s mod is the definitive experience. though for re8 there was a recent update that doesn’t work with the mod, but it is being fixed

    RigmarDrake
    Participant

    Hmm let me try eliminating VD streamer and seeing if that solves. Hopefully that’s it. Thanks!

    Although first I need to get the mod to actually launch again. Among other attempts to fix this, I “upgraded” from Windows 10 to 11, reinstalled Steam, Oculus, Cyberpunk, and the mod, and it just does not seem to work anymore. When the game launches, the Vorpx tutorial no longer pops up as it did in Windows 10. I even tried doing this from Steam rather than Link and it still does not launch. But I searched and saw that others are using it with Windows 11, so not sure what the issue is. Hopefully I can resolve it and then troubleshoot the controller issue.

    RigmarDrake
    Participant

    Hi,

    I’m getting ready to play Cyberpunk in VR. I have a new 4090 and will play with max settings, standing and using head tracking instead of seated with keyboard and mouse, and running on a Kat Walk C2+ omnidirectional treadmill (which actually makes the movement controls much more comfortable when having to use the joystick to rotate). Quest 2 display, so peripheral vision is a bit blurry. And Quest 2 controllers have limited buttons and some commands need to be accessed by holding a shift-like button to access secondary key commands, so builds that are heavy on hotkeys would be challenging.

    For those who have already done VR, can you recommend some builds that work well in VR, given my playstyle and controller limitations? For example, I assume that a netrunner build would not be ideal because I’m using controllers and can’t so easily work through quickhack menus, have blurry peripherals to constantly read through menus that pop up on the sides, etc. Although I also don’t want to do a netrunner again because, at least at launch, it was so stupidly overpowered that I was wiping out enemy bases without them ever seeing me. I played the game for a dozen or so hours when it first came out and then put it down, so I’m not sure what kind of controls are required for different builds later in the game with full cyberware, mantis blades, etc.

    Sniper could be fun and good and easy with the controller limitations, although I had to abandon that build at launch as well because it was insanely broken, with a cheap early game sniper rifle having x-ray vision able to shoot enemies through multiple buildings without them being able to retaliate at all. I don’t know if that kind of jank still exists, but I want to avoid builds that are so broken that they are not challenging or fun.

    I would think that a standard solo gunner build would probably work fairly well, although I find that playstyle to be a bit dull. Melee could be fun and more challenging than some of the others. But does melee get more complex controls later on, where I’d need to press directional keys in combination with other keyboard keys, in a manner that would be difficult to do with controllers? Do katana/claw builds work well in VR?

    Appreciate any insights you can offer into builds that work well in VR with controllers as gamepads, and are fun and not excessively OP too early. Thank you.

    RigmarDrake
    Participant

    Overall great mod, thank you for making it. But I have this same issue as peaches and it’s causing a lot of problems. I am using Quest 2 controllers through Link (which I saw from some posts is Ralf’s setup). Setting the controls to gamepad works in the Vorpx launch tutorial, all of the gestures work, but then the game does not recognize any anything I do on the Quest 2 controllers. Even the mouse doesn’t move when I push the joysticks.

    If I switch the controls to keyboard and mouse in the Vorpx settings, then the game recognizes everything. But that actually creates its own problems. Most of the gestures still work in K/M mode, but the flick gesture does not reload and it’s impossible to throw grenades. Unfortunate, but I can work around that with key bindings.

    The bigger problem is that it is impossible to bind all of the necessary controls onto the controllers because for some inexplicable reason Vorpx does not allow me to bind about half of buttons on the keyboard. You can hit them a million times and they just won’t register in the Vorpx key binding process. For example, G comes bound to the right shift trigger by default. But G is one of the many keys that cannot be bound for some reason. So if you bind something else to that trigger and override the G key binding that it starts with, there is no way to get that G back. After some trial and error, I kept the G where it started and then rebound G to something useful in the Cyberpunk key bindings. But it still wasn’t enough because there are a LOT of keys like G that are impossible to bind to the controller in Vorx, except they were never bound in the first place.

    Then a bunch of the keys that are available to be bound to the controller in Vorpx (e.g., left/right ctrl, alts) just won’t do what they are bound to do in the Cyberpunk settings. I spent hours and hours trying every configuration to make it work, but I just barely ran out of available keys that Vorpx allows to be bound to the controller. And one of the most important key bindings is Z, which does multiple necessary things, including changing the current objective on the minimap. Of course, Vorpx does not allow Z to be bound to the controller. I tried reassigning the Z functions to other key bindings that were actually available, but none of those alternate bindings will toggle the current goal; it will always be Z, even if nothing is assigned to Z in the Cyberpunk key bindings.

    In short, the keyboard and mouse mode in its current state is not really playable with Quest 2 controllers except if you are sitting in front of a keyboard. And I play standing, away from the keyboard, and strapped into a Kat Walk C treadmill. So I think I have no choice but to use gamepad mode instead of keyboard and mouse. But the problem is that I have tried everything I can think of (including uninstalling and reinstalling the Oculus program on my PC), and I still cannot get Cyberpunk to recognize any controller inputs when I set the Vorpx settings to gamepad mode.

    I’m dying to jump into this mod because I have a new 4090 and the game looks stunning in max settings and psycho ray tracing, but I won’t play the game sitting down in front of a keyboard the entire time. Would appreciate any insight people may have about how to solve this controller problem. Thanks.

    Ralf
    Keymaster

    Just for clarification: the upcoming motion controller gestures let you bind realistic gestures to game actions like e.g. use/drive/switch to aiming down sights etc. However, it will NOT magically create physical interaction with objects in the game, i.e. you won’t be able to grab stuff with your hands. You can check how that works in the already available standalone Cyberpunk mod, which comes with gestures for driving, shooting, reloading, melee combat and more.

    The next vorpX version makes this system fully user configurable, i.e. you will be able to easily bind predefined gestures to actions in the vorpX menu.

    #213298
    Ralf
    Keymaster

    That is not supposed to happen with the latest profile version. You should have received a profile database update recently containing the lastest version. If you disabled profile updates or the update failed somehow, you can alternatively grab the latest profile from the cloud in the config app.

    If that still doesn’t work, try the standalone version. You can switch to cinema/Z3D in the standalone version as well while keeping the other benefits the mod provides like motion controller gestures etc.

    Ralph
    Participant

    The next vorpx release was announced to support motion controller in every game.

    #213292

    In reply to: Best Games

    Ralph
    Participant

    First person games with G3D support. Everything else is a matter of taste. The xbox controller support is perfect in the most profiles, but if you are searching for games with full motion controller support, you have to wait for the next vorpx release.

    #213283
    Jarilo
    Participant

    The mod tricks away some of the AFR drawbacks, but others can’t be tricked way, no matter what you do. Rendering each eye at a different time will always create situations where the brain is fed with unexpectly misaligned left/right images. How well one is able to stomach that varies from person to person to a degree, but it’s obviously not ideal – especially with fast motion.

    With a 1080TI Z3D is probably the better choice.

    BTW: If you happen to play seated on your PC instead of standing with motion controllers, you can switch between Z3D and G3D with a hotkey (ALT+K).

    I have switched to Z3D but I didn’t get a performance boost oddly enough, but the issue does go away then with the AFR I guess. I play standing with the gamepad, thanks.

    #213282
    Ralf
    Keymaster

    The mod tricks away some of the AFR drawbacks, but others can’t be tricked way, no matter what you do. Rendering each eye at a different time will always create situations where the brain is fed with unexpectly misaligned left/right images. How well one is able to stomach that varies to a degree, but it’s obviously not ideal – especially with fast motion.

    With a 1080TI Z3D is probably the better choice.

    BTW: If you happen to play seated on your PC instead of standing with motion controllers, you can switch between Z3D and G3D with a hotkey (ALT+K).

    #213281
    Jarilo
    Participant

    Sounds as if maybe the alternate frame 3d method used by the standalone mod per default isn’t for you. You can switch to Z3D in the menu. May also make sense to set a FPS cap in the menu in case the GPU utilization is too high. Controller input is considered in the AFR frame interplolation, but that might fail if there isn’t enough performance headroom for the headset to run fully smooth.

    If you tinkered with the headset sync settings, reinstall the mod to reset everything to default. Index works stable with the settings the mod chooses per default for it under normal circumstances.

    Thanks, appreciate the reply. If this is simply a case of AFR then I’m impressed anyone can deal with, it physically hurts the eyes. I have re-installed the mod now and will try one more time and try your setting recommendations. Perhaps my 1080 ti doesn’t have the headroom anymore but I am playing the game on all low settings and 1600×1200.

    #213280
    Ralf
    Keymaster

    Sounds as if maybe the alternate frame 3d method used by the standalone mod per default isn’t for you. You can switch to Z3D in the menu. May also make sense to set a FPS cap in the menu in case the GPU utilization is too high. Controller input is considered in the AFR frame interplolation, but that might fail if there isn’t enough performance headroom for the headset to run fully smooth.

    If you tinkered with the headset sync settings, reinstall the mod to reset everything to default. Index works stable with the settings the mod chooses per default for it under normal circumstances.

    #213279
    Jarilo
    Participant

    I doubt this Stanley guy ever resolved his issue? I’m having it and I don’t think anyone else here seems to be understanding it? I’m using a gamepad, alt-F fps/refresh rate is 75-90 / second number is 90 just like my HMD is set to. Valve Index and using a wireless xbox 360 gamepad controller. Looking around and moving forward is fine but the moment I smooth turn with the stick left/right all hell breaks loose, it’s like it loses 3d randomly with certain frames and going close up to certain characters and during melee combat it loses randomly 3d and gets really disorienting, so something is wrong because I have some fantastic VR legs and that’s not playable by any standard.

Viewing 15 results - 586 through 600 (of 3,726 total)

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