Alright my results are in:
– Shadow problems in G3d
– scaling is off
– when moving with left stick Xbox controller the head tracking inverts
to bad! but ej, luckily we have a lot off other games to choose from :)
Ok, this is a crazy feature request, but if you add it I might be valuable as a feature you can brag about.
So right now in the game you can’t really turn around, because the mod would need to constantly recenter you.
Would you be able to add DecaMove support? (Links to sdk and app below)
Even if you dont have an actual DecaMove device, you can use their free android app which works exactly the same. You would then be able to read the users “actual” facing position and map it to the mod. This would allow us to physically turn around without having to recenter. This would be totally amazing and should be quite trivial for you to do.
If the answer is no, is it possible that I could do this in my own cyberpunk mod via CET lua script? I imagine since CP2077 has no actually concept of character center it might not work. But I would just need a way to control the character facing position to the decamoves rotation .
https://github.com/MegadodoGames/DecaMoveSDK/
https://www.deca.net/support/decahub/android/
Optional grenade throwing gesture: move your left (or right in left handed mode) hand to your chest and then make a throwing move in the viewing direction. The original gesture still works too.
Works great. Honestly between these gestures and setting the controller visualization to “Hands” it honestly feels almost like a real VR game. (Maybe even better than Hitman)
Well the real issue is the double vision. Its almost like the eyes are two far a part or to close. i have a slide control on the index and it does help a bit to adjust it. I also did noticed the the people were a little bigger than I would expect them to be.
I will try a lower resolution an let you know if that fixes the problem.
I don’t speak English.. and in these 150 options to click on, I can’t find which option to deactivate or activate to have the normal operation of the controller.. please help
Thanks for the tips, Demuse! I just tried Luke’s VR mod, and as cool as it is, I miss the superb gesture controls in Ralf’s version. I’ll give this a try when I have the time and report back.
Far Cry Primal was the first game I tried when I got VorpX. It works well, and makes a good game great.
I had to turn off the shadows in the VorpX control panel, though. They were seemingly rendered in only one eye.
Not PD, but the Cyberpunk mod only works with Cyberpunk. While it uses vorpX’s rendering pipeline to display the image and its input handling for motion controller support, the 3D conversion and a lot of other things are done via a mod script based on the Cyber Engine Tweaks modding framework and the vorpX mod API that had been added a while ago.
After the latest Fallout 76 update I started getting random crashes while playing with VorpX.
It’s stable when played vanilla, but crashes within 2-3 minutes using VorpX.
Any other reports? Or any hints wheat I should look at?
I’m using the default VorpX profile.
No difference between Geometry or Normals, or with head tracking enabled or not.
Windows Event viewer reports:
Faulting application name: vorpControl64.dat, version: 21.3.2.0, time stamp: 0x6203f721
Faulting module name: ntdll.dll, version: 10.0.19041.1466, time stamp: 0xe2f8ca76
Exception code: 0xc0000005
Fault offset: 0x0000000000063416
Faulting process ID: 0x5498
Faulting application start time: 0x01d82f2044764d37
Faulting application path: C:\Program Files (x86)\Animation Labs\vorpX\vorpControl64.dat
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
Report ID: 29ff171a-5a05-4aa5-afce-7449c1d2e660
Faulting package full name:
Faulting package-relative application ID:
After the latest Fallout 76 update I started getting random crashes while playing with VorpX.
It’s stable when played vanilla, but crashes within 2-3 minutes using VorpX.
Any other reports? Or any hints wheat I should look at?
I’m using the default VorpX profile.
No difference between Geometry or Normals, or with head tracking enabled or not.
Windows Event viewer reports:
Faulting application name: vorpControl64.dat, version: 21.3.2.0, time stamp: 0x6203f721
Faulting module name: ntdll.dll, version: 10.0.19041.1466, time stamp: 0xe2f8ca76
Exception code: 0xc0000005
Fault offset: 0x0000000000063416
Faulting process ID: 0x5498
Faulting application start time: 0x01d82f2044764d37
Faulting application path: C:\Program Files (x86)\Animation Labs\vorpX\vorpControl64.dat
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
Report ID: 29ff171a-5a05-4aa5-afce-7449c1d2e660
Faulting package full name:
Faulting package-relative application ID:
Be sure to set Helicopter Controls to Classic mode in the game settings. That will unlock camera rotation in some vehicles.
The default immersive screen distance (1.0) means about 80cm. If you want a more cinematic feel with a larger screen farther away you can do that with the scale/distance controls under ‘More Screen Settings’. Goes up to about 10m wide 15m away in immersive screen mode.
Yes, motion controller gestures are also coming to other games. Typically with less gestures per game (e.g. shooters with shooting gestures, driving games with driving gestures etc), but there also are two more BIG titles where vorpX has a dedicated mod portion similar to Cyberpunk that gives me the information necesssary to know whether e.g. the player is currently driving a car, holding a gun etc: GTA V and Red Dead Redemption II. So those will get the full treatment with different gestures based on gameplay state in the next vorpX update.
The motion controls are optional already. There is a setting in the Vorpx menu.
Edit: Oh you mean in standard Vorpx? Yes I think he said that is coming.
Hi,
First, the mod great :)
Second, I will be happy to see those motion control as a optional in Vorpx menu for shooter game.
Thank you for the good work! :)