No, sorry. It’s a full-blown game specific mod using Cyberpunk 2077 mod functions, not just a profile. vorpX is “just” the headset backend/framework. Similar to how GTA V and Read Dead Redemption II work since last summer.
what will be the content of the vorpX 21.4 release ? And when can we expect the release ? Far Cry 6 and Assassins Creed Valhalla Z3D profiles and a Cyberpunk 2077 AFR 3D Mod would be a great Christmas gift !
Thank you for the info, Ralf! Any ideas re my original question, i.e., what I could try to get both inputs back? It used to work, stopped working between two game starts yesterday. Like I said, I tried restarting everything, deleting and reloading the game profile from the cloud, etc.
> Natively gamepad input usually handles walk/run in an analog way,
> i.e. there is no hard switch between walking and running
I don’t think that’s true at all. Most modern 1st-person games (Cyberpunk 2077, the Far Cry series, Rage, Wolfenstein TNO + TNC, etc.) have standardized gamepad controls: RT for shooting, RSTICK for looking, LSTICK for walking, A for jumping, B for crouching, X for using / picking up stuff / reloading. Beyond that, there may be differences, but these seem to be set in stone. Sprinting / running is *always* done via pressing and moving the LSTICK, i.e., there *is* a hard switch.
> With the override walk/run (obviously) works like keyboard walk/run with two distinct velocities.
It’s not about having a gradual buildup in speed (Wolfenstein has none, and neither does Cyberpunk), it’s about how you switch between the two velocities. The native mapping makes me press the LSTICK for that; Vorpx’s override messes it up and starts analyzing how far I’ve moved the LSTICK. It doesn’t seem to allow me to get the switch back. I have to be very careful when touching the LSTICK lest the guy start sprinting like crazy.
Hi, brand new to vorpX and Cyberpunk 2077.
I’ve got an Oculus Quest 2 connected to my PC by AirLink.
The Oculus is in one room and the PC is in another room.
I found that when I go into the settings for Cyberpunk, while in the game in VR, that to get out of settings I need to press the ESC key, but there is no ESC key mapped to the Oculus controllers that I can find. So I’ve been having to take my headset off, go into the other room, press ESC, go back to the 1st room, put on the headset and continue.
Is there some other way of getting to an ESC key while in VR?
thanks!
Top 10 so far. I play in 3d theatre mode w/ custom HMD ceiling suspension mod:
1. Cyberpunk 2077
2. Red Dead Redemption 2
3. Resident Evil 2
4. The Witcher 3
5. Rise of the Tomb Raider/ Shadow of the Tomb Raider
6. Code Vein
7. Nier: Automata
8. Resident Evil Village
9. Dark Souls Remastered
10. Remember Me
I’ve only used VorpX on the Death Stranding before and basically had it running in floating 3D TV version… So when I loaded up Cyberpunk 2077 to see how it worked I was pleasently surprised to see Full VR mode.
I’m running:
Ryzen 3600X
32GB DDR4 3200
GTX 1660 (overclocked to basically TI equivalent)
Quest 1 connected via VR Desktop and 866MBPS WIFI (computer on 1gbps ethernet)
I liked the VR experience. Much better than my 24″ monitor. But couple of problems I’m not sure if I can work around or not:
1- When I use the right grip, it zooms out to TV mode and the resolution is very clear, but otherwise the resolution is very glitchy. I cannot read the text. The map is all wonky.
2- I find it a bit hard to move from keyboard to the joystick with limited number of key mappings. Does everyone use the default controller key mapping? or is there a custom one that people like more?
3- I get trailing black bar frame in vision when I move my head left to right, I think that’s VR Desktop doing that so probably ignore that. It does it from time to time to me.I’ll try again later after a restart.
4-On cut scenes it zooms in too close. I usually hold right grip to zoom out of those.
Any other tips or guides for getting cyberpunk 2077 going well on my setup?
The highest Clarity setting enables the texture detail hack AMD recommends developers to implement in addition to the actual upscaling/sharpening. How much of an effect that has depends on the game and also the resolution. You’ll typically see the highest benefit at low to medium resolutions (e.g. 1600p). If you happen to have Fallout 4 installed, that’s a good test candidate: With Clarity at ‘Full’ tree branches in the distance become more detailed, that’s fairly easy to spot. In Bioshock Infinite I found the effect to be less noticable on trees, but you should be able to spot it e.g. on masonry textures, more generelly textures with finer structures, at medium distance. That’s the typical effect you’ll see most of the time when switching from ‘Medium’ to ‘Full’: enhanced texture detail at medium distance.
Unless it creates noticable texture shimmering, choose ‘Full’. Depending on the factors mentioned above the effect may be subtle, but the option always does something – provided it is available for a game (i.e. the ‘Texture Detail Enhancement’ slider isn’t greyed out).
@ dellrifter:
Unfortunately there is no Z3D authoring UI that is ready for primetime. In the DX9 days some devs used all kinds of strange encoding methods for depth in RGB textures do deal with depth buffer access restrictions, I tried to capture them all. Most of that is obsolete since DX10, so in theory I could clean up the Z3D authoring and make it more accessible, but currently I have a huge list of things with higher priority.
There are about half a dozen DX12 Z3D profiles now (Cyberpunk 2077, Read Dead Redemption 2, Horizon: Zero Dawn, Resident Evil 8, Deathloop, F1 2021, Death Stranding, Grounded). They should cover the most common ways depth is handled in DX12. If you try them all for an unkown game and don’t succeed, an authoring UI wouldn’t give you a much higher chance of success either.
in cyberpunk 2077 it works wonderfully. in this game you can set the game to be displayed on the “monitor 2” (psvr). F.E.A.R 1 it went without problems, although you could not set the option in the game. except that you can not play the game 20fps :/. it feels like that vorpx sometimes can not set it automatically. if it would go in mirroring/clone mode would be great, my main monitor has 1080p. iVRy is weird and does not work most of the time, there you are 90% of the time busy steam + steam vr restart or the driver displays it only black and white. if i start trinus, which i bought before vorpx, in steam vr mode and then start a game with vorpx it also comes to errors with steam vr. that’s why i find the Generic VR Headset mode great, because it’s great with games in which you can set the monitor output manually. without much headache with steam vr. it would be nice if a way can be found, since your ingame settings are great, to make it work. maybe i’m just making a beginner’s mistake.
The only setting I’m aware of that causes a garbled depth buffer is the game’s ‘Color Precision’ option, Which has to be set to ‘High’. vorpX handles that automatically though.
It also sets a bunch of other settings. If you happen to have disabled auto settings, please first and foremost re-enable that. Automatic settings can often be vital for a profile to work correrctly. With default settings (in FullVR mode) vorpX also disables stuff like motion blur etc. for example. Not unlikely that one of these settings also affects the depth buffer heuristics.
Also please reset the profile to default, just in case.
If that doesn’t help, it would be great if you could send me a trouble shoot data archive (config app/trouble shooting) and your CP2077 config file ([User]\AppData\Local\CD Projekt Red\\Cyberpunk 2077\UserSettings.json) to support at vorpX com.
What i understand is that i have to lower my resolution and my graphic settings, even with High-End Hardware.
Is the vorpx performance depending on the game just proportional for example 25% lower in Z3D or 50% lower in G3D of the flatgame performance ? Or is the relation between CPU and GPU a little bit different in vorpx ? I read that vorpx reserve 1-2 CPU Cores for itself, and in that case a 12 Core CPU makes sense ? In most Flatgames the bottleneck in 4k resolutions is the GPU, and i don’t know if it will be exactly the same in vorpx because vorpx needs performance for itself ? I read that in 4k and higher resolutions a 4 Core CPU does a good job, because the bottleneck is the GPU. But i even read that games like Cyberpunk 2077, Assassins Creed Odyssey and AC Origins needs a 8 Core CPU or better in 4K, because of the open world simulation of the NPCs and Vehicles ?
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