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  • exobite
    Participant

    When running the game, if i am close to someone they are blurry. Like wise I also see double vision when looking at people close up and objects. Medium and long distance is good. Menu, Mini map, and other text based information that appears on the side is out of the view of my vision. so I can’t read it. I can see the box in which we are looking through to see the 3D.

    I am currently using a valve index, Vega 64, Ryzen 7 2700x, with 64G of ram and (2) 1 terabyte SSD M.2 drives

    #210088
    Zel1984
    Participant

    One thing i noticed that’s a bit weird, in some scenes like when you meet Jackie outside your apartment building before you meet Dexter Deshawn it goes into edgepeek view when looking at Jackie but if you turn your head to the right it will stay in proper VR view, it does the same when you meet mama welles at the bar before Jackie’s funeral thing, when you sit at the table with her if you are looking at her it goes into edgepeek view but if you turn to the right so you can only see her out of the edge of your vision it stays in proper VR view, it’s not a major problem just a bit weird, be good if it could just stay in VR view without having to look away from the person you are talking to.

    In some scenes it stays in edgepeek view no matter if you turn your head or not, such as the corpo start when you talk to Jenkins in his office, it goes into edgepeek view when you sit down and only goes into proper VR view when you stand up, another weird situation is when you talk to Evelyn at Lizzie’s bar it goes into edgepeek view when talking to her in the little room with the holographic stripper dancing and stays in that view until you get in the chair down in Judy’s room but if you save the game and load when you are leaving that room with the holographic stripper heading down to see Judy it gives the proper VR view.

    As i said it’s nothing major just little things that are a bit weird.

    #210035
    Burglecutt
    Participant

    Hello, first wanted to say thank you Ralf for creating such an incredible mod! Cyberpunk in VR is a dream come true and easily one of the most amazing gaming experiences of my life.

    Unfortunately a couple days ago vorpx and Cyberpunk starting acting up and after several hours of trouble shooting I’m still at a loss. The main problems are Cyberpunk crashes very frequently now on startup (hit play, nothing happens, or game crashes). After restarts and many attempts, if I am able to launch the game then it always starts in 1024×768 resolution, and the HUD has moved far into the corners and can’t be seen anymore. Before this HUD problem I could see the map in the top right corner, now it is barely visible and can only be seen seen in edge peak mode.

    In addition, I also noticed other new problems such as chat options in conversations showing up as blank (you can only read the options if you select over them).

    I have tried uninstalling vorpx, reinstalling, verifying game files for Cyberpunk, etc. Also checked drivers, tried deleting the game cache files. It’s all quite frustrating because two days ago the game was running just wonderfully and as far as I know I haven’t changed anything on my system. My computer is running Core i7 10700KF, RTX 3080, 32gb ram, with valve index.

    Has anyone else run into these problems out of nowhere and been able to fix them? Any help is greatly appreciated as I was just getting back into this game. Thank you for your time.

    #210018
    morphemes
    Participant

    is it the dum overlay? it’s this vorpx overlay… isn’t IT?! like if you ever needed proof that shameless advertising was indeed shameless. why? why do you make your paying customers look at your logo? i don’t get it… doesn’t seem very LITE, considering how resource intensive VR is in the first place, advertising your already indi software so aggressively at the expense of those who bought it… kinda wack. but it’s whatever… i actually don’t mind advertising, but… forced is kind of… idk man. my pc aint your cow.

    is DLSS on pancake, but my card doesn’t even support that, so it doesn’t show up in the options… hmm.. dlssIndex value=”0″ in setting, but quality is set to 5… I’ll set it to 1 and see what happens… not holding my breath.

    game doesn’t like overlays, i hear… and I’m always seeing the vorpx overly pop into the VR view (from inside the HMD) for some reason right before i get the eroor.

    #209829
    Ralf
    Keymaster

    @ akidom :

    When you press the left grip button, the left thumbstick acts as DPAD. In the same way you can switch between trigger and index finger buttons.

    #209827
    aikidom
    Participant

    Tried with codex version 1.5 and fitgirl 1.5 always flatscreen,finaly bought half price on steam and it work perfectly! Thanks a lot
    Question; when i wanted choose a response be pressing x when i talk to someone,im unable to choose the answers ,because joystick on oculus quest 2 dont allow me switch between answer 1,2 or 3 any trick please

    #209686
    drowhunter
    Participant

    The Index grip release sensitivity essentially is already ‘no force’ now. Actually 5% to account for potential sensor problems, but that doesn’t really make a difference. Thanks again for the idea.

    So I figured out how to customize the grip to my liking.

    In SteamVR controller bindings, the grip is set to
    pressure/laxisgrip.

    Changing it to “use as grab”/laxisgrip allows me to tweak grip and release pressure by clicking on the little cog in the bottom right corner.

    Sliding to the right sets the squeeze pressure
    Sliding to the left sets the distance(proximity) the fingers have to be away from the grip.

    I set the
    “Grab Threshhold” = 75 (slider to the right)
    “Release Threshold” = proximity 15 (slider to the left)

    what this allows me is a purposeful but not crazy grip to initiate the shift, but the shif does NOT release unless I remove my fingers from the grip a little bit.

    Now I can shift and press buttons at the same time like a champ.

    I’m going to experiment with having the shift act as a toggle which might actually be even better.

    By the way , the issue I was having with the ADS gesture not aiming with the hands is fixed. It was crucial to make sure the window was in focus.

    That being said the game seems to run in a little window and sometimes the mouse will leave the window causing the aiming not to work again. I think if I set the game to run fullscreen might help, but i have dual monitors so it may still happen.

    rgargente
    Participant

    Chorus is the first game I enjoy with vorpx, it was fantastic!

    I suddenly lost the option to have 3d geometry though. I used @ParadiseDecay profile, it used to work beautifully but now it’s suddenly limited to just z index. Same with @x-ray-3 profile.

    I guess it’s due to the game being updated. Has anyone figured out how to use 3d geometry with the latest game version?

    Thanks

    #209614
    Ralf
    Keymaster

    @ thealx:

    Normally just running the update should suffice, but if in doubt try to remove the prior mod version first and then reinstall. Not entirely impossible that the install failed for one or the other reason. The mod version number shown in the game window should be ‘alpha5a’, the ‘a’ indicates that the latest version is installed.

    @ drowhunter:

    The Index grip release sensitivity essentially is already ‘no force’ now. Actually 5% to account for potential sensor problems, but that doesn’t really make a difference. Thanks again for the idea.

    A punch gesture exists. As far as I’m aware the game only has one melee action though and randomly decides what it actually does when you perform a melee attack. So the punch gesture doesn’t really do anything different than the other melee gestures, it’s just there to add more variety. If there is a way to reliably perform a dedicated punch move in the game, let me know. I’d be more than happy to bind that to the punch gesture.

    I tinkered with hand aiming while the ADS gesture is active, and it works while you are actually aiming, BUT: …

    Edit:

    Well, after writing the above it dawned on me that it was only true before pitch leveling had been added…

    I uploaded a new build with ADS hand aiming enabled (unless you turned off pitch leveling in the menu). Head aim still also works to stay consistent with non-ADS aiming, hands can be used for fine grained control on top.

    #209585
    drowhunter
    Participant

    Ok so I tried the gestures last night, and they are kind of cool. The change made for the Index Grips is definetly an improvement, but I wonder if its possible to no release the hold while there are any fingers on the grip at all.

    I find it very uncomfortable to maintain the grip state while also holding down the Left trigger (LB) while adjusting my position to line up what I want to scan and the shift my thumb over to the X button to initiate the scan without losing just enough grip pressure to lose the shift state altogether.

    This isnt helped by the fact that the index controllers are ergonomic @$$ to begin with.

    Lawrence1962
    Participant

    In my opinion the Vive Pro 2 is crap, buy a Valve Index or a Pimax 8KX or Varjo if you want a very big FOV ! If you want a payable solution buy HP Reverb G2 V2 with a FOV Mod and if necessary VR Optician Lenses !

    mr_spongeworthy
    Participant

    Arg, the edit window ran out on that one. To answer your two questions directly, I’ve worn quite a few HMDs for short periods of time: Index, Vive Pro (not 2), Rift etc, but have never owned an HMD with a standard FOV or used one for more than a few hours at a time.

    In order to get the clarity and use a decent FOV you’ll need a very fast machine. So, in the end, my suggestion is probably ‘don’t go with the Pimax unless you really want that wide FOV experience.’

    #209560
    drowhunter
    Participant

    Just wondering what the state of getting Vorpx to support Canted displays?

    I ask because it seems that Luke Ross was able to remove the need for this setting, the following is a quote from him over on the Pimax forums

    “Also much requested: all games now support headsets with canted displays, like the Reverb G2 (very small angle, about 1 degree), the Valve Index in “raw” mode (5 degrees), up to the huge cant of Pimax headsets (10 degrees). This should solve all problems with misaligned/double crosshairs, and it will provide correct rendering for scopes, binoculars, photo-mode cameras, etc. without the need for parallel projections. On the Index for example, there is a 17% performance improvement to be gained by enabling raw projections!”

    #209557
    Ralf
    Keymaster

    Index grip:

    Not really a big deal technically. Just my eternal fight against options lists as long as New York’s phone book. Try the hotfix based on your second idea and let me know how that works for you. I’m really happy with the outcome of your suggestion.

    ADS head aim:

    There is a sensitivity setting in the menu. Something around 1.0 should usually be the right choice.

    #209553
    Ralf
    Keymaster

    OK, this little change improves Index controller handling enough to warrent a hotfix. I didn’t change the version number, but when you redownload and reinstall, you’ll get an updated version despite it showing the same version number as before. You still need the same amount of pressure to enable map shift initially, but only 5% to keep it enabled afterwards.

    @ demuse:

    This hotfix also comes with the little delay before game input gets enabled after leaving the start room, which at least in theory should help with your continue issue while the game’s intro sequence is disabled. I didn’t actually check that, but it should do the trick, I think.

Viewing 15 results - 121 through 135 (of 566 total)

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