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  • #213980

    In reply to: Aliens CM gun issues

    CyberJ
    Participant

    Same as TheLastStarfighter, I played this with the gun showing at all times.
    Simply pop into the DrectVR tab of the Vorpx menu and switch “Auto Hide Weapon” to Off, job done ;)

    #213955

    In reply to: Aliens CM gun issues

    TheLastStarfighter
    Participant

    Never hid the gun, played through the entire thing without any issues.

    #213618
    kjracing81
    Participant

    Hi Ralf,

    Booted ACM for the first time in a while and the hiding gun option seems broken now. When using auto it’s never there and when using always visable it’s low and when aiming down the sights it is in a shoot from the hip position (so I can’t look down the sight).
    Not sure if this is just me or everyone, used to work fine last time I tried ages ago.
    This is after running a fully successful vr scan.

    #213534
    AtomicWalrus
    Participant

    It’s too bad no one can get Valve interested in building a motion smoothing mode specific to alternate-eye rendering. I personally can’t deal with the 3D error in actual gameplay (look out the side of a moving car and the road appears to be closer than the interior of the car), but it seems like this could be handled with the existing motion extrapolation system.

    Frame 2 render L2, extrapolate R2 from R1. Frame 3 render R3, extrapolate L3 from L2, and so on. 3D would be correct, and no jitter. The only issue would be that those motion smoothing “wobble” artifacts would alternate showing up in the L/R eye every frame, which I suppose could be… not great. Potentially stroboscopic. Still seems like it might be better than the stereo error and jitter though?

    Anyway, just theorizing. Excellent work on support for this game as it is already. The gesture system is surprisingly effective, and this is the perfect place to show it off because it doesn’t have “gun face” (gun and arms glued to the camera) and instead uses a proper 1st person body. When you aim with the ADS gesture it somewhat becomes “gun face,” but it doesn’t feel nearly so wrong because you’re doing the aim down sights gesture IRL, so you really should have the sights lined up with your eye.

    #213521
    VR-Crash
    Participant

    Hi,
    When I launch the game I manage to access the menu but when I load my save the game crashes after loading as soon as I see the gun.
    The game runs fine without VorpX.

    Do you have any ideas to help me solve this problem?

    Thanks :)

    #213480
    Borvath
    Participant

    G3D works in the DX11 Cloud profiles, but the right eye has a bug. In places where I believe there are volumetric lights, it is so bright that nothing else vould be seen behind them, even the gun iluminated by it. It looks like a depth map in white green yellow and red color. In places witouth these volumetric effects the textures or the color is normal. this only aplies to the right eye.

    The profile made from the Grounded Profile succesfully ataches in DX12. Z3D also works. G3D is not available. DirectVR scan frezes the game.

    By the way, does WMR support OpenXR in DX12? When the WMR OpenXR Runtime was set, vorpx only run in the monitor, while with SteamVR OpenXR runtime it worked succesfully in DX12.

    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.

    #212557
    Fourty6to3
    Participant

    I’m also struggling to get usable framerates with the default settings, unless I use Z-Normal 3D mode. Also, for some reason my motion controls wont work like they seem to for everyone else. When I use the gesture to raise handgun, I see the icon active but my weapon remains pointed away. My specs:

    CPU – 5900X
    GPU – RTX 3080
    2TB SSD
    64 GB RAM
    Quest 2 w/ Link Cable

    #212521

    Topic: OpenRails 1.4

    in forum User Profiles
    RJK_
    Participant

    OpenRails 1.4

    This profile has been made for the OpenRails STARTER KIT 1.4 ! It may not work with older versions https://www.vorpx.com/forums/topic/gun/page/2/#post-173388. Version 1.4 looks way better then older versions. Nice 3D environment, especially when gaining FOV to the max.
    Note: Pedestriants may remain 2D like in older versions (not tested, feedback welcome)

    – Disallow Menu.exe<br>
    – Disallow OpenRails.exe in VorpX<br>
    – Gain FOV with mousewheel<br>
    – Optimized for cinema modes
    – Profile available at the cloud

    #212352
    gainey
    Participant

    Can you do a video on how to get the oculus controllers to work for the game? Does that mean when I move the oculus controllers up and down left right that will move the gun up down etc like a normal vr game like onward

    #211299
    CrunchyGlass
    Participant

    profile has a note to send you to this page for instructions: https://www.vorpx.com/forums/topic/gun/page/6/#post-174388

    to answer your question, all the rest was correct

    #211195
    Tiggerdyret
    Participant

    I’ve been out of the VR game for a couple of years. Does this main you can actually decouple your gun aim from you headtracking with Vorpx?

    #211064
    CrunchyGlass
    Participant

    If you push the G3D to 5 and set the main eye to your preference, the gun and crosshair will only render in that eye (which you can get used to very quickly / quite playable). I use cinematic / g3d for it. The coronas can maybe be disabled in one of the .ini files, but not sure. Haven’t found a way to get the skybox from rendering at the front of the depth buffer though.

    TheBalt
    Participant

    Hey everyone,

    So i used this mod a few years ago and the modauthor ended up ‘hiding’ it on Nexusmods, making it impossible to download. Someone else made a First Person Mod – but they dont show the weapons in your hand, this one does, so it really turns Andromeda into a pretty incredible First Person Shooter. I did some digging over the course of the last few days and found a link for it that works with Frosty Mod Manager. I tried getting it to work with the “EA Games” app version of Mass Effect Andromeda and was unsuccessful – I then downloaded the Steam version of the game and got it to work.

    It is actually quite well done and makes for a pretty solid first person VR experience.

    Here is a short bit of gameplay so you can see if it might interest you:

    Here is the link for the mod:
    https://mega.nz/file/AHQn2QIB#iLT-eh5oAmBtPd1bm1UQZa9D2Eauv7fWbEkMprelALo

    And youll need Frosty Mod Manager to use it, its the option on the right, just click “Download” under “Mod Manager”:
    https://frostytoolsuite.com/downloads.html

    Place the files into whatever folder you like for the mod and the Mod Manager. Run the Mod Manager in Admin mode. If youre using Steam, I had to select the “New” option on the bottom right and direct it to the game’s .exe. Most people will have that under Program Files(x86) – Steam – Steamapps – Common – Mass Effect Andromeda. Choose the file named MassEffectAndromeda.exe

    Once youve selected that, it should populate on the Mod Manager’s main page, select the game and then on the bottom right of the Mod Manager choose “Select”

    Now that you have the Mod Manager attached to ME Andromeda, on the top left corner there is an option to “Add Mod(s)”; select that and then just select the Mod’s zip folder, wherever you installed it; it should be called “First Person Toggle 1.2-771-1-2-1564773598.zip”

    No need to unzip the file, the Mod Manager will handle that.

    Now that you have the mod populated in the Mod’s list, select it and press “Apply Mods”, it should be near the center of the Mod Manager’s screen. Once its “applied”, make sure the box is checked in and then, from the Mod Manager, press “Launch”, toward the top of the window. It will boot the game up and apply the mod.

    You can shift in and out of First Person by holding down on the Dpad of your controller.

    Go ahead and get it modded and running properly, then use Vorpx to turn it into a VR game.

    Hope you guys can enjoy, its alot of fun – I know the game gets a rough rap overall but the combat in First Person VR is realy quite exciting. I recommend playing the character with the “Charge” attack, but, make whatever you like – its just fun to be in VR and teleport like 40 feet at someone and get up in their grill with a shotgun.

    If you have any questions, feel free to ask. It -MIGHT- work with EA’s Game launcher or Origin, but I didnt have success with it. If you try to get it to work with those and it doesnt – You can get “EA Play” on Steam for 4.99 for a month and make sure the game is up and running for you for just 5 bucks. But Vorpx has an official profile for the game – and while I found Geometry 3d to be glitchy, the Zadaptive and Znormal options look great.

    Take care folks!

    inspired1981
    Participant

    Thanks ralf and spongeworthy. I’m going to play around with settings again. This game is amazing in immersive mode with screen curved. You can “look around” while the gun remains in place like natural. It makes more sense this way than full vr mode.

    Are you guys able to play halo infinite campaign without experiencing any of these issues?

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