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Feb 16, 2022 at 8:32pm #209643
In reply to: Cyberpunk VR Update Thread
RalfKeymasterUse the ‘Resolution Quality’ option in the vorpX menu to change the resolution as suggested by the ingame instructions, which I mistakenly thought would finally be completely impossible to ignore. ;)
Not sure about the gun pointing issue. That sounds really weird. Does that happen while you are walking around normally or when switching to aiming down sights?
Make sure to not turn your actual body after recentering! The mod is supposed to be played front facing. To turn your ingame character use the right thumbstick (or the mouse).
Feb 16, 2022 at 7:55pm #209642In reply to: Cyberpunk VR Update Thread
mstmorseParticipantHad to delete mod to get it to run without edgepeek mode only. Works great other than my guns still pointing to the left, even after re-centering head in vorpx menu. There is a reticle there pointing forward though. My question is, when talking about bumping the resolution up for RTX cards, are you talking about in the game graphics menu, or in the vorpx menu?
Feb 14, 2022 at 12:09pm #209552In reply to: Cyberpunk VR Update Thread
RalfKeymasterYou can aim with your head in ADS mode since a while. Thumbstick only ADS like in the first version was a necessity caused by how the mod does decoupled walk/look and I originally liked it actually, but in terms of playability it wasn’t that great. Worked fine for a more stealth oriented play style, but not really good for anyone prefering fast paced run and gun gameplay. So since a while you can head aim in ADS mode and with the latest release that also works seamlessly when you switch to ADS while looking into a different direction than you walk in.
Too little force for map shift also isn’t good. In more hectic situations that often leads to triggering map shift inadvertantly. I almost spent a full day with finding a sweetspot when I added Index controller support two years ago or so.
The other idea sounds great though! Requiring a higher force only initially might be the perfect solution to inadvertantly triggering map shift without requiring that ‘death grip’ all the time. I’ll definitely check that.
Feb 13, 2022 at 8:14pm #209536In reply to: Cyberpunk VR Update Thread
mstmorseParticipantOK, so I deleted the mod and installed. Tutorial now shows up. sweet! But the guns still point 45 to the left the gestures are not working, like swinging the baton when in the game. I will keep playing around and seeing what is up. Prob start a new game and drop settings. alt-F shows 102.
Feb 13, 2022 at 7:49pm #209535In reply to: Cyberpunk VR Update Thread
mstmorseParticipantJust tried it on oculus quest2 on virtual desktop, and also airlink. Both using the steam profile. also HP reverb g2 and same thing. no gesture tutorial. When I pull out a gun, and this may be something with the game becasue I am right at the beginning, they wont even aim and just point 45 degrees to the left. Used the Cyperpunk configuration between each use. Allows me to push the button commands but no gestures. Should I delete the mod totally in add/remove programs and reinstall? This time I installed over the old one.
Feb 12, 2022 at 8:41am #209494In reply to: Cyberpunk VR Update Thread
RalfKeymaster@ mr_spongeworthy:
The gestures work in cinema/immersive mode as well and will also come to other games, beginning with the next regular vorpX update in a few weeks.
@ steph:
The game allows so many ways to play it that I can’t really say how using gestures will affect you exactly. Dealing with the game’s spongy driving model becomes actually easier once you get used to it for example since you have more fine grained control than with a thumbstick. A slow paced stealthy game style also works great, super hectic run and gun style might lend itself better to button mashing. So it’s a bit up to you how using the gestures will affect difficulty.
The gestures work seamlessly on top of the regular motion controller gamepad emulation, so you can mix both at any time and in any form you like. If you encounter situations were you’d rather press buttons, you can simply do so.
Feb 6, 2022 at 6:08am #209378In reply to: Ghost Recon Wildlands + First Person mod
dellrifter22ParticipantGhost Recon Wildlands + FPS mod (G3D) cloud profile updated 2/5/2022
-clouds, stars, water reflections, and light sources are now correct in stereo (nice!)
-increased 3D strength for more accurate depth and scale
-decreased image zoom a bit for improved image clarity and FOV (better with vehicles)
-TAA motion blur effect now assigned to vorpX Shadow Treatment for toggle options:Auto = motion blur on static objects/furniture, but clear guns and moving vehicles/NPCs
Turn Off = motion blur on guns and moving vehicles/NPCs, but clear static objectsOr if the slight TAA blur bothers you altogether, you can try the other AA methods in Game Options to see which you prefer.
I have been quite pleased with how the authoring tool (and a bit of patience) has been able to bring this profile together with near flawless G3D. It is very rare that a dx11 game has correct stereo shadows and lighting effects. Now all that remains to fix are decals for wall art and bullet holes (if those are even possible, I’ve always struggled with decals..Ralf?)
Anyway, worth trying out with the mod if you own Wildlands. I prefer the stealthy approach, but as you can see here, it can now play like a Far Cry game if you want:
p.s. oh, I get a crash sometimes when trying to access my loadout menu directly, but I’ve found if I indirectly access it by opening the skills menu first (press J), I can navigate to loadout from there okay.
Feb 3, 2022 at 12:53pm #209355In reply to: Cyberpunk VR Update Thread
cyber_siggiParticipantI cannot aim with Comrade Hammer. All other shot guns works fine. Playing with Valve Index and game controller. What can I do?
ThanksJan 16, 2022 at 5:13pm #209112Topic: Looking for 1st person G3D stealth games
in forum General vorpX Discussion
fubarParticipantBasically stuff like Dishonored, Alien Isolation etc. Games where there’s almost no shooting as I really dislike the ‘gunface’.
Jan 11, 2022 at 4:22pm #208974In reply to: Cyberpunk VR Update Thread
RalfKeymasterThanks for the feedback!
There will be one more change to how ADS is handled in a day or two. That will address the occasional camera yaw difference between non-ADS and ADS caused by the decoupled look/walk. If I understood you correctly earlier, that should make ADS completely work like you’d like it to work for run and gun gameplay.
Jan 9, 2022 at 7:23pm #208906In reply to: Cyberpunk VR Update Thread
RalfKeymasterI‘ll check whether something can be done regarding blocking, although I‘m not sure whether there is a way to detect whether the current intention is blocking or ADS, so I can’t promise anything.
For run and gun gameplay just stick to no ADS. Due to the decoupled look/walk directions that‘s not even possible in the game normally like it is with the mod since the mod allows you easily shoot wherever you look. The less precise hip shooting is the perfect compensation for the much easier head aiming in that context. Being able to run through enemies and shoot them with 100% precision by just looking in their direction would completely break the game‘s balancing. Lucky coincidence that hip shooting is less precise, keeps things leveled as far as run and gun gameplay is concerned.
To make ADS work differently for pistols and other weapons I‘d have to check what is equipped and on top of that whether a pistol is equipped with a scope or not and handle that in a different way either. Never say never, but for now I‘d say that‘s out of the mod‘s scope (pun intended ;)). The mod brings VR to the game, but is does not alter its gameplay.
Same for ADS in general. That‘s how the game does ADS. It pulls up the weapon model and zooms the camera, which is the main reason for the model to appear larger. I could easily override the FOV change, but then there would be no point in using scopes. I already make ADS specific changes to the camera that allow you to use ADS with both eyes instead of having to close one eye and aim with the other one as you would have to in reality. Applying a little position offset on top of that sounds like it’s worth a shot, but I think that‘s as far as I‘ll take this, otherwise I could probably just as well start to implement full motion controls.
Jan 9, 2022 at 7:07pm #208905In reply to: Cyberpunk VR Update Thread
DemuseParticipantFirst let me say again how much I appreciate all your work and responsiveness, Ralf. It must sometimes feel like we’re ungrateful and never satisfied, and if you gave us every feature we demanded, we wouldn’t even like it and we’d complain and want it back the way it was. I have a lot of comments because I’ve been playing a lot of hours, and having a lot of fun, thanks to you!
Yes, the problem with melee is the ADS button. It’s used to block, which is an essential part of melee combat with a weapon or fists. Throughout a melee fight, I’m tapping or holding block constantly, to block, counterattack, power attack, then block again. (There are perks to increase the damage of your counterattack, which is done by attacking while blocking.) I use the block button as much or more than the attack button. So the FOV is switching back and forth which is pretty disorienting. If you can detect the weapon type, then I think the ADS button should never alter the FOV for any melee weapons (bladed or blunt) or fists.
I’ve also been using a pistol with open or low-mag sights, and a sniper rifle with high-mag scope, and the current implementation of ADS works fine for both.
But my personal preference is the FOV shouldn’t change for pistols, either. I like to use a pistol for run-and-gun, moving quickly around the map and taking shots of opportunity, and similar to melee it’s disorienting when the FOV keeps switching. I find myself mostly hip-firing for this reason, which is terribly inaccurate as you know.
On the other hand, it feels right to me that you can’t as easily run-and-gun with an aimed rifle or SMG (despite how common that is in FPS games) and the trade-off with ADS between spray-and-pray mobility and stop-and-aim accuracy feels natural. I like it when pistols and rifles are functionally differentiated so it isn’t all just about highest DPS.
Then, when sniping from an elevated position, every time I release ADS for a second to look around for a new target, my view pans back up to horizontal, then when I hold down ADS again I have to pan back down with the thumbstick every time. I’m loving the “return to horizontal” for general running around gameplay, but for sniping in particular it would be great if the behaviour changed, if that’s possible?
Regarding weapon scale, my preference would be for sliders for “weapon scale” and/or “weapon distance from face” and a “left/right” main eye setting, to fix the appearance of giant-sized guns — I mean, that really looks like a “hand cannon”, alright! If the view is different by weapon type then aimed pistols should be out at arms length, so red-dot optical sights are useful but high-mag scopes aren’t, while aimed rifles are much closer.
At the risk of commenting without having tried it, I think it would be cool to close one eye to see through the sniper rifle scope, and open the other eye to spot for new targets, with the same line of sight but totally different FOV?
But the current solution is perfectly functional!
Jan 9, 2022 at 3:37pm #208892In reply to: Games Wish List
HunGriphParticipantGunfire Reborn would be nice
Jan 9, 2022 at 2:28am #208882In reply to: Cyberpunk VR Update Thread
DemuseParticipantThanks Ralf, the pitch auto-levelling works great with a controller, very helpful. It’s getting more and more comfortable to play this game completely in VR. I’m 40 hours in so far. I’m running 3840×2160 (so my inventory works properly), with DLSS turned on and all graphics options set to “low” to maintain steady framerates. It would be nice to use a 4:3 resolution, but I guess that’s the game’s fault and out of your control. Anyway, it’s fantastic, I’m loving the experience.
The “HUDitor” mod works great to resize and reposition the minimap and other HUD elements, and the “Limited HUD” mod turns off the loot icons that are annoying when the HUD scale is not 100%. I’ve concluded that it’s the fault of my Reverb G2 that all the HUD elements around the periphery are nigh unreadable, so I have to use guns instead of netrunning.
The ADS works great for shooting now. But I find melee combat to be disorienting, with the FOV change when fighting and blocking. It would be nice if the view stayed exactly the same in and out of combat, for blocking or swinging or aiming, with guns or melee. Is that something that can be fixed? There are some mods but I’m sure they don’t play nicely with vorpX since they move the camera.
I struggle to avoid conflicts while assigning buttons for my gamepad. In vorpX there’s a choice between using the menu buttons, or the thumbstick buttons, then a choice to turn each one on or off. Both menu buttons are essential to access the game menus, so I have to use thumbstick buttons for vorpX: right for edge peek, left turned off so I can sprint, and I open the vorpX menu with “del” when necessary. No other combination really seems viable?
Also I noticed a minor glitch while scanning and looking around. It seems while scanning when I highlight an interactable object, particularly while looking at an angle — for example, looking down at a computer on a desk while standing over it — the camera shifts a bit, as if my head has suddenly dipped by several inches. It’s a bit jarring to be scanning around a room to have the view make little jumps as my eyes pass over different objects. Could this be vorpX related?
Jan 8, 2022 at 1:40am #208862In reply to: Cyberpunk VR Update Thread
drowhunterParticipantHi Ralf, so I was watching this video and it seems their solution for how the decoupled mouse works is better than how it currently works in Vorpx where the mouse tilts the camera at nauseating angles.
Basically with this feature on. The mouse turns left and right but vertically it doesnt move the camera it only moves the gun. Its hard to explain maybe try it yourself.
This would be great in CPunk.
This is probably impossible but im assuming decoupled mouse aim is impossible for standard profiles.
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Basically stuff like Dishonored, Alien Isolation etc. Games where there’s almost no shooting as I really dislike the ‘gunface’.
