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  • #217942
    mateuszw1995
    Participant

    Ralf, thank you for suggestions. I’m targeting 90/90 FPS, any lower value is significantly less pleasant for me (image is not fluent, weapon is “jumping” while turning). I have 4090 and tried many combinations – I cannot beat about 70-75 FPS with RT (not path tracking) even on low resolution or high DLSS. It looks like CPU bottleneck, because P cores are 90-100% used (13900K…), or maybe RT cores bottleneck?
    It looks like this game still needs next generation of hardware :)

    TheBalt
    Participant

    Hey everyone,

    So I have no clue why Cyberpunk (GoG version) has this issue. It takes 4-5 minutes for the game to load in the first place.

    Vorpx tries to hook, but it eventually comes up with that Dialog Box saying “this is taking a long time” and offers me options like alternative hooking, etc.

    But I have no clue why the game takes 4-5 minutes to boot. My PC is modern, 32 gigs of ram, 3080 graphics card.

    Im just clueless as to why this isnt working. Have any other people with the GoG version ran into problems getting the game to run with Vorpx, or just gotten it to boot faster?

    #217837
    romandesign
    Participant

    That shouldn’t be an issue normally, since typically one uses either a gamepad or motion controllers, but not both together in the same session.

    With this game, it’s going to be popular. Many people are already using joysticks for flight and gamepads for ground, or gamepads for flight and keyboard/mouse for ground, and that’s why the game has this “take over” settings that allows to use both, just not at the same time, which makes sense. So maybe you could add a toggle setting that disables the override while the real gamepad is used, and enables it once any controller button is pressed? That would be nice. This game is huge, despite the critics, and it will be popular for years to come, so allowing it to be fully functional is a good idea. Flying with VR motion controllers is so bad, it beyond “ugh” – it’s just nasty. IMHO this prevents VorpX from being fully functional, at least for me, but I’m sure there will be plenty of people like me. Resolving this issue would make it as perfect as possible in a non-native VR game.

    Despite whatever people say about Strafield not being the greatest success ever, you shouldn’t dismiss it: more than 10,000,000 of players and expected revenue of almost ~1 Billion. I’m sure some of those people will want to experience it in VR :-)

    #217836
    Ralf
    Keymaster

    Probably what I meant. When motion cotrollers are set to keyboard mouse, enabled and have been detected as active, the gamepad override gets enabled no matter what you have set. Something like that at least, I don’t recall the exact combination of settings that trigger this beahvior 100%. What I do recall is that I had a reason to handle it that way.

    That shouldn’t be an issue normally, since typically one uses either a gamepad or motion controllers, but not both together in the same session. Even if motion controllers are enabled in the menu, ‘overriding the override’ shouldn’t occur unless they have been used.

    #217828
    romandesign
    Participant

    Correction – when I set both Gamepad mode and gamepad override as off, saved and fully restarted the game – the controllers were not working at all as a gamepad, but the emulator (or real gamepad) was working fine, and no map opened via button presses. But as soon as I set it to override the gamepad, or act as keyboard/mouse – I get this map pop-up in flight on RB relese.

    It’s almost there! If not for this bug, otherwise it’s working – I use controllers on land, and my joysticks in flight – and it feels great, up to the moment I try to use thrusters. “Select Target” button (A) also glitches sometimes, possibly due to the same problem. IT’s some conflicting between gamepad/VorpX. I tried without VorpX – just with real gamepad/keyboard and there is no such problem – I can seamlessly use keyboard and gamepad, one overrides another perfectly, no map popup, no flicker of icons: once I touch gamepad – they stay round, and once I touch keyboard – they stay square No flicker at any point. But as soon as I turn on VorpX – it starts again, even though it should just emulate keyboard presses without doing anything different than the keyboard…

    #217788
    romandesign
    Participant

    Being a huge space sci-fi fan, I first hated the game for not having the atmospheric transition quality

    Ouch… I feel your pain. I’m a lifelong hard sci-fi fan too, and I’ve written a sci-fi thriller novel and just finished a novelette (ping me if you’re interested in reading it). I’m also a huge flight sim fan (I also produce airports for MSFS). So the lack of reentry, atmospheric flight, and sim aspect is a massive disappointment for me, along with no native VR support. Still, the game is amazing.

    I’ve determined that I will bring it to the best degree of immersion I possibly can.

    – So the first step was bringing it to VR. I tested the Reshade3D to see that the performance and general VR look would be good enough, then bought VorpX for the true immersive VR and gesture support. I added all gestures to my profile (Roman Design). But that’s just the beginning.

    – I’ve recently built a full motion simulator for flight sims, including custom-built controls: joystick/pendular yoke and hotas/heli collective hybrid controls, throttle quadrant modelled on 737, an array of switch boxes, encoder box, and off-the-shelf pedals. So I mapped all the relevant control axes and buttons to an X360CE gamepad emulator. The game thinks I’m using a gamepad, but I now have proper controls for space flight.

    – Unlike flight sims, there is no position/acceleration data that I can use for driving motors on my motion cockpit. But I pull the data from my joystick and other controls and use that! Because there is no gravity in space – spacecraft position/orientation is not important. And joystick movement pretty much corresponds with thruster acceleration motion cues, so with some formulas, it’s possible to create a very believable motion. I use deltas from throttle changes to jerk the seat forwards/backwards to create a sensation of braking/accelerating as well. It works surprisingly well. I had to tone it down a bit not to get sick from all the space dogfighting.

    – I built two DIY vibration transducers from old car speakers, driven by a separate amp. Again, I have no events to drive the software, but I mirror the game audio to a mixing software that EQs it to hell, leaving only very low frequencies that I feed to transducers – now all the rumble and explosions from the game are felt by my body. In addition to that, I used Voice Attack software to intercept all trigger presses from motion controllers and joysticks and play a “thump” sound to the device that feeds the vibration transducers. That way I feel the recoil of every shot I make. It fires every time the left mouse button is pressed, for example, so some false positives are there when I’m not actually shooting – but it feels very satisfying when I shoot.

    – I created a Voice Attack profile that covers everything available in the game with voice control commands and text-to-speech. I can say “initiate take-off” and it will answer “Crew – prepare for take-off. Ignition. Engines nominal, taking off” etc. while pressing the appropriate button for me. Same for jumps etc. The voice commands cover everything that can’t be fitted to motion controllers, or just more fun to speak out. I can say “sniper rifle” or “quick slot 9” and the weapon is equipped. And so on. I programmed some energy management presets: when I say “battle stations” it will depower the grav drive, set max shields and power weapons. “Maximum lasers” will depower other weapons and set full lasers first, then add other weapons as available. And so on.

    – I’ve also created a complicated .bat file that launches all the necessary software, kills off all the unnecessary processes to free up CPU and GPU, sets CPU affinities to 3D-cache CCD0 cores for the game, and CCD1 cores for everything else, etc.

    There are some glitches here and there, due to game bugs and software issues etc. but mostly it works great, incredibly increasing the immersion! I’m going to make a video about the whole setup soon.

    Now all I wish for is that someone mods in the atmospheric flight and manual landings/takeoffs. The ship can appear at the edge of the generated area and lets you fly and land manually – that would be such a great thing for immersion without changing the game engine in any way. Also it would be nice to decouple aiming from looking, and map the motion controller movement to aiming – that would really be almost full VR. But I’m not sure that is possible.

    #217774
    Ralf
    Keymaster

    I think the Game Settings sub forum is the best place for posts like that. Just create a new one when the profile is ready. Won’t take long anymore.

    BTW:

    Personally I really like the game, at least the bits I saw so far. Judging from the player count on Steam Starfield isn’t quite the success that everyone hoped it would be though. Way less max players than Fallout 4 when it came out 2015. Only about a third of what super hits like Cyberpunk or Elden Ring recently had on launch. Heck, even Hogwart’s Legacy fared a lot better earlier this year, who would have predicted that…

    Even considering a fair amount of extra players via Gamepass that doesn’t look too great for a huge Bethesda RPG in 2023. Still a title that deserves some extra attention, of course.

    On the upside: at least that way they won’t get funny ideas about a Starfield 2 before returning to Elder Scrolls. :)

    Ralph
    Participant

    You can get Tridef on Reddit. The company is completely dead and doesn’t care about copyright and do not delete links.

    But the Result you will get is a the same that every mid-price 3D TV can show you on the fly.

    Even Star Wars: Episode I 3D – The Phantom Menace in cinemas was a big flop because they converted the movie by the technique that you want to reactivate. And this was a multi million dollar project, but everyone was disappointed about the 3D Effect.

    Thus it could be funny to play around with this things, but do not expect too much from this technique !

    #217750
    romandesign
    Participant

    Ok thx guys ! So anxious to play it in VR but I dont want to screw up too much in the files so I guess I’ll be patient and keep it pancake in the meantime.

    The truth is that to make the game playable and good, you have to “scew up the files”. You gotta use mods and they all modify the same files, so VorpX doesn’t add anything unique there, except that you can’t use any Reshade-based mods. So unless you don’t want to use mods for some reason, you could already be playing in VR…

    Here are the mods that I use and they work fine with VorpX:
    – You absolutely have to get StarUI Inventory, this is what the inventory should have been.
    – Starfield Script Extender (SFSE) – doesn’t do anything but required by some other mods
    – Neutral LUTs – No Color Filters, really improves the graphics, default is greenish and muddy
    – Enhanced Player Healthbar – the edges are not very sharp in Reverb G2 so this helps me to notice when health falls to low
    – BetterHUD, prevents messages from blocking the center of the view.
    – EXE – Effect Textures Enhanced – nice visual enhancements to weapon fire, impacts and blood.
    – The Eyes of Beauty – Starfield Edition, because why not?
    – Less Spongy Enemies, the default enemies are ridiculously spongy. You can spend 2 mags until you kill someone. Very unrealistic. This makes it better, without making the game too easy or stopping enemies from matching your level.
    – Better Visible Magazines, just puts green border around magazines, which are too easy to miss in VR.

    #217742

    In reply to: Titanfall 2 Revival!

    Ralf
    Keymaster

    Great video, I didn’t even know that Titanfall 2 had some kind of revival.

    Can’t recommend this one enough. Great FullVR experience and just the right age to run well in VR without the need for an Uber-PC while still looking extremely good.

    Aside from everything required to make the game run out of the box the profile also comes with two noteworthy advanced DirectVR features that weren’t mentioned specifically in the video:

    1. Automatic weapon hide to deal with the ‘face gun’ you often get when bringing first person games to VR: no running around with a weapon attached to your nose all the time. You might not even have known that you want something like that, but it makes a world of a difference when playing a game.
    2. Preconfigured motion controller gestures for aiming down sights etc. (requires the vorpX beta currently). I’m still surprised myself how close to native VR games like this can feel with just a few well chosen gestures, even seated.

    Short auto weapon hide demo for those who never heard of it:

    #217741
    Ralf
    Keymaster

    @ loowee:

    The most important change the official profile will bring is removing the manual setup steps that are required currently to get things working. Tinkering with settings or like in this case even .ini files is a huge hurdle for non-tinkerers who want things to just work, so that’s usually the most important thing that official profiles address or at least reduce as much as possible.

    #217722
    Loowee
    Participant

    Lvl27 and chugging full steam ! Hope I get to finish this marvel in Vorpx !

    Dave, lets say I cant wait for the official profile. Where’s your version on a scale of 0 to 100 zero being not even started and 100 being what people are expecting the official profile to be ?

    I had good and bad experiences with vorpx. Some games came out almost like native VR but others have so much warping I would not beleive people could even play the game.

    The cyberpunk mod is a work of art with gestures so I can imagine how much fun it will be in weightlessness !

    #217653
    Ralph
    Participant

    Update Version 1.7.29 – Fixes and Improvements Performance and Stability

    Xbox Series X|S Improved stability related to installations.

    Various stability and performance improvements to reduce crashes and improve framerate.

    Quests:

    All That Money Can Buy: Fixed an issue where player activity could result in a quest blocker.

    Into the Unknown: Fixed an issue that could prevent the quest from appearing after the game is completed.

    Shadows in Neon: Fixed an issue where player activity could result in a quest blocker.

    This first update is a small hotfix targeted at the few top issues were are seeing. After that, expect a regular interval of updates that have top community requested features including:

    Brightness and Contrast controls
    HDR Calibration Menu
    FOV Slider
    Nvidia DLSS Support (PC)
    32:9 Ultrawide Monitor Support (PC)
    Eat button for food!

    We’re also working closely with Nvidia, AMD, and Intel on driver support, and each update will include new stability and performance improvements

    #217641
    romandesign
    Participant

    @roman, is your profile full vr or the sbs 3d? Apologies, a bit new to the software.

    My profile is full VR. It’s based on Alpha v2, but has different mappings – more buttons added, and has gestures working (aiming, throwing grenades etc.) I’m new to VorpX too, bought it specifically for Starfield, and I have no regrets (so far). I’m not even sure I uploaded it correctly to Cloud, so if you see gestures configured/working, it’s OK. Follow Alpha v2 installation instructions, they work.

    FOV for Reverb G2 (WMR) is 130. I use in-game resolution of 3056×3060, and have the same resolution added to VorpX virtual monitor resolutions.

    Here’s the StarfieldPrefs.ini settings that I’m using. With RTX4090 / 7950X3D I have 45fps walking in New Atlantis. It’s borderline, but mostly holding on 45, which is a must for WMR Motion Reprojection to do a good job.

    [Display]
    fRenderResolutionScaleFactor=0.7850
    bHasRunAutoQualitySettings=1
    uiUpscaleTech=3
    fFilmGrainIntensity=0.0000
    bDepthOfFieldEnable=0
    bUseReducedShadingRate=0
    bEnableVsync=0
    bDynamicResolutionEnabled=0
    bBorderless=0
    bFull Screen=0
    iSize H=3056
    iSize W=3060
    iLocation Y=0
    iLocation X=383
    [Quality]
    uGlobalRendererQuality=3
    uContactShadows=2
    uGrass=2
    uSAO=2
    uMotionBlur=1
    uGlobalIllumination=2
    uShadows=2
    uCrowd=5
    uVolumetricLighting=2
    uParticle=5
    uReflections=5

    I also have OpenXR Toolkit layer that I have CAS sharpening on max I think. The game looks fantastic and very sharp. VorpX has sharpening too, which you can try using as well, but it’s easy to oversharpen. Maybe with DLSS replacement mod it’s a good idea to use it, especially if you don’t have OpenXR Toolking sharpening running.

    VERY IMPORTANT!!!
    I think I found a solution for a huge bug: when FOV is above 100 (and we need 130 for VorpX), weapons in your hand load as a crappy low-poly LOD versions and look awful – not all the time, but about half of the time, occasionally fixing itself and breaking after dialogs again. I found a mod made for widescreen FOV called “SFSE – Weapon Model FOV setter”. It uncouples hand+weapon FOV from main FOV and resets it after dialogs apparently. I tried loading a save and it worked, the weapons were fixed. Haven’t played with it, so not sure it fixes the bug, but people say it does. You have to keep weapon FOV at 100, if you go above, you get the low-poly bug. That’s what this mode does.

    #217634
    romandesign
    Participant

    Right. Release date is as always the good old ‘when it’s done’.

    It’s fine, I was asking more of a “days/weeks/months” expectation, not a specific date or any promises. And of course I realise that you can’t know for certain, and things can always get delayed. I’m an IT pro myself, I know how it works. It’s just that if the release is imminent, I’d rather pause my game for a few days and wait until we have the profile, but if I’d have to wait for weeks, I will keep playing with what I have now. That’s the only reason I was asking – not to rush you in any way, or hold you responsible if the profile is not ready when you say it would be.

    it would be to wander around these places and see it all in VR.

    It already works with Alpha v2 profile, or I recommend my profile based on that that’s a bit extended with gestures and more key mappings. It looks amazing in VR! I wouldn’t play pancake at all, even considering the unofficial profile. For me, the main problems are in the space combat. I want to use joystick through gamepad emulator and while it works, it’s not good. I tried disabling “gamepad override” which was on, and I think it was better but then I got some glitched taking back control with VR controllers. Maybe because joystick was not zeroed precisely. I also sometimes have weird DLSS artifacts at top of the screen (in VR view only), and lo-poly weapons bug that appears and disappears randomly, but I think it’s not related to VorpX, I see it on display view too.

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