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  • #209905
    Wildcard
    Participant

    I mean it works but its far from perfect. I have some general feedback id like to share.

    Lets see umm where to start
    1 Either Detach or make it an Option to Detach Look from Aim.
    2 Make an Option for Left side or Right Side Dominate controllers (where all it does is swap the scheme to mirriored on the other hand.
    3 It would be great to have a single controller be the motion control for Aim, currently its your head thats aiming and not your hand, this makes it not only confusing but weird and funky af!
    4 Left side hand should be grenade throw, not the same hand your trying to fire with
    5 make an option to force view back to center or
    6 make an option to force directional movement based on current head track positoning (this would make it feel more fluid in game. Currently you have three axis of movement. Bi-Lateral, Head, and where ever the right stick is pointing. This causes a Huge Conflict and results in more confusion)
    7 there was no option for pulling up Phone, Zoom Funtion and Hacking Tool(cyberware).
    8 Unbind reload and force reload to a Right Handed Gesture/Motion to a Outward (Counter Clock) Wrist Flick. (This feels more natural and is Extremely intutive for anyone that has ever fired a real Mag Feed weapon (IE: Rifles and Handguns))

    On to the App. Or lack there of. Since I have that freeware to just try it; it might be better with the full 40-50$ software but the App needs to have a simple easy to use 1click GUI to simply Remove the Mod and/or Reinstall the mod. So players may choose to easily go back to straight PC. Shouldn’t be that difficult all the files are in
    steamapps\common\Cyberpunk 2077\bin\x64\plugins
    Just move the vpxCP2077 folder and the vpxCP2077.asi to something like steamapps\common\Cyberpunk 2077\bin\x64\plugins\Backup for Vorpx or where ever the VorpX install is at.

    Next give us the option to install VorpX Where we want to. Again this might be the case with the full install of VorpX and what you all are calling VorpX is just a PluginMod that should probably be Called VorpX CP77 Plugin or something

    Michelangel0
    Participant

    Hi there!!

    I was reading previously that Elden Ring was not “VorpXeable” because of the Anti-Cheat.

    But now, I just find out that the Anti-Cheat can be simply disabled by creating a file called
    «steam_appid.txt» in the game’s folder and editing it so it has the text «1245620» inside.

    I didn’t bought the game because without VorpX is not so worthy for me, so not sure if anyone can check if this works and of course, that if the Anti-Cheat can be disabled if VorpX/Ralf/Users can do it’s magic to pull full G3D or other awesome results :)

    Cheers!

    #209800
    brown66
    Participant

    (…)

    I’ve not tried Skyrim LE with Vorpx, do u recommend it? I own Skyrim VR so haven’t tried Skyrim games with Vorpx.

    I’m glad to see that you can now see images in the distance very clearly in Fallout 4! This is one of my flaws with the HTC Vive Pro, especially because of the SDE.

    And to answer to your question, no, you don’t need to play Skyrim with VorpX, if you already have Skyrim VR, unless you want to use some mods that are not available on the Skyrim 64 bits versions, which is my case. And besides, I play Skyrim with VorpX in the sitting position, with keyboard and mouse, because all I want is just to see a true 3D image.

    However, if you have access on your Steam account to the original Skyrim LE, you can try, just to see how it is. There are some differences with several animations (like fighting, riding a horse, working at the forge or mining), but the “core image” is the same, maybe with a better scale in Skyrim VR, especially on outdoors environments.

    I must say that, even with my old HTC Vive Pro, the image quality of Skyrim LE, with the lasted VorpX versions, is just stunning! That’s why I decided not wait any longer and I already order a Pimax 8KX!

    I know that I will need to use the parallel projections with VorpX, to play Skyrim LE, so I’m guessing that, even with my current RTX 3090, I will return to the old days when I fell that my previous graphics card, an GTX 1080Ti, was not enough to show the full image quality potential from the HTC Vive Pro, which I fell that I only achieved after I got the current RTX 3090.

    And so is life! We are always crying for a more powerful graphics card…

    #209754
    rift_un
    Participant

    Received my varjo yesterday and can confirm it works ok with vorpx.

    It would be also good to know your opinion about how it compares with the Pimax 8KX. The increased clarity justify the lower FOV? It works better with the Vorpx than the Pimax?

    By the way, have you tried it with Skyrim LE + Vorpx?

    Even with a decreased fov the Aero’s display overall is more pleasing than the 8kx’s. It’s more clear its like your sight has been corrected. The Aero’s fov seems bigger than it is because the sweetspot is huge. But the 8kx, when u can run games on the Large fov setting with supersampling (which is not often unfortunately due to parallel projections), does remain impressive. For example I think I prefer Assetto Corsa on the 8kx with Large fov and supersampling enabled.

    The Aero works ok in all the handful of games i play in vorpx. It probably gets a few fps more as no need for pp.

    I’ve not tried Skyrim LE with Vorpx, do u recommend it? I own Skyrim VR so haven’t tried Skyrim games with Vorpx.

    #209751
    Demuse
    Participant

    I’ve been reading online about a few more people (without vorpX) having severe FPS drops for several seconds related to the inventory and map, specifically. Lots of unconfirmed theories about it being related to GPU, video memory, DLSS, etc, but a recurring comment is the problem gets worse at higher graphics settings and resolutions. My guess is there’s an existing issue with v1.5 that only affects a few people, and normally just causes a 5-second lag spike, but it interacts with the VR mod in a bad way. The fix might have to come from CD Projekt Red? That said, I only ever crash out with the VR mod installed, not once while playing pancake.

    I started clean, again: removed CET and the mod, and checked integrity of the game files in Steam. (Every time I do that after installing-and-removing CET and the mod, one or two small files fail integrity and get re-downloaded?) Then I got the latest CET and installed it manually (instead of using Vortex, thanks for the link above, Ralf!) and then the latest VR mod. Then I played for 2 hours with no crashes. (On my saved game with 100 hours played.) I completed several gigs, drove all around town, checked the map, looked at my inventory a few times. Then back to V’s apartment to change my loadout from my stash, and the crashes are back, every time. It seems worse in the apartment… or maybe that’s just where I usually change my loadout, from my stash?

    So clean install again and tried to start a new game, but it always crashes — I’ve tried four times — right after character creation, before the game starts, 3/4 through the loading progress bar. I can’t start a new game with the VR mod installed. Maybe that’s related? I hope Jools92 and xt4k can confirm.

    Then I removed the VR mod and started new and played through the intro until the first mission (The Rescue) where I could save and also change my inventory. Before exiting I open inventory several times with no problem. Then I re-installed VR, changed no settings at all, opened that saved game, and immediately crashed when exiting inventory. That’s with a new character, no mods except CET, all default settings.

    Since then I’ve just been opening my same old saved game and trying everything to turn the problem on or off. It’s maddeningly inconsistent. I open the save (in V’s apartment) and just open and close the inventory screen, and crash out, 3 times in a row. But when I open that save then walk out into the hallway and back in, then it doesn’t crash no matter what I do. Then for a while I can open that save and I can’t make it crash. Later I open that same save and reliably crash again, every time. A few more times I’ve removed the VR mod and then no matter what I do it never crashes. Reinstall the VR mod and it starts crashing again. I even tried using SteamVR instead of OpenXR but it still crashed.

    I have confirmed that I can crash just by opening and exiting the inventory, map, or crafting screens; I don’t need to actually change my loadout. And it never crashes from the journal or character screens, or just the game menu, even though they all toggle edge-peek — it must be related to the 3D rendering of V or the city map or the weapons and armor. Also, when I change the in-game resolution up to 3840×2160 then I’m almost certain to crash every time. But I have also kept the resolution at the VR mod default or even lowered it to 1280×720 and still crashed there too, but it seems less often at lower res.

    It feels to me like there’s, I dunno, a graphics memory leak or bad address? Related to the 3D rendering of objects in those menus, and maybe only with certain hardware? The game gets into a state where exiting inventory is the trigger, and the VR mod makes it worse, but neither is the root cause, something else happens first. And that state can sometimes be changed by just walking around.

    #209570
    vorpex
    Participant

    I only got around to trying VorpX on one game since I bought it a couple months ago, but just wanted to give a big thanks to Ralf for listening to our community feedback and creating these fixes/DX12 profiles for us! Many criticize VorpX, and it isn’t a *perfect* ‘true VR’ experience (of course, because these games weren’t designed for VR), but it definitely gets the job done and can add a lot to creating an immersive 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!”

    #209377
    dellrifter22
    Participant

    It’s a bit of a stretch, but I have gotten random games to work Z3D with profiles of Unity 5 Base and The Hunter: Call of Wild.

    You could also try dx12 profiles too. Just remember that things like anti aliasing and dlss might cause problems so try with and without different modes.

    Cless_Aurion
    Participant

    Hello Ralf!

    I’m pretty sure you get asked this often but… I haven’t seen (or being able to find on the forums) you answering to this question post 2017, so I’m going to here!

    But, since I know how annoying this kinds of questions are, specifically because they kind of force you to commit to features and timetables that in the end will just stress and constrict you and your creativity… I want to frame it a bit differently in a way that will allow you to answer without committing to anything really, but that probably will give us a very general idea as to what to expect.

    What is your Wishlist of features/things VorpX will do in the future?

    mr_spongeworthy
    Participant

    I installed the stand-alone VR Mod for LiS-BTS recently and it’s 99% perfect, with the only issue being the lack of 3D in cutscenes (a fairly small price to pay considering how good the rest of it plays).

    So it’s an instance of a pancake game being forced into VR with zero performance issues, zero shadow issues, zero light issues, zero Z3D artifacts, no need for PP on my Pimax; it’s just straight-up excellent. I’m running it in Wide FOV, 75hz, 1.5 PiTool quality, and it’s flawless. Index controller support is also zero-config perfection.

    Ralf: I *think* the methods used in that mod are based on open-source projects. Is there any chance you might be able to incorporate any of those methods into vorpX in titles where they would work? It’s so great being able to play a game without any of the small problems that so often crop-up. LiS2, for example, I played through vorpX, and it worked great, but I had to keep switching to Z3D flipping between G3D and Z3D because nothing I could do would eliminate shadow-rendering issues that showed up in G3D in some scenes.

    #209111

    In reply to: God of war.

    Ducht
    Participant

    This put a big smile on my face yet again! Another console game can now be played properly with Vorpx magic!

    I played for a bit in 4k60 on my 55 inch oled but that just feels so utterly insignificant… THIS thing with vorpx is what the gaming world should be raving about… maybe that will happen when Sony starts supporting a similar thing with PSVR2.

    Weirdly the game doesn’t feel as smooth as it should at lower framerates though… like a rock solid 40 in vorpx or 40 to 50 on my tv… maybe because it doesn’t have true fullscreen?

    #208770
    Ralf
    Keymaster

    Sounds as if the profile for the game hasn’t been loaded correctly. Two possible reasons: either the profile database is corrupt or maybe vorpX can’t detect the game because its .exe is named differently than normally.

    You can check whether vorpX was able to detect the game correctly in the config app. Since it is supposed to adjust some settings in case of Bioshock Infinite, there should be an entry for the game on the ‘Restore Game Settings’ page.

    If not:

    First please try a factory reset in the config app (trouble shooting). That would fix a potentially broken database.

    In regard to the second option, please browse to the game’s install folder and check wehether the .exe is named BioShockInfinite.exe, it’s located in [Bioshock Infinite]\Binaries\Win32. Sometimes games use different .exe names for different editions. If that happens to be the case, it would great if you let me know so that I could update the profile.

    #208755
    drowhunter
    Participant

    Just a heads-up that the Pimax default is single threaded on purpose. This is Pimax exclusive though to deal with potential judder caused by Pimax’s ‘Brainwarp’ software layer when running multithreaded.

    I turned brainwarp off as it was causing heavy judder. So in my case (with BW off) I guess i need to enable MT.

    #208735
    mr_spongeworthy
    Participant

    After some more playing-around I was able to get 1.31 to look as good at 1.23, and was able to transition and really dig into this.

    I have to say, the results are very good most of the time. There are random times when you’ll get extremely obvious artifacts, which I now understand are due to TAA. It’s a real shame that even with direct VR we have to have these artifacts, because it’s really the only thing getting in the way at this point.

    A quick tip for Pimax users (at least, my 8K-X, but I suspect other Pimax HMDs should behave the same way): In playing around I discovered that *by far* the smoothest and best performing HMD-sync parameters were: Custom: Sync = Fast, Frame Rate Limit = Yes -> Small Delay or OFF (but you’ll have to reset it every time if you choose OFF). HMD Multithreading = ON. Just the HMD Multithreading alone nets me 15fps. I’m running my HMD at 75hz in this case. I get very smooth overall performance that varies between approx. 50 and 75fps, but with zero stuttering or other issues.

    #208636
    drowhunter
    Participant

    I can’t aim with the stick to save my life, and aim assist has to be off to prevent horrible judder when moving while locked on to a target. Also I have the vertical sensitivity turned way down on my right stick so I don’t keep moving my view up and down when I’m trying to turn.

    Good Idea about turning down the y sensitivity, I didn’t know you could do that. In Full VR there’s literally no reason to have to move the y axis when you should be looking around with your neck.

    For me, anytime the camera isnt locked straight ahead its a one way trip to barf town. So I find myself very carefully trying to only move the view left and right.

    I did find a solution potentially to the problem.

    I hooked up a dual shock 5( 4 would also work)

    using DS4Windows I set the DS5 to emulate a xbox controller. The default profile is mapped one to one with an xbox controller. I created a secondary profile called Vorpx and assigned it to the Cyberpunk2077.exe so that it loads automatically when the gane runs.
    On the Vorox profile , I have unmapped the RY up and down axis so no more accidental vertical camera movement and I set the built in gyroscope set as a mouse which is only active when I push the Left trigger (L2)

    This allows me to aim with the gyro when aimimg down the sights which is far more accurate and intuitive than using the stick. ( It kind of feels like you are actually aimimg the gun with motion controls)

    An alternative to this set up if you dont like gyro aimimg is.

    under special actions tab add an action to L2 to trigger a temporary profile change to default which will switch back to the Vorox profile when you release the trigger. If you recall the Vorpx profile I unmapped the RY axis but when aiming down the sight this restores the RY mapping of the default profile.

    To get the view straight again after aiming you can do it before you let go of aim. Or even better I have the touchpad in the center set up as a mouse trackpad so I can quickly adjust it with a swipe. This is very useful when the game decides to tilt your view to look at something.

    @Ralf I know you have a vorpx option to disabke the Y in normal vorpx but I tried it and it doesn’t work.

    Woukd it not be possibke to add an option under input settings to have a similar functionality as I described above since you’re emulating tje xbox controller anyway? Just dont map the RY axis unless you push a button of your choosing?

    Obviously it would probably be impossible to do this with the gamepad because you probably aren’t emulating a real controllers xinput.

    Edit: If the game you try this with actually supports the Direct Input controller you are using you can use the Ds4windows option to hide the original controller from windows.

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