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  • #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.

    #217642
    mstmorse
    Participant

    Just want to put this out here. Was having trouble with this Cyberpunk VR mod just showing in what looked like Immersive screen. Nothing would work, even EdgePeek was not working with making screen bigger and smaller. Something clicked and thought why don’t I shut the monitor off, because had heard something on here about it. Made sure game settings were windowed, shut off the monitor, and restarted the game. Now the game is in Full VR and EdgePeek works as well. Feel like my gestures are not working but that is for another day.

    #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.

    #217612
    romandesign
    Participant

    You won’t have to care about any of that once the official profile is ready.

    When do you expect the profile to be released, roughly speaking? Few days, a week, a few weeks?

    For anyone interested in performance and general experience:

    My goal with Reverb G2 is to maintain stable >45fps performance so Motion Reprojection can up it to 90Hz properly and smoothly. With the minimal acceptable resolution and graphic quality even 7950X3D + RTX4090 PC can’t reach and maintain 90fps. But in VR, I think no major game can, even made for VR. So slightly more than 45fps is a good goal to lock at. MR can induce slight warping artifacts sometimes, but that’s unavoidable and not very noticeable during the game. It is noticeable in menus, but it’s not that important or annoying there, because who cares. I can’t really see a noticeable difference between High and Ultra settings in game, and I started having weird shadow and lighting artifacts that may be connected to Ultra settings, so I set everything to High. It worked smoothly.

    I now adjusted the resolution to the maximum reasonable resolution for Reverb G2, so I can get the best picture I can. Reverb’s native resolution is 2100×2100 but the image must be larger to allow for barrel distortion compensation to still retain the center resolution of the image. My StarfieldPrefs.ini settings are:

    iSize H=3056
    iSize W=3060

    And I added a matching virtual monitor resolution to VorpX. I also installed DLSS mod with v2.5 DLSS dll.

    Running around New Atlantis sometimes becomes slightly non-smooth, so I think it does dip below 45 fps sometimes, though I couldn’t see it in OpenXR Toolkit overlay, which showed solid 45fps. But all other places, or inside buildings in New Atlantis were silky smooth so far. Once eye distance is properly set in VorpX (0.66 in my case) the 3D is very decent, though I notice occasional halos around objects, people, weapons, and sometimes there is a “flat cutout” feel to some people. But it still beats a flat universe.

    Full VR feels like full VR. Sometimes when rotating head fast I can notice black borders lagging on the sides. Maybe when the official profile is out with DirectVR the latency will be better. It’s not a big deal.

    Piloting a ship is not great, because head rotation does the steering and you can’t look around – the cockpit stays with you, like in a dialog scene etc. Normally such scenes work best with peak mode, but dogfighting in space is best full VR. I have to force myself not to rotate my head, which overrides my joystick (through the gamepad emulator), but it still sometimes overrides it, so flying is possible, but it’s a bit of a mess. Hopefully to be improved in the official profile.

    The biggest issue for me is a small view jitter when I sit still. Sometimes it’s in time with my pulse! I know some people have this issue with Reverb G2 in MSFS (not me) so it seems that head tracking is too sensitive. I wish there would be a way to do a low-pass filter, to filter out tiny head movements. There’s one in OpenXR Toolkit, but it doesn’t work with Motion Reprojection. Lowering sensitivity doesn’t help much, because then the world is not in sync with your head. When you’re walking it’s fine, it’s just when you’re standing it’s noticeable.

    Overall, it feels really close to a VR game, and for me, VorpX is really worth the price. I wouldn’t play a time-consuming game in pancake mode, but passable VR means everything. But I do have a top-of-the-line PC that I use for work and gaming – 7950X3D CPU (liquid cooled) + RTX4090 GPU + 64Gb DDR5 RAM, 4 fast SSDs. I’m not sure what would be the minimal hardware requirements for passable performance. For me the performance is good, considering it’s a kind of a hack instead of a game optimized for VR.

    Here’s what’s missing or would be nice to have:

    – Obviously what’s really missing is motion controller support. We can dream, can’t we? Maybe someone will figure out how to do independent aiming – some games can have mouse aiming with the keyboard moving/look, where the aim can be moved around the screen, without moving the view. If that could be achieved, maybe Ralph could map the right motion controller movement to aiming and we’d have a reasonable approximation of proper motion controllers.

    – Geometry3D would be nice, but AFAIK it can’t work with DX12 games. Some work with alternate eye rendering, though I think I can feel the flicker. The way it is now, feels very smooth. Cyberpunk mod with alternate eye rendering felt rougher to me…

    – Vibration feedback – @Ralph, that should be easy to do – maybe add an option to have a trigger press on the right controller to generate a strong vibration “tick”? It doesn’t have to be game-dependent, but would still be nice. For example, I programmed a short jerk of my motion seat based on joystick trigger presses, and a short vibration on my transducers, and it feels great in space. It would be nice to feel recoil in the controller.

    – Filter for smoothing out tiny head movements or head tracking jitter.

    #217595
    romandesign
    Participant

    The motion controller stuff alone will almost certainly make this the closest-to-native-VR way of playing the game.

    I modified Alpha v0.2 profile locally to include gestures and it works beautifully!
    Also added more quick menu mappings and changed/added key mapping on controllers to include more of the necessary keys, and shortcuts for map and inventory.
    Would there be a way to merge my control mapping and gestures with the official profile somehow, when it’s added? Like copying a few lines to XML file or something? I just bought VorpX few days ago so I’m unfamiliar with how the profiles work.

    As most of the time with larger first person titles you can shortly expect a profile with lots of settings automation and all the extra bells and whistles I can muster,

    Would it be possible to include a mappable shortcut for temporarily disabling “mouse look” headtracking? There is a specific problem with Starfield in the way the game controls are implemented: it can support keyboard/mouse AND gamepad but not at the same time! Any input from one TAKES OVER all controls. During FPS shooter mode everything is OK as VorpX just emulates the head tracking as a mouse and VR controllers as a keyboard. But there is a problem when you get to spaceship piloting: steering with head tracking is horrible, just as bad as it sounds. So you’d want to use a gamepad (or in my case – joystick/hotas/pedals mounted to the motion seat I built and mapped through the X360 gamepad emulator), and it works fine, but the problem is that you have to keep your head absolutely still! And this is virtually impossible as you naturally tend to follow the target with your look. The game tracks it as using a mouse and cancels all gamepad controls, using your head movement instead. Often just when you are ready to shoot – your ship veers to a completely wrong direction. It’s extremely disorienting and inconvenient. If mouselook can be easily paused in space, that problem could be solved.

    I also read that it is possible to look around in the cockpit by holding Q key or “change view” controller button, but I didn’t test it yet. Though it sounds like this would cancel the ship control and is used just for a quick lookaround. So the best would still be a head-tracking pause function. Maybe it already exists and I just haven’t found it yet?

    Important note: It’s actually important that VorpX emulates the keyboard/mouse and not the controller, because it’s not just me – any simmer would like to use the joystick for spaceship piloting. Bethesda already made a huge mistake of not supporting joysticks, but that is solvable through the X360CE emulator. But it means the gamepad should remain free from VorpX so it can be used for piloting.

    On a side note: it would be nice if the little square labels on the controller buttons could actually reflect functions and not just key names, somewhat like key menus, or show both functions and keys. There are many keys (normal+shift) and it’s difficult to remember all their functions. If VorpX uses images, maybe at least include a small library of common assignable labels used in games that can be specified like “map”, “inventory”, “grenade”, “crouch”, “weapons”, “menu” , “camera”, “zoom” etc.

    #217583

    In reply to: Starfield profile?

    cole00
    Participant

    OK, for those interested, here’s my experience with VorpX + Starfield so far:

    – Alpha 0.2 profile works, as long as you remove the brackets from the FOV settings.
    – Full VR is amazing! I see no perspective distortions now, everything looks great! Very immersive.
    – Head Tracking works well, but on Reverb G2 it’s very sensitive. I get micro jitters literally from blood pulsing in my veins! Not sure how it can be rectified, but it’s annoying. The effect is that when I’m walking or looking around – everything is fine, but when I’m standing still, I get these micro jitters
    – FPS is good so far, but I only went through the first take-off. I’m on 7950X3D CPU and RTX 4090 GPU, so literally the fastest gaming PC currently available. It feels fluid with motion reprojection enabled and holding at 45FPS. I will try disabling Motion Reprojection and see if it can push 90FPS at all times, but chances are it can’t, so MR should stay enabled. This is with DLSS mod and 2880×2884 resolution. I have all settings on HIGH, the rest as recommended by the profile.
    – Resolution: surprisingly sharp. I’m using OpenXT Toolkit’s CAS sharpening at 100%, but any sharpening should be OK. It’s actually much better than I expected. I might try to increase resolution if FPS holds in big cities etc. but I’d be happy if I can use this resolution. It allows to appreciate the graphics that really looks very nice.
    – 3D. This is my biggest disappointment so far. When it works, it looks quite well. Not as good as real VR, but close. The problem is I have all kinds of random wobbles, pixelated square wobbles on top of the screen, and just random wobbles all around. They disappear if I disable 3D. Funny thing is that sometimes they are there, and then they disappear – same view, but where top 1/4 of the view was wobbling in little squares like crazy it’s suddenly just perfect. I can’t understand what’s causing it, because it’s intermittent, but extremely annoying. Another thing about it is that farther objects looks nice, but my own hands and a weapon is atrocious. It’s so bad that I can’t see the bullet count on a pistol and aiming down sights is very difficult, because all shapes are distorted and randomly squished. Hands look like Minecraft blocks instead of… well… hands. Image is fine, but 3D part is extremely blocky. Same with weapons, they don’t looks smoothly 3D, instead it’s like a series of blocks that don’t match geometry at all. Horrible. I hope it can somehow be improved. I will try disabling Motion Reprojection, and DLSS, to see if it’s related. But I suspect both are necessary for smooth FPS even with my hardware.
    – Controls: Most controls are quite nice and usable. Head tracking works well – it’s exactly 90 turn in game when I turn my head 90. It’s slightly weid to interact with stuff that way, but not too bad. But the 0.2 profile doesn’t have any gestures programmed. They work though, if I add them manually. The, with aiming down sights gesture, aiming with my head is not that bad, as I move my hands with my head anyway, when aiming, just like with a real weapon in the shooting range. Shooting from the hip still feels weird, but not too bad. Down sights is better. Maybe removing the reticle completely from the HUD would be a good idea – more immersive and it would force you to shoot down sights. So controls are as goos as can be expected. However most ship controls are missing, there is no way to redistribute energy to systems, no missile fire etc. The keys that the game notified me about are not on the controllers. Head tracking doesn’t work for looking around cockpit – instead it steers the ship! Very confusing. But it can be overridden by a thumbstick, as long as my head isn’t moving. I’ll have to see if I can figure it out. Possibly I’m going to program my joystick/hotas to emulate a 360 controller for ships, and then map buttons to controller buttons. But looks like I’ll have to stair forward all the time while piloting, or head tracking will steer the ship.

    Overall, it definitely a great deal more immersive than a 2D screen. I’m not going back, for sure. Worth the price. I just hope I can get rid of those 3D wobbles… They ruin half the fun.

    I read most of this and I’m new to vorpx, just got it working with ESO. With ESO I had to disable dlss because it blacked out the right lens on my quest 2. Also iirc I had to set it to use the integrated graphics instead of my dedicated graphics card for ESO but in the quoted text he uses his GPU. Was I doing something wrong with setup for ESO?

    I only tried it on ESO so I could get a feel for it for when I get starfield but due to not using the dedicated graphics card the graphics weren’t that great. Will it be the same situation for star field? Thanks guys for reading 😁

    Laser
    Participant

    Your thread reminded me to try this again, at least for me applying the 4gb patch myself doesn´t work because it breaks the .exe file so I needed to download the pre patched .exe’

    Here is the link, just replace the original on “dragon age ultimate edition\bin_ship” folder
    https://steamcommunity.com/linkfilter/?url=https://www.dropbox.com/s/f20a06alvt0ymeu/LAA%20DA-O%201.05%20.exe.zip?dl=1

    #217540

    In reply to: Starfield Alpha v0.2

    romandesign
    Participant

    StarfieldCustom.ini

    Thanks for sharing this and other details, much appreciated! There are definitely new settings for me here to explore. What’s the best resource about .ini settings etc.? You found more things that I saw listed where I looked.

    Weapon low-poly bug is indeed a separate thing from VorpX. I was going crazy, because any weapon becomes a mangled mess, impossible to aim down site, unreadable ammo display etc. The funny thing is that if I switch to a 3rd person view – it’s fine! Only the 1st person view is bugged. Very rough and unrealistic 3D around hands and weapon area doesn’t help the problem. It’s so fugly. I wish there was a way to even flatten out the hands+weapon. Other 3D has minor issues that are not very obvious and can be ignored. But huge halo and blockiness in the hand area just can’t be ignored. Though maybe with a proper weapon model the 3D will become better in this area? For me this is a big deal as I can’t aim properly and can’t see ammo count, and it’s annoying as hell – and gaming is for having fun, not stressing out.

    It looks like the multiple random 3D glitches I mentioned before were the result of DLSS mod, at least in part. I uninstalled it and tried stock FSR and in a few minutes I tried I saw no random blocky glitches. I think some minor wobbliness can still occur, and I think it may be a WMR Motion Reprojection artifacts, but disabling motion projection I got FPS in 70-80 area, which are not enough for a completely smooth visuals, so enabling it a locking at 45 is the smoothest experience.

    #217529

    In reply to: Starfield profile?

    Ralph
    Participant

    OK, for those interested, here’s my experience with VorpX + Starfield so far:

    – Alpha 0.2 profile works, as long as you remove the brackets from the FOV settings.
    – Full VR is amazing! I see no perspective distortions now, everything looks great! Very immersive.
    – Head Tracking works well, but on Reverb G2 it’s very sensitive. I get micro jitters literally from blood pulsing in my veins! Not sure how it can be rectified, but it’s annoying. The effect is that when I’m walking or looking around – everything is fine, but when I’m standing still, I get these micro jitters
    – FPS is good so far, but I only went through the first take-off. I’m on 7950X3D CPU and RTX 4090 GPU, so literally the fastest gaming PC currently available. It feels fluid with motion reprojection enabled and holding at 45FPS. I will try disabling Motion Reprojection and see if it can push 90FPS at all times, but chances are it can’t, so MR should stay enabled. This is with DLSS mod and 2880×2884 resolution. I have all settings on HIGH, the rest as recommended by the profile.
    – Resolution: surprisingly sharp. I’m using OpenXT Toolkit’s CAS sharpening at 100%, but any sharpening should be OK. It’s actually much better than I expected. I might try to increase resolution if FPS holds in big cities etc. but I’d be happy if I can use this resolution. It allows to appreciate the graphics that really looks very nice.
    – 3D. This is my biggest disappointment so far. When it works, it looks quite well. Not as good as real VR, but close. The problem is I have all kinds of random wobbles, pixelated square wobbles on top of the screen, and just random wobbles all around. They disappear if I disable 3D. Funny thing is that sometimes they are there, and then they disappear – same view, but where top 1/4 of the view was wobbling in little squares like crazy it’s suddenly just perfect. I can’t understand what’s causing it, because it’s intermittent, but extremely annoying. Another thing about it is that farther objects looks nice, but my own hands and a weapon is atrocious. It’s so bad that I can’t see the bullet count on a pistol and aiming down sights is very difficult, because all shapes are distorted and randomly squished. Hands look like Minecraft blocks instead of… well… hands. Image is fine, but 3D part is extremely blocky. Same with weapons, they don’t looks smoothly 3D, instead it’s like a series of blocks that don’t match geometry at all. Horrible. I hope it can somehow be improved. I will try disabling Motion Reprojection, and DLSS, to see if it’s related. But I suspect both are necessary for smooth FPS even with my hardware.
    – Controls: Most controls are quite nice and usable. Head tracking works well – it’s exactly 90 turn in game when I turn my head 90. It’s slightly weid to interact with stuff that way, but not too bad. But the 0.2 profile doesn’t have any gestures programmed. They work though, if I add them manually. The, with aiming down sights gesture, aiming with my head is not that bad, as I move my hands with my head anyway, when aiming, just like with a real weapon in the shooting range. Shooting from the hip still feels weird, but not too bad. Down sights is better. Maybe removing the reticle completely from the HUD would be a good idea – more immersive and it would force you to shoot down sights. So controls are as goos as can be expected. However most ship controls are missing, there is no way to redistribute energy to systems, no missile fire etc. The keys that the game notified me about are not on the controllers. Head tracking doesn’t work for looking around cockpit – instead it steers the ship! Very confusing. But it can be overridden by a thumbstick, as long as my head isn’t moving. I’ll have to see if I can figure it out. Possibly I’m going to program my joystick/hotas to emulate a 360 controller for ships, and then map buttons to controller buttons. But looks like I’ll have to stair forward all the time while piloting, or head tracking will steer the ship.

    Overall, it definitely a great deal more immersive than a 2D screen. I’m not going back, for sure. Worth the price. I just hope I can get rid of those 3D wobbles… They ruin half the fun.

    #217527
    romandesign
    Participant

    OK, for those interested, here’s my experience with VorpX + Starfield so far:

    – Alpha 0.2 profile works, as long as you remove the brackets from the FOV settings.
    – Full VR is amazing! I see no perspective distortions now, everything looks great! Very immersive.
    – Head Tracking works well, but on Reverb G2 it’s very sensitive. I get micro jitters literally from blood pulsing in my veins! Not sure how it can be rectified, but it’s annoying. The effect is that when I’m walking or looking around – everything is fine, but when I’m standing still, I get these micro jitters
    – FPS is good so far, but I only went through the first take-off. I’m on 7950X3D CPU and RTX 4090 GPU, so literally the fastest gaming PC currently available. It feels fluid with motion reprojection enabled and holding at 45FPS. I will try disabling Motion Reprojection and see if it can push 90FPS at all times, but chances are it can’t, so MR should stay enabled. This is with DLSS mod and 2880×2884 resolution. I have all settings on HIGH, the rest as recommended by the profile.
    – Resolution: surprisingly sharp. I’m using OpenXR Toolkit’s CAS sharpening at 100%, but any sharpening should be OK. It’s actually much better than I expected. I might try to increase resolution if FPS holds in big cities etc. but I’d be happy if I can use this resolution. It allows me to appreciate the graphics that really looks very nice.
    – 3D. This is my biggest disappointment so far. When it works, it looks quite well. Not as good as real VR, but close. The problem is I have all kinds of random wobbles, pixelated square wobbles on top of the screen, and just random wobbles all around. They disappear if I disable 3D. The funny thing is that sometimes they are there, and then they disappear – the same view, but where the top 1/4 of the view was wobbling in little squares like crazy it’s suddenly just perfect. I can’t understand what’s causing it, because it’s intermittent but extremely annoying. Another thing about it is that farther objects look nice, but my own hands and a weapon are atrocious. It’s so bad that I can’t see the bullet count on a pistol and aiming down sights is very difficult because all shapes are distorted and randomly squished. Hands look like Minecraft blocks instead of… well… hands. The image is fine, but the 3D part is extremely blocky. Same with weapons, they don’t look smoothly 3D, instead, it’s like a series of blocks that don’t match geometry at all. Horrible. I hope it can somehow be improved. I will try disabling Motion Reprojection, and DLSS, to see if it’s related. But I suspect both are necessary for smooth FPS even with my hardware.
    – Controls: Most controls are quite nice and usable. Head tracking works well – it’s exactly a 90-degree turn in the game when I turn my head 90 degrees. It’s slightly weird to interact with stuff that way, but not too bad. But the v0.2 profile doesn’t have any gestures programmed. They work though, if I add them manually. Then, with aiming down sights gesture, aiming with my head is not that bad, as I move my hands with my head anyway, when aiming, just like with a real weapon in the shooting range. Shooting from the hip still feels weird, but not too bad. Down sights is better. Maybe removing the reticle completely from the HUD would be a good idea – more immersive and realistic – it would force you to shoot down sights. So controls are as good as can be expected. However many ship controls are missing, there is no way to redistribute energy to systems, no missile fire etc. The keys that the game notified me about are not on the controllers. Head tracking doesn’t work for looking around cockpit – instead it steers the ship! Very confusing. But it can be overridden by a thumbstick, as long as my head isn’t moving. I’ll have to see if I can figure it out. Possibly I’m going to program my joystick/hotas to emulate a 360 controller for ships, and then map buttons to controller buttons. But looks like I’ll have to stair forward all the time while piloting, or head tracking will steer the ship.
    – mouse pointer is blocked at the bottom and can’t get to the bottom menu buttons, using both head or mouse.

    Overall, it definitely a great deal more immersive than a 2D screen. I’m not going back, for sure. Worth the price. I just hope I can get rid of those 3D wobbles… They ruin half the fun.

    #217525

    In reply to: Starfield Alpha v0.2

    dellrifter22
    Participant

    If you are seeing checkered patches type of artifacts it is probably a problem with the upscaler setting. I use the built in FSR which works fine, although certain values can cause artifacts. I just move the slider to test what works stable.

    Also turn off the dynamic resolution setting just above the slider to be safe.

    #217469
    Malsyste
    Participant

    Sigh… now I cant edit my post so…. here it is again after noticing you posted the directory for the file…

    Yeah just tried it because I wasn’t sure, but it indeed only has adaptive options and not real3d.
    I mean everything seems to already be there in the official local profile including real3d, if I could just ditch all the control changes, it would be perfect!!!

    #217454
    myrothas
    Participant

    gotcha. i just had to mention it because it was working b4. thanks for the headsup. much love!

    #217453
    romandesign
    Participant

    I decided to take the plunge with Starfield, but I’m waiting for the official VorpX profile before I decide to buy it. I tried Starfield briefly with Reshade 3D solution. It actually works and there is full 3D, but I could see the halos around objects (because 3D is generated from a depth map) and the performance is not there yet. I’m projecting a 4K desktop to a virtual curved 3D monitor. I need to play with DLSS + frame generation replacement (already available) and other performance tweaks, to see if I can maintain a steady 45fps which combined with motion compensation should give a smooth picture. It’s not smooth enough yet, by far, and that’s on 7950X3D / RTX4090.

    But at least it seems that the game is “bookable” for 3D, so I hope VorpX can do a better job for VR integration. The problem with the other solution as it’s just a virtual monitor, meaning head tracking doesn’t affect aiming.

    A nasty surprise was that it’s not just joysticks that Starfield doesn’t support, but even a simultaneous gamepad and mouse wouldn’t work. I can’t use a mouse for aiming and a gamepad thumbstick for walking, not at the same time. It’s either keyboard+mouse or gamepad, one takes over another.

    I wish there would be a way for aiming independently of looking around, and then convert the motion controller to emulate the mouse, so it could be used for aiming while head tracking would be used for looking. That would be great, but I think Starfield doesn’t have free aiming – the target is always glued to the center of the screen…

    #217429
    KitZZer
    Participant

    Dealing with same issue currently. I think its hardcoded into the profile. Also immersive is on at all times even in cinema. Do you know if the rdr2 profile had to be imported for you or not? Its been a few weeks but i almost feel like i had to import it and now its stuck there. We might have to wait for Ralf to fix this one because i think its hardcoded into the profile. I just want to play with normal controls in 3rd person

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