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  • #208837
    mr_spongeworthy
    Participant

    By any chance does this cause some glitches regarding shadows? I’m having some strange issues here and there, like a huge shadow suddenly overlaying things (and causing the fps to drop), and then going away in a second or so. Even half a second maybe.

    If it’s a known artifact of using this I won’t bother trying to troubleshoot it. If it’s something only for me I’ll do a full clean-install of Cyberpunk (except for the save files) and see if that fixes it.

    BTW, I vote for a hotkey that can switch between AFR and Z3D, just like the G3D/Z3D switch.

    #208832
    Ralf
    Keymaster

    Unfortunately the method comes with inherent issues that have nothing to do with „when done properly“. If you guys consider that good enough, I‘ll follow, but you should be aware that AFR 3D is more of a stopgap than anything else. Some of the problems that arise from rendering each eye at a different point in time can be tricked away under certain conditions, others can‘t. If this really was a good way to do 3D, everyone would do it all the time just because it’s so much easier.

    #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.

    #208756
    Ralf
    Keymaster

    Got the logfile now. Thanks.

    There is definitely something odd going on, an exception at a point I never have seen before. Unfortunately I don’t really have a clear idea what may cause it.

    It would be great if you could briefly check whether removing the nVidia GPU from your PC helps. Nothing in the logfile indicates directly that might be the problem, but since it’s the only thing that looks unusual in your system config, there is at least a certain chance that the issue is related to having both a Radeon and an nVidia GPU in the machine.

    Also please try whether uninstalling Virtual Desktop helps. That might definitely get in the way potentially.

    There are also a whole bunch of other tools and utilities running in the background. Just to make sure none of those causes some weird conflict, it’s worth a shot to try without any of these tools running. E.g. the Razer stuff, the mouse utility, Discord. For testing purposes exit as much as possible that you have running in the background.

    #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.

    #208751
    Ralf
    Keymaster

    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.

    For all other headsets the default is the same as ‘Favor Framerate’, i.e. multithreading is on per default. So no need to tinker with the sync settings to gain more FPS.

    #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.

    #208666
    vintager
    Participant

    I do understand the technical hurdles–I used to be a 3D engine developer back in the aughts (C++/OpenGL, started when there were no shaders at all, then worked with the horrible ARB_fragment_program extension, then GLSL, etc.), and like I said, I certainly appreciate your work & support. I just never cut you any slack because, hey, Vorpx costs 40 bucks :) And something that works well in a car or a plane game isn’t necessarily the brightest idea for a walking person simulator, regardless of how big of a technical achievement it represents.

    I think you would be in a much better position if you made it clear:

    –what this VR mod is and isn’t;
    –more importantly, how it’s different from vanilla Vorpx.

    As it stands now, if I were someone who’d never tried Vorpx before and installed the mod, I would play it for 5 minutes, uninstall the cr*p out of it, and never touch anything Vorpx again. If you clarify, however, that the mod is meant to be played sitting in a chair and turning around with a joystick, and that the VR aspect of it is that you can tilt your head slightly to the side–AND that vanilla Vorpx allows you to turn with your whole body–that would clear up a lot of confusion.

    You could also market the mod as a disabled person simulator (not joking), but it could be interpreted as an affront by a lot of people.

    #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.

    #208635
    artimage
    Participant

    You have to try a lot of profiles before you find one that works, quick test I did a while back gave me one that worked in z3d but it wasnt all too good in terms of depth feel and biggest issue was weapons – in z3d they seem to be too close to camera and using ironsights was not comfy – full of “watery” artifacts. No, I cant say what profile Ive tried as I dont remember and I got rid of it because it wasnt working well for me (game didnt want to run well with good resolution either on ,y 1070)

    Im just saying there are profiles out there that will work but you have to spend quite some time trying them all.

    Thanks, I probe with several profiles (Conarium, The Turing Test, Get Even, Observer, etc) but none function with any 3D effect. Although I active the Z3D/G3D option I don’t see any 3D effect. I also have a 1070 and the FPS are good at 1920×1080.

    Smoils
    Participant

    You have to try a lot of profiles before you find one that works, quick test I did a while back gave me one that worked in z3d but it wasnt all too good in terms of depth feel and biggest issue was weapons – in z3d they seem to be too close to camera and using ironsights was not comfy – full of “watery” artifacts. No, I cant say what profile Ive tried as I dont remember and I got rid of it because it wasnt working well for me (game didnt want to run well with good resolution either on ,y 1070)

    Im just saying there are profiles out there that will work but you have to spend quite some time trying them all.

    #208555
    luis84
    Participant

    Hello Everyone,

    Hoping someone on here has run into this. I emailed VorpX support and they were helpful (thanks Ralf) but my issue persists – I see Fallout76 is supported and I have seen others use it.

    My PC is Win 11 / Fallout76 latest official build / no overlays or weird stuff

    I can run and hook other applications and games just fine. However Fallout76 hands on the Steam VR “Next up”. I have tried making a VorpX shortcut to it, different profiles (official and cloud), etc.

    No matter what – the same problem:
    -Fallout76 launches
    -SteamVR says Next Up Fallout76
    -On screen FO76 has the Vorpx overlays
    -Ctrl+Alt+Shift does not close the overlay as VorpX says, del does not open any menu (probably because I am not able to see it in the HDR)
    -If I load the game the tracking does follow the headset and that works, the VorpX overlay logo is in the bottom center however the HMD sits on Next Up

    My headset is a Vive.

    Has anyone else run into this or a fix?

    markbradley1982
    Participant

    I just started using the Oculus Quest2 with VorpX via Virtual Desktop wifi streaming. Before I used the Vive and when I played VorpX games where I needed the Xbox One gamepad, I would just turn them off the Vive wands. No fuss.

    Well the situation seems slightly more complicated with the Quest2.

    Like before the Xbox One controlled works and it works like a normal xbox one controller ingame complete with vibration UNLESS I dare bump the Ouculus Touch controllers. Then the native xbox support goes away and instead my Xbox One controller falls back to some sort of crappy keyboard / mouse emulation mode.

    I know this is happening because vibration function goes away, my mapping is wildly different, and controls are suddenly horrible and the game is unplayable.

    Some things I did to troubleshoot:

    1. I disabled gamepad emulation mode for the Touch Controllers in virtual desktop

    2. I disabled touch controller functionality within VorpX

    3. I disabled VorpX from using any of my xbox controller buttons.

    4. Gamepad Controller “takeover” functionality in VorpX is set to “Off”.

    Even with all of the above, as son as I move my touch controllers, my Xbox controller no longer has native access to Rocket League and has its controls rebound.

    Any idea how I can fix this without having to pull batteries out? Is there a way to turn off the Oculus Touch controllers?

    I am running VorpX 21.3.1 in SteamVR mode (I haven’t tried Oculus mode yet)

    #208447
    Ralf
    Keymaster

    This post will always contain the latest version infos and download link.

    Latest version available here:
    Download

    Recent Changes

    2025/09/12

    A new update is available that adds support for Cyberpunk 2077 2.31 and updates the core components to match the latest vorpX version.

    2025/08/23

    A new update is available that fixes crashes when changing the display mode and some graphics settings in the game options, which were introduced by the earlier fix for the nVidia 580.88+ issue. Also addresses an annoying non-critical crash when exiting the game that could occur since a while.

    2025/08/19

    A new update is available that fixes a severe issue caused by nVidia drivers 580.88+.

    If you experienced a black screen or crashes after updating your nVidia driver recently, please redownload the mod and reinstall it. That should fix the issue. As a side effect of the according changes the updated version may/should also run a bit smoother under high GPU load.

    Older Changes

     
    2025/07/20

    A new update is available that includes the Cyber Engine Tweaks modding framework for CP2077 2.3. No other changes.

    2025/01/26

    A new update is available that includes the Cyber Engine Tweaks modding framework for CP2077 2.21. No other changes

    2024/12/11

    A new update is available.

    • Cyber Engine Tweaks modding framework updated for CP2077 2.2.
    • HUD shaders fixed for CP2077 2.2.
    • vorpX backend updated to latest version. Among general stability and performance improvenments this also finally fixes the ocassionally unavailable motion controller gestures after launching the game.

    2024/09/15

    A new update is available. Adds compatibility with Cyberpunk 2077 2.13.

    2024/03/29

    A new update is available. Adds compatibility with Cyberpunk 2077 2.12.

    2023/12/21

    A new update is available. Adds compatibility with Cyberpunk 2077 2.1.

    2023/11/02

    An updated version of alpha 9c for CP2077 2.02 is available. Fixes the broken HUD scaling in the last release.

    2023/10/27

    Version alpha 9c is available. Adds compatibility with Cyberpunk 2077 2.02.

    2023/10/05

    Version alpha 9b is available. Adds compatibility with Cyberpunk 2077 2.01.

    2023/09/27

    Version alpha 9a is available, mainly adds compatibility with Cyberpunk 2077 2.0.

    2023/07/27

    Version alpha 9 is available. This update mainly adds compatibility with Cyberpunk 2077 1.63. In addition to that an issue caused by newer nVidia drivers has been fixed that could lead to automatic game settings changes not being applied.

    2022/11/10

    Version alpha 8 is available. This update adds compatibility with Cyberpunk 2077 1.61.

    2022/09/27

    Version alpha 7 is now available. This update adds compatibility with Cyberpunk 2077 1.6 and contains some smaller fixes and improvements.

    2022/03/08

    A new build with the below changes is available for download.

    • Cyber Engine Tweaks modding framework updated to latest version.
    • Optional grenade throwing gesture: move your left (or right in left handed mode) hand to your chest and then make a throwing move in the viewing direction. The original gesture still works too.

    2022/02/28

    An updated installer for the latest Cyberpunk hotfix is now available. Note that the mod itself hasn’t been changed, the installer just includes a new version of the Cyber Engine Tweaks modding framework. Hence you will see a ‘version newer than expected’ warning. The mod works fine despite this warning.

    2022/02/19

    Version alpha6a is now available. This update adds compatibility with today’s Cyberpunk hotfix update. No other changes.

    2022/02/17

    Version alpha 6 is now available. This update adds compatibility with Cyberpunk 2077 1.5 and contains various smaller (mostly gesture related) fixes and improvements.

    2022/02/12

    Version alpha 5 is now available. This is a major update that mainly adds a brand new feature: several common game actions can now be triggered with natural motion controller gestures, adding a whole new level of gameplay. Try it!

    Full Changelog:

    • Motion controller gestures added.
    • Launch environment with help/tutorial screens added.
    • Various fixes and improvements.

    2022/01/10

    Version alpha 4 is now available with the following changes:

    • Improved melee/blocking handling.
    • Glitches in regard to using cameras while hacking fixed.
    • Glitches during scanner vision fixed.
    • Aiming down sights tweaks.
    • Confusing notification after Z3D/G3D switch fixed.

    2022/01/08

    Version alpha 3 is now available with the following changes:

    • Pitch (look up/down) auto-leveling added. If you prefer to play with unlocked pitch, you can disable this on the DirectVR page of the ingame menu.
    • Keyboard shortcut for switching between G3D and Z3D (ALT+K).

    2022/01/02

    Version alpha 2 is now available with the following changes:

    • Aiming down sights reworked. You can now aim with your head while aiming down sights. Controller aiming is still possible too.
    • Incompatibility warning for older game versions
    • Various smaller fixes and improvements

    2021/12/25

    The first update is now available, addressing the following issues:

    • WMR headsets did not work with OpenXR. Your Reverb G2’s are now back where they belong: at the top.
    • The scope wasn’t centered in view while aiming down sights for some pistols and similar weapons, making it difficult to aim while aiming down sights.
    • Uninstalling the VR mod could cause the game fail to launch if certain mods were present before installing the VR mod.

    Please uninstall any prior version before installing this update. Otherwise you might still experience the uninstall issue mentioned above later.

    #208437
    Ralf
    Keymaster

    ADS aiming in the mod works differently than in in ‘normal’ vorpX games because of the separated walk/look directions, with essentially is a position/rotation offset from the actual player position/rotation.

    However, I made some tweaks to the ADS system that will fix the scope being out of center with scopes that don’t zoom very much, which if I understood you correctly was – rightfully – your main issue. No more back bending shortly.

    You will still have to aim with gamepad/mouse in ADS mode though. That’s how it works: Normally you shoot where you look at, just like most of the time with vorpX. While aiming down the sights however you have to aim with gamepad/mouse like when you play on a montitor. So if you prefer head aiming at all times, just don’t switch to ADS.

    Personally I actually consider that better than head aim ADS since you have to do something to aim instead of just looking in the right direction. With the scope centering fix for low zoom weapons, ADS aiming will pretty much be the same as ADS on a monitor under all conditions. Currently it only works as intended with weapons that have a higher zoom, like some sniper rifles.

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