-
AuthorSearch Results
-
Sep 22, 2023 at 11:59am #217772
In reply to: Lies of P?
olimboxParticipantThanks for your help. Unfortunately it’s still not hooking up.
The game is on gamepass, that could be the issue?
I made a copy of cyberpunk profile, but I can’t choose the .exe manually because Windows keep saying I don’t have the privileges to access the file.
I started vorpx as admin and not, with alternative hooking and not, still nothing.
When I lunch the game the window of vorpx open saying it’s trying to hook the file, but nothing happens.Even the hooking helper is unable to access the exe, so it doesn’t work.
I tried the game on window mode as well, since some posts mentioned it could help.
Is there anything else I’m missing?
Sep 22, 2023 at 11:29am #217771In reply to: Cyber punk VR mod not full 360
RalfKeymasterThe mod does not work with Cyberpunk 2.0/Phantom Liberty yet. Please check the instructions displayed when you launch the game (a good idea for a lot of other reasons too) or alternatively this post for more information.
Sep 22, 2023 at 10:54am #217770Topic: Cyber punk VR mod not full 360
in forum Technical Support
bwgfxBlockedWhen I am in game my veiw in vr is not 360 it is a rectangle that tracks with my head movement. All other controls seem to be working just not full 360 veiw? If you could help that would be amazing!
Sep 22, 2023 at 5:23am #217769In reply to: Lies of P?
luka2099ParticipantYou must use cyberpunk profile
Sep 21, 2023 at 5:20pm #217757In reply to: Cyberpunk VR Update Thread
RalfKeymasterYes. But I don’t know yet how much work is involved.
In the best case only the CyberEngineTweaks modding framework has to be updated, which you can do yourself. Keep in mind that the CET dev(s) will need some time themselves after CP got updated.
In the worst case I have a lot of work ahead.
Both cases already occured when CP got updated in the past, so I can’t tell yet.
Sep 21, 2023 at 5:04pm #217756In reply to: Cyberpunk VR Update Thread
3oxisParticipantAny Chance for Cyberpunk 2.0 to get our beloved VR treatment?
Sep 19, 2023 at 2:51am #217722In reply to: Starfield Hype Train – CHOO CHOO!
LooweeParticipantLvl27 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 !
Sep 16, 2023 at 4:37am #217687In reply to: Cyberpunk 2077 crash at launch
SpyloopsParticipantSome extra info maybe that can help
Cyberpunk 2077 GOG version V 1.63
GPU 3080 Ti
Cpu 12th Gen
Windows 11Sep 16, 2023 at 4:09am #217686Topic: Cyberpunk 2077 crash at launch
in forum Technical Support
SpyloopsParticipantI will try to explain the issue I’m facing as best as I can.
I dream of strolling through Night City in VR.
I saw on YouTube that it was possible to live this experience thanks to this mod, which finally convinced me to buy a Quest 2.
So, I deleted my game, which was filled with mods, to start fresh with a clean, vanilla installation. I eagerly install the holy grail (the VR mod) and inform the mod that I’m using an Oculus.I launch the game, but I’m met with a black screen and a crash back to the desktop.
I try to find a solution, but I can’t seem to find much. I read somewhere that I should install the Cyber Engine Tweak mod, which I did, but when I retest, the same crash back to the desktop happens.
So, I’m reaching out to you to understand what’s going wrong because it’s extremely frustrating to read comments from others for whom it works perfectly fine. Thank you for helping me with my problem.
Sep 13, 2023 at 11:17pm #217642In reply to: Cyberpunk VR Update Thread
mstmorseParticipantJust 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.
Sep 12, 2023 at 5:24am #217622In reply to: Atomic Heart Demo?
luka2099ParticipantWork with znormal and zadaptive. You can use cyberpunk profile.
Sep 11, 2023 at 7:32pm #217612In reply to: Starfield Hype Train – CHOO CHOO!
romandesignParticipantYou 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=3060And 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.
Sep 11, 2023 at 10:01am #217609In reply to: Baldurs Gate 3
RalfKeymasterIf you either don’t overdo it with the 3D strength or don’t mind playing without shadows, G3D should be largely usable already in its current state. Although personally I’d consider that almost pointless in this particular case considering how well Z3D works here.
That said, I’ll revisit the game for sure, but for September Starfield and Cyberpunk 2.0 are priorities. All three games in their own way are dreams come true for most game loving chaps (including me), but as far as vorpX is concerned the first person titles have to come first.
On a sidenote:
BG3 at first sight looks indeed like a great title for a third person FullVR game, but only until you start a fight. While exploring FullVR with head tracking would be awesome, combat however would be a pukefest par excellence due to the heavy game controlled camera movement. So switching to cinema/immersive screen whenever the game enters combat would be the only comfortable option anyway.
Sep 11, 2023 at 9:29am #217607In reply to: Starfield Hype Train – CHOO CHOO!
RalfKeymaster@ cole00
Motion controller gestures are a new feature in the upcoming vorpX release, currently available as a beta:
@ romandesign
DirectVR head tracking:
DirectVR (memory scanner) tracking mainly means that head tracking data from the headset is directly written to a game’s camera values in memory. The main advantages are super low latency and perfect 1:1 tracking without the need to tweak any sensitivity values. There are *some* vorpX profiles that also separate head/body rotation, e.g. Cyberpunk in the vorpX beta (or standalone mod), but that requires even more game specific work. Might be possible for Starfield down the road once Bethesda releases the modding tools.
Technically the memory scanner scans through a game’s memory in a reasonably clever way to automatically find the game camera. Once the addresses are known vorpX adds head tracking data directly to the game’s internal camera rotation/position instead of simulating a mouse for head rotation.
Just wait and see. Provided things work out as they did in all other Bethesda RPGs all you will have to do is pressing a button, and – poof – you have perfect 1:1 6DOF tracking with a camara FOV that just as perfectly matches the FOV of your headset.
Gamepad override:
The gamepad override is a decently feature rich mouse/kb > gamepad remapping tool, built directly into vorpX. Whether the input comes from an actual gamepad or a joystick doesn’t matter. The important thing to understand is that by mapping gamepad/joystick input to mouse/keyboard controls it let’s you use gamepads/joysticks together with mouse based head tracking even if a game can’t handle simultaneous mouse/gamepad input.
You won’t have to care about any of that once the official profile is ready. It’ll either have DirectVR tracking, which resolves this issue perfectly, or at least I’ll preconfigure the gamepad mapper to work out of the box with the game.
Sep 8, 2023 at 2:37am #217548In reply to: Cyberpunk VR Update Thread
beemzyParticipantI’ll revisit Cyberpunk later this month for the 2.0/Phantom Liberty patch.
Thank you! Look forward to it. FYI using the latest DLSS DLL 3.5.0 I am getting pretty good results with limited raytracing on and DLSS in Quality mode
-
AuthorSearch Results
-
Search Results
-
When I am in game my veiw in vr is not 360 it is a rectangle that tracks with my head movement. All other controls seem to be working just not full 360 veiw? If you could help that would be amazing!
I will try to explain the issue I’m facing as best as I can.
I dream of strolling through Night City in VR.
I saw on YouTube that it was possible to live this experience thanks to this mod, which finally convinced me to buy a Quest 2.
So, I deleted my game, which was filled with mods, to start fresh with a clean, vanilla installation. I eagerly install the holy grail (the VR mod) and inform the mod that I’m using an Oculus.I launch the game, but I’m met with a black screen and a crash back to the desktop.
I try to find a solution, but I can’t seem to find much. I read somewhere that I should install the Cyber Engine Tweak mod, which I did, but when I retest, the same crash back to the desktop happens.
So, I’m reaching out to you to understand what’s going wrong because it’s extremely frustrating to read comments from others for whom it works perfectly fine. Thank you for helping me with my problem.
