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AuthorSearch Results
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Apr 12, 2023 at 6:28pm #215935
In reply to: Cyberpunk VR Update Thread
RalfKeymasterWill probably require an update of the Cyber Engine Tweaks modding framework. I release an updated mod installer once that is available.
You can also check the link below and install CET manually once it gets updated. Usually takes only a few days for CET to update:
Apr 10, 2023 at 1:27pm #215918In reply to: Cyberpunk no touch controls
RalfKeymasterFor Cyberpunk please download the standalone mod currently: It has more feautures than the current regular build. The extra features will come to the next vorpX release, but currently the standalone mod is thw way to go:
Apr 10, 2023 at 4:03am #215911Topic: Cyberpunk no touch controls
in forum Technical Support
irevParticipantHi all,
I’m having some issues with cyberpunk and hoping you can help!so I purchased Vorpx as I want to try it out on other games and first I want to play cyberpunk however I’m having issues in which my oculus touch controls do not work in game yet I can see them floating infront of me with the mapped buttons etc
Im using a Quest 2 and AirLink to my PC, I’ve got the vorpx settings set to Oculus Rift in device selection. My GPU is a Radeon 6800
When I open the game it does launch and appears to look VR (ish) but I notice when I hop into a car its totally flat again and when I jump out back to VR , the VR doesnt quite look right.
as another test I opened up ABZU and found it did not quite look right either.
P.S Im using the GOG version of Cyberpunk
Apr 8, 2023 at 9:48pm #215897In reply to: the last of us
RalphParticipantIn the last of us i have no flow and i never reached the second half of the game because of that. In general i like Stealth gameplay with flow, and no run and gun shooter. And Storys like Mafia 1+2, Red Dead Redemption, Witcher 3, Cyberpunk 2077, that are also fantastic adult storys but with a bunch of emotions and not only one of depressive and brutality. I completed Days Gone which has a melancholic atmosphere too, but the mix of the state of the art gameplay with flow and emotions that are melancholic and not depressive is in my opinion a better way to have a good time and not to cry.
RE4 remake, I gave RE 8 a chance because of the amazing graphics, but I do not like Horror Games. Elden Ring for example is without it’s difficult level a crap game. On the other hand, Syberia: World Before and Stray or also Hogwarts are quality games, but i do not like those games, too.
In 2022/2023 i also completed Mafia 2, Hitman Absolution and Deus Ex Human Revolution.
I will give Uncharted 4 in VR a new chance, but i completed it in 2016 before.
I installed some nude Mods for a few NPCs to make it a little bit more interesting.Also Tomb Raider 2013 looks great in G3D with a nude Mod, and has a good story and good gameplay.
I know that it is sad, that i have to install nude mods to have fun with uncompleted older games, but the last 4 years were financial successful for the gaming industries, but they is only a small list of Blockbuster which have amazing gameplay, with an amazing story in combination with next gen graphics.
Apr 1, 2023 at 8:42am #215776In reply to: Metro Exodus no longer works after game update.
Ghost75757Participantyes I am aware of this reply but I *REALLY*! want to play with full haptics of the PS5 controller! that is my selling point here and its only available with the enhanced version :)
without the PS5 controller haptics its half the fun. I now about the graphics and I started play the normal version with vorpx which is great but with haptics would be amazing!I renamed the exe and cyberpunk and horizon copy hooks but inside the game , no 3D.
maybe a small update , tip would could make it work in 3d?Mar 28, 2023 at 1:43pm #215709In reply to: Metro Exodus no longer works after game update.
luka2099Participantthanks for your reply Luka. I am happy with Z Adaptive, but firstly it needs to hook on the Enhanced Version which it does not. There is a profile online but not working.
I repeat, The only way for hooking this game are change executible from metroexodus.exe
To metroexodus1.exe, that add The file name on copy of cyberpunk profileMar 27, 2023 at 5:45pm #215686In reply to: vorpX 23.1.0 BETA
mr_spongeworthyParticipant@Ralf, Well, I don’t use the gestures in Cyberpunk as I run cinema mode. I do think I’ll like gestures a lot once I really delve into them. The issue with titles like FO3 (currently) being that commonly-used functions require some major finger-contortions or too much time on the Index controllers to access them. Having gestures that effectively replace some of those functions would help a lot. That’s probably the title I will test most once default gestures are added to it.
I’ve looked at the vsync thing pretty thoroughly, so I don’t know where it could have gone wrong. Tested with Witcher 3 nextgen and A Plague Tale Innocence. Nvidia CP is set to “Use application settings” for vsync, and both titles have vsync on. Set HMD refresh to 60hz and both titles ran way up above 60 in certain scenes (both titles pegged the GPU and ran maximum possible frame-rates. So totally uncapped except by machine performance limits.) I’ve settled on 45/90 for Witcher 3 now, as it’s easy to hit even with RT, but I will double-check a Plague Tale again later today just to be absolutely certain I didn’t miss the vsync toggle.
Could easily be a weird PiTool driver issue though. That software is currently as close to malicious software as legit software can get… grumble grumble.Mar 27, 2023 at 5:00pm #215685In reply to: vorpX 23.1.0 BETA
RalfKeymasterIf not even the Cyberpunk gestures are to your liking, which even include hand aiming, then the feature is not for you. :( For me stuff like aiming down sights/grenades/wrist flip interaction etc. have become second nature so much in the meantime that going back to pressing buttons is an outright ridiculous thought.
Even without gestures using motion controllers is so much better than a gamepad just because you have your hands free instead of standing/sitting there like a squirrel nibbling a nut… Add gestures to that and it’s not even a fair comparison anymore. What I give you – and not an inch more :) – just as you had to get used to your gamepad, you have to get used to gestures for a while. Then there is no way back.
Make sure not to accidentally disable DirectVR to try them. CP comes with a fairly complex mod integration that among a lot of other things switches gesture sets based on gameplay context. Reset the profile default, let vorpX install the connection mod, read the hints in the start room, and don’t tweak any vorpX setting manually except what the start hints say might be tweaked (resolution + 3D if you prefer Z3D). Plus in your case maybe the sync options to deal with Pimax issues.
Non-hooked games running through vorpX Desktop Theater Mode (whatever you want to call it) do NOT respect vsync.
That is officially weird. If vorpX isn’t hooked into the game, it obviously doesn’t affect VSync. You must have disabled it elsewhere.
Mar 27, 2023 at 3:35pm #215683In reply to: vorpX 23.1.0 BETA
mr_spongeworthyParticipantI’ve already deep-dived this pretty extensively yesterday and overall it’s very impressive.
A quick note for Pimax users (and possibly others; I no longer have any non-Pimax HMDs to try) – I’ve found that I have to change the HMD Sync methods depending on how I am using vorpX and/or between different games. For example, Cyberpunk and general gaming appears to like either Slow/Multithread on, or Fast/Multithread on. vorpX Desktop itself likes Fast/Multithread ON. However, playing a non-supported game on the virtual screen (so, no direct vorpX hook) wants the “Default” – which I believe is Fast/Multithread off – So I have to run vorpX Desktop one way, and then switch that Sync mode once I’m in-game). Anyway, don’t assume that the sync mode that works best in one case will apply universally.
Performance in Cyberpunk in particular is definitely slightly up. Mostly I’m at 45/90 now at considerable quality with RT, but a handful of scenes still dip. Where I was getting 37ish I’m now seeing more like 41/42.
Non-hooked games running through vorpX Desktop Theater Mode (whatever you want to call it) do NOT respect vsync. I was able to resolve this by implementing manual framerate limits (either in-game if supported or through the Nvidia control panel.) Hence I now have a reliable Witcher 3 DX12 with mods running at 45/90. Note that both the vorpX and FPS VR are reporting the Sync rate, not the actual rate at which the game is running in this case. I noticed that my GPU was being nailed at about 98% usage under all scenarios and I was getting a lot of stuttering. Turned on an in-game FPS counter and found that titles were running as many frames as they could all the time (no vsync) and stuttering whenever they exceeded the HMD refresh. Not a huge deal as manual limits are easy to impose, but something users might need to know. Despite those few minor issues, the experience is MUCH better than it used to be as the refresh is not tied to my physical monitor – so I no longer have to hit 60 or limit to 30 in order to get non-stuttering play. So that part seems to be working exactly as Ralf intended.
So overall a VERY positive experience with this new beta.
Can’t wait to see those gestures added to more games. I’ve never really found a title that worked well enough for me to adapt to it using my Index controllers instead of my gamepad (even really well supported titles like FO3). I would love to be able to lift my arm for the pip-boy, etc. etc.
Mar 25, 2023 at 11:11pm #215651In reply to: Metro Exodus no longer works after game update.
luka2099ParticipantI assume there is no possibility to make it work with the Enhanced Version ? Really wanted to play with PS5 controller haptics but none of the profiles have 3D , Cyberpunk / Horizon hooks but sadly no 3D in the headset , only weird glitches as if its trying to read the depth map but failing. Any possibility to make it work?
no , because all game that work with dx12 , work only in zadaptive. but for me , for some game , is too much better that g3d.
Mar 25, 2023 at 8:37pm #215650In reply to: vorpX 23.1.0 BETA
RalfKeymasterThe next beta is now available. Note that this is still a BETA in the true sense of the word. So expect one or the other rough edge. Full changelog a few posts above.
Highlights:
1. New Gestures
With the newly added gestures the arsenal is now large enough to make certain games feel fairly close to native games. Especially shooters with their limited set of interactions, but pretty much every action oriented game can benefit hugely. For now there aren’t many games with predefined gestures though, which will be one of my tasks in the upcoming weeks.
If you don’t want to configure gestures yourself (easy, check the video in the original post), but still would like to try, try Cyberpunk 2077 (powerful PC required) or Aliens: Colonial Marines (decent PC should suffice).
Cyberpunk extra hint:
The Cyberpunk profile now comes with all the extra goodies of the standalone version. vorpX will ask you to install a dedicated mod when you launch the game the first time with vorpX hooked. This mod is necessary to make things work, it communicates with vorpX to enable AFR3D, positional tracking, VR optimized vehicle cameras and context sensitive gestures, i.e. the profile not only has gestures, but even can switch between gesture sets depending on gameplay context, e.g. whether you are in a car or on a motor cycle, or are holding a rifle or a pistol.
ACM extra hint:
ACM was my most recent gesture testing ground. Don’t let reviews put you off, the game has been massively improved after its flawed launch. Almost more important: story driven, straight forward shooters without much fluff like this one lend themselves well to VR/vorpX.
Make sure to run the DirectVR scanner when entering a level for roomscale tracking and FOV. and don’t forget to check the instructions shown in the headset. The game’s FOV slider has to be set to minimum, otherwise vorpX’s FOV calculation doesn’t work right. BTW: Also one of the games with automatic weapon hide, so no face gun.
2. Virtual monitor / desktop viewer integration
The virtual monitor added in the last beta now automatically kicks in when you launch the desktop viewer and put on your headset. Now you may think: great, thanks. But I already have a monitor and am about to play in VR anyway, so why on earth would I want that?
First and foremost: No more tinkering with custom resolutions to play games at higher resolutions than your monitor can display. This is a no-click one-size-fits-all solution that works for any GPU (AMD included) and any game you may intend to throw at it. That alone is reason enough to use the virtual monitor even if you don’t plan to use the desktop viewer for anything else than launching games. The virtual monitor has a large set of resolutions tailored for use with vorpX predefined that your monitor can’t display. If you want, you can add even more in the config app. Shouldn’t really be necessary though.
Secondly: If you occasionally play games using the desktop viewer without vorpX hooking into them, the virtual monitor has the huge extra benefit of running at your headset’s refresh rate. So provided the game you want to play can run at the full headset refresh rate, there won’t be any micro stutter from the normal monitor/headset refreshrate mismatch you get when you capture your actual monitor. Make sure VSync is enabled in games for that to work, also make sure there is no 60fps or so limit set in the game options. VSync alone is what you want. If you want a desktop capture app optimized for playing games, this is officially the one you want to use.
Added bonus: Probably not many will, but if you actually want to do general PC stuff using the desktop viewer, you can now do so on an ultra-ultra-wide 32:9 display surrounding your head. Judging from recent Star Trek TV shows that’s the future. So, welcome to the 24th century. :) The virtual monitor’s desktop resolution can be set in the Windows display settings.
Mar 25, 2023 at 11:16am #215644In reply to: Cyberpunk HUGE view
RalfKeymasterYou shouldn’t have to play Cyberpunk in immersive mode. Try the standalone Cyberpunk mod. Far exceeds what any ‘normal’ vorpX profile does. Will also come to the next regular vorpX release, but for now only available in the standalone version.
3D and 6DOF by directly accessing the game’s camera system, auto EdgePeek for cutscenes/dialogs, VR optimized vehicle cameras, context aware gestures inc. true hand aiming and various other goodies. Actually fairly close to what you would get had the game an actual VR version (minus direct interaction with ingame objects).
Mar 24, 2023 at 11:53am #215635In reply to: vorpX 23.1.0 BETA
RalfKeymasterThere already is a generalized way to actually aim with motion controllers, BUT: it only works good enough for games where head tracking is handled by other means than mouse emulation. A bit difficult to explain, but if head tracking is done via mouse emulation, head tracking and hand aiming interfere with each other in unwanted ways.
Works great however when it’s possible, and I’ll add it everywhere I can for sure before the final 23.1.0 release. You can currently try it e.g. in the standalone Cyberpunk mod, which does head tracking by changing the actual game camera and thus can do true hand aiming.
This Switch method sounds super interesting though, might work in cases where true hand aiming doesn’t. I’ll definitely look into it. Thanks for the hint!
On a sidenote: as soon as there are general shooting gestures, you more or less automatically start to move your hands while aiming, just because it feels right. So the usual head aiming doesn’t feel too different. No excuse though for not doing actual hand aiming whenever possible, of course.
Mar 23, 2023 at 2:57am #215621In reply to: Metro Exodus no longer works after game update.
Ghost75757ParticipantI assume there is no possibility to make it work with the Enhanced Version ? Really wanted to play with PS5 controller haptics but none of the profiles have 3D , Cyberpunk / Horizon hooks but sadly no 3D in the headset , only weird glitches as if its trying to read the depth map but failing. Any possibility to make it work?
Mar 20, 2023 at 9:57pm #215588In reply to: Vorpx Patreon/Donations Support
giant.turnipsParticipantHonestly, Ralf, I don’t think anybody can logically complain about paying an upgrade fee for a major version release. With that said, I can understand when people get angry after paying the upgrade fee, and the new version is just a bug-fix release. This is where it gets tricky, the aforementioned anger is understandable on a surface level, but in reality, they are paying for another 12 months of rolling updates.
As you’ve mentioned, Vorpx requires constant updates in order to maintain ‘lights on’ with existing games. So if they stop paying, eventually the games that once worked will stop working, this could be viewed as a bit of a shafting too!
My two penneth:
I’m a firm advocate of the pay-what-you-can philosophy, some people just can’t afford to pay money for software. Acknowledging this and giving it to them for free is a nice thing to do but will also gain you a cheerleader, not only in them but any reviewers that pop along. On the other side, some people will be doing OK at work and want to pay more than the asking price.
I would suggest this approach, pay-what-you-can with the option for one-off donations and/or recurring payments. I genuinely think this will generate more money by simply opening the software to a wider audience. I’m not sure how the profiles are made, could these be created by the community (aside from copying another profile of course). There are loads of people out there that would definitely get involved in creating new content for Vorpx if they can. I digress.
My personal experience with Vorpx has been awesome. In the short time I’ve had Vorpx I have already lined up loads of old games which have been given a new lease of life thanks to VR and/or immersive mode. Deus Ex – awesome. Dying Light 1/2 – yes! Cyberpunk – Judy! Days Gone – eternally grateful. All of these feel totally different now. Thanks to you and Vorpx’s Immersive Mode, my games catalogue has more or less doubled in size. I have some spare cash, so I want to give extra to keep this train rolling. I suggested Patreon because services such as that mitigate any technical limitations.
There are other mods out there that add stereoscopic rendering or VR to flat games, but they all require you to edit the game files or run through some obscure instructions. I think Vorpx could become the one-stop shop for VR/Immersive mods. This would require it to become more community driven though if external developers such as myself could be given the ability to add profiles for new games, we would have Week 1 support for most games.
Just a thought. The bottom line is that Vorpx is great and I, like many others, would like to support you/it.
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AuthorSearch Results
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Search Results
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Topic: Cyberpunk no touch controls
Hi all,
I’m having some issues with cyberpunk and hoping you can help!so I purchased Vorpx as I want to try it out on other games and first I want to play cyberpunk however I’m having issues in which my oculus touch controls do not work in game yet I can see them floating infront of me with the mapped buttons etc
Im using a Quest 2 and AirLink to my PC, I’ve got the vorpx settings set to Oculus Rift in device selection. My GPU is a Radeon 6800
When I open the game it does launch and appears to look VR (ish) but I notice when I hop into a car its totally flat again and when I jump out back to VR , the VR doesnt quite look right.
as another test I opened up ABZU and found it did not quite look right either.
P.S Im using the GOG version of Cyberpunk
