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  • #218117
    DrDexxer
    Participant

    Ok got my Quest 3 + 4090 today :-) had to test Cyberpunk!
    Kinda works – but I see a black border at the bottom of the screen. I think the resolution might not be quite customed for the Quest 3 (maybe its for the smaller POV of Q2?)? Is there a way to adjust it?
    Is that what i have to play with?: https://www.vorpx.com/forums/topic/custom-resolutions-for-the-direct-vr-settings-optimizer/

    #217967
    zeddyzed
    Participant

    Hi, I tried the recently updated standalone VorpX for Cyberpunk 2.0, but the results weren’t very playable out of the box. Just wondering if there’s settings I can tweak to improve things?

    – The image doesn’t seem to track my head very well, it’s a bit jittery and the movement is off. Makes me nauseous. How to troubleshoot this? Or is this just expected behaviour for the mod? I have a 4080 and am running at Medium Settings to try to ensure there’s no performance issues to start with.

    – When I turn in real life, the camera turns with me, but not my character. Is there a setting for this? I’d like to use physical turning instead of the stick.

    – I couldn’t figure out the gesture controls, just holding up my hands didn’t do anything. Is there a button to press or hold to activate gestures? The option for gestures is active in the seems VorpX ingame settings. Is there any documentation for the various features of the mod? The help page for the mod leads to a “stub”.

    #217802
    Ralf
    Keymaster

    All good. I was just surprised about the relatively lackluster Steam player count when I checked that yesterday. Still a lot, but I’d imagine that Bethesda hoped for more. Personally I’m a SciFi-head like you guys, so I’m pretty sure I’ll love the game once I get to actually playing it.

    The profile will be out within the next few days. *Maybe* later today, but more likely early next week.

    Your profile is great for advanced users that don’t mind tinkering, it’s just less well suited for people who want to simply fire up a game. So the official profile mainly adds fully automated setup. No more settings tinkering at all.

    I can’t check Cyberpunk 2.0 without an updated CET anyway, which apparently isn’t out yet. Fingers crossed that they didn’t break CET entirely.

    #217774
    Ralf
    Keymaster

    I think the Game Settings sub forum is the best place for posts like that. Just create a new one when the profile is ready. Won’t take long anymore.

    BTW:

    Personally I really like the game, at least the bits I saw so far. Judging from the player count on Steam Starfield isn’t quite the success that everyone hoped it would be though. Way less max players than Fallout 4 when it came out 2015. Only about a third of what super hits like Cyberpunk or Elden Ring recently had on launch. Heck, even Hogwart’s Legacy fared a lot better earlier this year, who would have predicted that…

    Even considering a fair amount of extra players via Gamepass that doesn’t look too great for a huge Bethesda RPG in 2023. Still a title that deserves some extra attention, of course.

    On the upside: at least that way they won’t get funny ideas about a Starfield 2 before returning to Elder Scrolls. :)

    #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.

    #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.

    #217270
    Django9898
    Participant

    Uninstall the standalone mod first.

    To do this go to Windows Apps & Features and uninstall voprx Cyberpunk mod.
    Start Cyberpunk, set all graphic settings to low and activate DLSS when you have a RTX card.
    Then start Vorpx and go to local Profiles and choose the original profile from Ralf first and look how it works for you.
    When you Start Cyberpunk press “del” key to enter Voprx Menu and set input from Mouse/KB to Gamepad

    Thank you! I uninstalled and reinstalled the game along with the mod just to be sure. Then I used the default VorpX settings for Cyberpunk 2077. It adjusted settings for me and suggested a restart, which I did.

    I’m honestly shocked at how smoothly it runs. Amazing job, VorpX team!

    One weird thing is that there’s an invisible line running through the middle of the screen, as if there’s a small gap in rendering the scene vertically. Is this a common enough issue for you to know what I’m talking about? Is there a fix?

    I really don’t know the problem. Never happens to me.
    You could try to solve the problem by changing the 3D reconstruction from z-normal to z-adaptive.

    Or set in Direct VR Settings” “Preffered Resolution Quality” from “OK-ish”, “Nice”, “Nicer” “Ultra” etc. (requires game restart)

    #217268
    StarfleetBelle
    Participant

    Uninstall the standalone mod first.

    To do this go to Windows Apps & Features and uninstall voprx Cyberpunk mod.
    Start Cyberpunk, set all graphic settings to low and activate DLSS when you have a RTX card.
    Then start Vorpx and go to local Profiles and choose the original profile from Ralf first and look how it works for you.
    When you Start Cyberpunk press “del” key to enter Voprx Menu and set input from Mouse/KB to Gamepad

    Thank you! I uninstalled and reinstalled the game along with the mod just to be sure. Then I used the default VorpX settings for Cyberpunk 2077. It adjusted settings for me and suggested a restart, which I did.

    I’m honestly shocked at how smoothly it runs. Amazing job, VorpX team!

    One weird thing is that there’s an invisible line running through the middle of the screen, as if there’s a small gap in rendering the scene vertically. Is this a common enough issue for you to know what I’m talking about? Is there a fix?

    #217258
    Django9898
    Participant

    I do own a copy of VorpX but attempted to play Cyberpunk 2077 using this mod, since from a web search this seemed like the way VorpX was supporting this particular game.

    The mod failed spectacularly, as posted above. The suggested solution was to try standard settings, which I had already done.

    If I’m going to try my copy of VorpX instead, where should I look for advice on this? Should I start by uninstalling and reinstalling the game without the mod? I don’t need gestures or anything flashy. I’m happy just using my wired Xbox controller.

    Uninstall the standalone mod first.

    To do this go to Windows Apps & Features and uninstall voprx Cyberpunk mod.
    Start Cyberpunk, set all graphic settings to low and activate DLSS when you have a RTX card.
    Then start Vorpx and go to local Profiles and choose the original profile from Ralf first and look how it works for you.
    When you Start Cyberpunk press “del” key to enter Voprx Menu and set input from Mouse/KB to Gamepad

    #217257
    StarfleetBelle
    Participant

    I do own a copy of VorpX but attempted to play Cyberpunk 2077 using this mod, since from a web search this seemed like the way VorpX was supporting this particular game.

    The mod failed spectacularly, as posted above. The suggested solution was to try standard settings, which I had already done.

    If I’m going to try my copy of VorpX instead, where should I look for advice on this? Should I start by uninstalling and reinstalling the game without the mod? I don’t need gestures or anything flashy. I’m happy just using my wired Xbox controller.

    #217230
    Django9898
    Participant

    Hello everyone,

    Please, I need your help, otherwise I’ll go insane here.

    I bought Cyberpunk today because I really wanted to play it with the Vorpx Standalone Mod after seeing various videos on YouTube how well it works.

    Unfortunately it doesn’t work for me at all.

    When I run the game through Vorpx with Ralf’s profile, everything works fine, but I’d like to use the motion controls from the Standamone Mod.

    I install the mod and start the game, but as soon as it loads, it gets crazy..

    The starting room loads with no issues, then I press A on my Quest 2 controller and enter the game.

    Now I see the “Redline” logo on the right eye and the first Cyberpunk loading screen on the left eye.

    Then I find myself at some point in the main screen and even here everything is unplayably slow.

    By chance I turned on the fps display and found that the game itself runs at 1 or 2 fps and the fps headset shows 80-90 fps?!

    The motion controllers also react in the starting room of the mod, but no longer in the game itself.

    To be on the safe side, I set all graphics settings in the game to low, with no effect.

    As I said in Vorpx itself, everything works, with the local Profile…

    I’m playing Skyrim VR with over 200 mods installed, running MSFS in VR, Borderlands VR, No Man’s Sky VR all without any problems.
    Far Cry 4 in the highest settings via Vorpx no problem.
    But this mod, no chance.

    Am I doing something wrong here?

    #216834
    Ralf
    Keymaster

    2023/07/27

    Version alpha 9 is available. This update mainly adds full compatibility with Cyberpunk 2077 1.63, including a fix for the scalable HUD that didn’t work with the original 1.63 mod update. In addition to that a fairly severe issue caused by newer nVidia drivers has been addressed that could lead to automatic game settings changes like resolution and various tweaks not being applied.

    Download link in the first post of this thread.

    #216802
    Marozaki
    Participant

    thank you for always.
    A Japanese fan who has been using VorpX for several years.
    I started playing using VRMOD a few days ago, but I can’t change the HUD size in the image settings.
    I use ValveIndex and Radeon RX6800 and choose Great for image quality.
    Even when increased or decreased from the default 0.5, the actual HUD size remains fixed and cut off in the corners of the field of view.
    Therefore, the edge peak screen is used a lot to check the map and quests, so the sense of immersion is lost.
    I installed the CET mod using Vortex and tried reinstalling.
    Am I missing some setting to lock the HUD size?
    Or will this issue continue until the update?

    I feel that Mr. Ralph’s VorpX is a very good software, so I’m looking forward to playing with motion control in GTA5 and RDR2, just like Cyberpunk.

    Marozaki (using Google Translate)

    beemzy
    Participant

    Once a CP2077 game is started/resumed, a double notice always appears on the left side of the screen stating:
    (1) “Game settings changed, a restart might be required ….etc”; and below that
    (2) “CP2077 is a full blown mod ….etc …. CTRL+ALT+SHIFT to close this message”

    I have two problems:
    1st) CTRL+ALT+SHIFT does not close the message; and
    2nd) ALT+F (FPS counter) doesnt work until the notice window is closed.

    Eventually, the notice window disappears after 10 mins, but I want to activate the FPS counter when the game starts.

    Is there any way to (either using control buttons or config/ini file edits):
    a) disable the message from appearing at the start or close it immediately
    b) make the FPS counter active when game starts, ideally set it to auto-start

    Thanks!

    Feltyham
    Participant

    By default my controllers had button-mapping to keys on my keyboard – then Vorpx uses those keys as bindings for the controller.

    However; it appears there is some gesture support for some games – just can’t get gestures to work for the Quest 2 so I figured it just wasn’t supported.

    After spending hours trying to get Vorpx to do what native VR games do; I’ve discovered that you have to just tweak the games to your own liking – but games like Fallout 3 felt clunky to me in Vorpx, same with Cyberpunk so I think I’ll just stick with native VR games.

    It is a neat piece of software, but I was expecting it to run non-VR titles like a VR game; it won’t feel as smooth – but if you take the time to tweak settings (graphics) it can look amazing just having a hard time with the lack of gesture control (I want to be able to aim my gun with my hand, not purely head-tracked – I got used to Fallout 4 VR and wanted to create a similar experience in Fallout 3).

    Sorry for coming back to this thread so late, got side-tracked with various things RL. I was really hoping a dev would reply but it’s okay

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