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  • #216461
    splurk
    Participant

    Hi

    – Cyberpunk 2077 (with VR mod, it was the main reason why I bought vorpX), but played maybe 1 hour, because it zooms view and very uncomfortable. Tried change settings but didn’t get good result.

    Try to change 3D reconstruction mode from DirectVR to Z-normal. I have a very bad feeling with DirectVR, but it is really nice with Z-normal (even if 3D is slightly less nice). I don’t play in FullVR mode, but rather in Immersive mode with Mouse/KB/PAD. I use a 4:3 resolution, and ajust the screen zoom to be on the edge of my left/right vision.

    – Fallout 76, same as Cyberpunk 2077;
    I don’t play Fallout 76, but my Fallout 4 setting are similar to Cyberpunk.

    I have not tried other games yet.

    #216450
    melvladimir
    Participant

    I like VR games and just stereoscopic games (that’s why I bought vorpX). But unfortunatelly, I have a lot of difficulties using vorpX with my Meta Quest 2. Actually, I didn’t play even a single game without problems from the very beginning. Currently, vorpX looks completely useless.
    I tried:
    – Cyberpunk 2077 (with VR mod, it was the main reason why I bought vorpX), but played maybe 1 hour, because it zooms view and very uncomfortable. Tried change settings but didn’t get good result.
    – Fallout 76, same as Cyberpunk 2077;
    – Today I’ve tried Dragon Age: Origins – it crashes immidiatelly.
    I have several games that I want to play in stereoscopic mode (or pseudo VR), but I can’t rid of this feeling: the more games I try, the more disappointment I get from vorpX. Because I literally spent hours to make it work and lost these battles every time.
    Next I’m going to try Assassin Creed Odyssey…

    #216389
    RooksGambit
    Participant

    I was constantly crashing before even landing on the main menu with either “Cyberpunk has flatlined” errors or Vorpx “DX12” errors. When I finally got those errors fixed, the game was blurry AF and jittery.

    Here are some things I did to get it to run / run better on Quest w/Nvidia GPU –
    – Make sure you have the latest version of the mod
    – Make sure your game is patched
    – Update your graphics driver, I got CTD’s until I did this
    – Turn off DLSS or you’ll get DX12 errors and CTD before even getting to the menu. If you already installed the mod then uninstall it (temporarily), go to ->windows settings -> add/remove programs -> uninstall the mod. Then load the game (mod free) and turn DLSS off. Reinstall the mod and it should be fine
    – In the Vorpx ingame menu (DEL), turning off “3D Reconstruction” made a hugely significant improvement to image quality and jitters

    federicoalug
    Participant

    I found out some weeks ago that the standalone vorpx mod for Cyberpunk 2077 is not working on my Quest 2, so I went ahead and purchased VORPX as a program. I have managed to load cyberpunk and play, but I am having two big issues: 1. One is that the hud, radar and others are completely out of view in vr, and changing the FOV and modifying the hud settings, vertical and horizontal scale in the in-game vorpx menu are not working: I am very confused as to why this is happening, cause it was not the case with the standalone vorpx mod which did allow me to see the hud and radar while on vr and without edgepeek, any ideas as to why, please? and 2. whereas the standalone mod felt very good visually, with vorpx alone the 3d seems flat and somehow warped, making me dizzy, again, this did not happen with the vorpx mod no longer working. Can Anyone3 please help me get the VORPX program to work as well as the Standalone Vorpx Mod for Cyberpunk 2077? what settings should I have?

    Feltyham
    Participant

    Hello,

    I have version 21.3.3 of the Vorpx software which claims to support motion controls – and following various videos showing how to access the settings.

    My Oculus Touch settings within Vorpx when a game is launched has no options for motion controls at all. I follow the menu screens but it appears Vorpx does not support the Meta Quest 2 touch controllers past button mapping.

    I am trying to configure both Fallout 3 and Cyberpunk to include the gestures (which are included in version 21.3.3) however I have no options in my menus for configuring gestures at all.

    If required, I can make a video showing what I see on my end, following guides, etc – I do not have the same menu options.

    I followed the post here but couldn’t get the same options:

    vorpX 22.1.0 Preview: Motion Controller Gestures

    #215966
    socode
    Participant

    Same things! Installed Cyberpunk (Steam), installed Standalone Vorpx Mod, selected Steam VR in the settings, installed a new CET. Then I launch VR helmet (Pico 4), launch Virtual Desktop, launch Cyberpunk with exe in the bin folder, Steam VR launches, the game loads. Learning works. Controls work. But the game runs on a flat screen, although in the settings Vorpx inside the game is set to Full VR mode.

    #215911
    irev
    Participant

    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

    #215686

    In reply to: vorpX 23.1.0 BETA

    mr_spongeworthy
    Participant

    @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.

    #215650

    In reply to: vorpX 23.1.0 BETA

    Ralf
    Keymaster

    The 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.

    BETA download

    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.

    #215398

    In reply to: vorpX 23.1.0 BETA

    mr_spongeworthy
    Participant

    @Ralf. Thanks for your feedback. I work in K-8 EDU and admit that often leads to “thinking things through” out loud (here) instead of privately. I will try to avoid doing this so much in the future.

    To be clear, even if I don’t go through my entire testing process I DO rigorously test with controlled benchmarks (in-game when possible). I *always* start at the basics when encountering a problem; Has something changed in my BIOS, have I installed anything new (even just a driver update), is my cooling still working properly? I use benchmark software (historically Cinebench and Furmark, but currently I usually just run 3D Mark to do the “extreme” GPU + CPU stress test) to double-check that performance has not degraded for some unknown reason or an instability crept in. I don’t believe anything I see just once.

    I, do, however, keep coming back to Cyberpunk after long lapses in playing it, and I forget about all the Cyberpunk-specific foibles. Or maybe I’m just overly-optimistic that somehow they have finally been fixed. (hahahahaha, right…)

    I have tested this particular behavior (GPU usage with the vorpX virtual monitor enabled) and although I noticed that in Cyberpunk I belatedly realized it’s a terrible title in which to do any testing. In Cyberpunk my performance will alter dramatically simply by switching from real screen to virtual, or back, or back and forth. Using the built-in benchmark I repeatably see my max fps drop by 10-20fps. Sometimes my minimum and average also simultaneously go up. I have to Quit and re-run the game and all is good again. It’s just a completely and utterly unreliable title to try and use to figure out anything (other than figuring out “this is a Cyberpunk problem”). Like many (everyone?) even in 100% vanilla Cyberpunk I see repeatable, slowly decreasing performance just from entering and exiting menus, or even when visiting certain locations which will then cause performance to drop everywhere until you reload or quit and reload. It’s just the worst.

    BUT, I do also see performance differences in the only other title I currently have installed that has a built-in benchmark: Far Cry Primal. That title consistently and repeatably benchmarks FASTER on the vorpX virtual display than it does when on my physical monitor. Every time. Identical settings. Absolutely repeatable. As you’ve said, this does not seem to be vorpX related in any way. vorpX was just the first thing that came to mind because it’s been so long since I’ve run multiple screens on any game rig. I *think* what I’m seeing is typical of 3D acceleration on Windows machines with 2 or more monitors, especially if those aren’t running the same refresh. It’s been probably 12 years since I used multiple displays on a gaming rig, but it definitely used to cause a bit of unanticipated behavior.

    (BTW; if you ever do implement a longer edit window I’m one of those forum users who will go back and edit my original posts with more concise info. For example, I would have edited the post where I initially noticed the differing performance with something like “EDIT: For anyone else seeing differing performance on the virtual monitor I have now tested further and this does not appear to be vorpX related but rather a game-specific issue with Cyberpunk, which was the title in use when I first noticed this behavior.”

    Looking forward to the next Beta!

    #215386
    jokester_J
    Participant

    So I finally got Cyberpunk working, kind of, but now the actual image is HUGE like twice that it should be. How do I scale the view down by say 25% or 50%? I don’t know if I should fix that in the Cyberpunk settings, or the VorpX settings…I’m so close but not quiet there!

    System is Ryzen 7/Nvidia 3060/16gb ram/Oculus2 headset using Airlink over Wifi6.

    #215339

    In reply to: vorpX 23.1.0 BETA

    mr_spongeworthy
    Participant

    @Ralf The only weird thing I currently have going in me even wanting to bother with Cyberpunk. With the steam+Cyberpunk crash that I had going on fixed everything is good again. Cyberpunk just has some weirdness when pushed to my HMD through vorpX that I don’t experience elsewhere; like a complete unwillingness to give me 45fps. I can maintain 4K, RT on, DLSS off at 37.5/75 nearly everywhere in the game, but it won’t give me 45fps at 4K DLSS set to Ultra Performance and RT off! No kidding. It’s not vorpX specifically, as everything works just as it should pushed to my 3D display, and it’s not even vorpX + PiTool + HMD as I can push other titles very hard without this issue. It’s just Cyberpunk.

    Bring up something like FPS VR for a couple of minutes and set cyberpunk to your actual display, now switch it to your virtual display at the exact same resolution and settings. I see an immediate 5% or so GPU usage jump. Of course, since Cyberpunk has problems with increasing GPU usage just by entering and exiting the menus, this could just be Cyberpunk itself. I have yet to test that particular issue with any other title.

    #215325

    In reply to: vorpX 23.1.0 BETA

    mr_spongeworthy
    Participant

    Just a quick note that in my test with the virtual monitor over the weekend (Cyberpunk only again in this case) I noticed that with the exact same in-game settings I got slightly worse performance on the virtual display. No idea why, but it was absolutely repeatable. I may order a cheap 4K DP headless display adaptor and try it, just to see if there is a difference or if it is simply overhead due to there being a second display enabled; it’s something I was planning to do anyway before you came up with the virtual display concept.

    #215289

    In reply to: vorpX 23.1.0 BETA

    mr_spongeworthy
    Participant

    I have finally resolved the AFR issue I was having with Cyberpunk (at least, now I can play for over an hour without needing to restart the game or simple load a save.) The Steam client (not the Steam VR client) was crashing in the background ONLY while playing Cyberpunk. This was greatly exacerbating the long-standing ‘slow degradation of performance’ which has plagued Cyberpunk, causing it to kick-in the moment the Steam client crashed, instead of taking an hour+. This then caused significant spikes in CPU usage, which was causing the AFR sync to drop out momentarily. As Steam was only crashing during Cyberpunk, I had not put 2-and-2 together. Reinstalling Steam did not fix the problem. Neither did a clean install of Cyberpunk. Turning on the Steam beta fixed the issue immediately.

    So, here are my actual findings with the Beta 23.1.0 now that I have that not-vorpX related issue fixed:
    1) Performance in Cyberpunk is better with the 23.1.0 beta than it is with the stand-alone mod. It is very easy to hit 60fps at insane quality settings on my 3D display. It remains tantalizingly out of reach to hit 45/90 at sufficient quality in this particular title on my HMD however, so I’m stuck at 37.5/75 when playing in on my HMD. Ultimately I think DLSS3 Frame Generation is the going to be the killer feature to get such demanding titles to play well. Using Z3D to my HMD, not AFR. Note that normal things like turning off RT do not resolve this issue; it seems very-specifically related to the rendering resolution. Even when I turn quality lower Cyberpunk will cause the HMD-refresh to drop below 90, causing the in-game rendering to also drop and stutter to begin. I have to reduce quality by truly *massive* amounts to maintain 45/90 in that particular title.
    2) AFR works on my 3D Display in Cyberpunk, but Z3D solutions are broken in all titles.
    3) Performance in other titles seems very good. For example I am able to play Hogwarts at 4K, RT High, DLSS Off with nearly all quality settings maxed (lower quality on Fog and post-proccessing at this time) at 45/90.
    4) The following vorpX sync setting work FAR far (far, you get the idea) better than any other combination on my Pimax 8k-x. You might consider making this setting combo the default for Pimax HMDs: Sync method: Slow, HMD Multithreading: ON (this provides not only the highest in-game rendering rates compared with the other methods, it also creates the lowest-judder experience.)

    bhagal92
    Participant

    So, I downloaded the mod.

    Went through the tutorial. Got the green tick with all the gestures. Started the game and not all the controls work.

    The trigger controls do work to access the Vorpx menu.
    The headset works to look around the game.
    But the oculus controller buttons including thumbstick don’t work.

    Also, when I change any graphics settings in the game menu it doesn’t seem to make a difference in the oculus. I presume the Vorpx menu overrides the game system settings.

    I can use my mouse and keyboard.

    I’ve tried re-installing cyberpunk through STEAM. I’ve turned off theatre mode. I’ve tried reinstalling the vorpx mod. I’ve tried stationary boundary and room boundary.

    The Oculus is linked using a cable.

    I’m running the latest Nvidia GPU DRIVER with my 3080.
    I’m running the latest Cyberpunk 2077 update.

    Ideally, I’d like to be able to use the oculus controllers but if that’s not possible then I would like to change the settings so that the Field of View is better and not so jittery. It’s really difficult to read any text that comes up in the game on HUD on the Oculus headset. Next to impossible to read anything.

    Any help greatly appreciated.

    Thanks.

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