I am currently on playing COD:VANGUARD with vorpX-Desktopviewer but i´d feel better making it hook to the game. Now i read some guys had success with using the CYBERPUNK profile to make vorpX hook on COD:V.
I am about trying to use the CP profile on COD:V within the next hour but meanwhile i am having another question:
There obviously ain´t any profiles for games using the IW 8.0 Engine (it is only the latest few COD-Titles), so are there users who made vorpX hook to games with this engine (with the CP-Profile or others?) plus i am about starting to play COD-BLACK OPS:COLD WAR soon which is also based on IW 8.0, so for the latter…any luck with this one and does the CP profile works on this one too?
The game launches, but I can’t use the cursor to start the game. It is also not working with the controller. It just flies in the opposite direction. Also, I see game menu on PC screen, but not inside my VR glasses.
So I can’t start the game because of that. Does anyone know how to fix that?
I play the 1.61 version of game, with the latest vorpx cyberpunk mod.
– I tried to run the game with the full version of vorpX
– I tried to reinstall the game
Win10,rtx4090,i9-13900k,Quest Pro
I have uninstalled VorpX and downloaded the standalone CyberpunkVR mod. But for some reason it doesnt seem to hook the game. I have reinstalled a couple of times but no succes. I have tried all headset types in config.
I am not ignoring you. I have downloaded and installed Vorpx 5 times now, including the beta. But without succes. I even mentioned the version numbers I used.
The first post you are mentioning is the Cyberpunk free VR mod. I am using the paid Vorpx mod.
Hi Ralf,
I have tried with both the latest (v21) and beta (v23) version now. With both the problem consists. Or is v21 not the latest? It is the one I got send by email when I paid.
When I launch the game, I’m in the VorpX VR environment, but the game is a flat screen in front of me. I am not using cinema mode, but the correct VR mode.
This is what I am using on my 2 week old PC:
– Windows 11
– latest nvidia drivers for my 3060ti
– latest version of Oculus software
– an Meta Quest 2 with latest software
– latest version of Cyberpunk 2077
– connecting PC via Oculus App + Link (cable)
I was very concerned about vorpx, and am so relieved about this beta release. Vorpx has a future and that is so important for myself that you can’t even imagine that. Without vorpx my gaming hobby will die !
I hope that the release of Starfield, The last of Us and the Cyberpunk DLC will relieve me in the same way, and will vorp the gaming industrie to the good old times !
Please make sure you also have the latest version of the mod installed then. Cyberpunk version and mod version have to match. The most recent version is always linked from the first post of this thread.
Please make sure that your Cyberpunk version is up-to-date. The latest mod release only works with Cyberpunk 1.61.
Hello. I am trying to use this mod, but for some reason, I cannot switch the game into full VR mode.
When I launch the game, I end up in the VorpX VR environment, but the game itself is only a flat screen in front of me. I tried everything in the DEL menu, i.e. I am not using cinema mode, but the correct VR mode. Any idea what might cause the problem?
I am using:
– a fresh installation of Windows 10
– latest nvidia drivers
– latest version of Oculus software
– an Oculus Quest 1 with latest software
– latest version of Cyberpunk 2077 (via Steam, but not using SteamVR, I selected the Oculus App setting during VorpX setup)
– connecting PC via Oculus App + Link (cable)
Everything seems to work fine, other than not being able to have real 3D VR instead of a flat screen in a VR room.. :-(
Very good news Ralf. Can’t wait to give it a try. Are you considering functionality that integrates with Gervant First Person mod? Or at the very least making sure you don’t preclude the use of it? It’s absolutely transformative. A PITA to get setup, but worth it.
Side note: RT performance is behaving very strangely for me in this title; when I turn it on it’s as if the engine just gives up and refuses to give me 60fps in complex scenes. Settings don’t overcome this issue. I can dial all the way down to 1080p and even use DLSS on top of that, and it will just sit there in complex scenes at about 58 fps with my 4090 running at low usage. Cyberpunk does not behave this way so I think it’s some sort of driver or game inefficiency with RT. It does this as soon as I turn RT on; just the “global RT” is enough to do it. It’s proving extremely problematic as I need to hit at least 60fps for sync.
I’m not sure yet whether I can get DX12 working before the update. If not, I’ll try again later. Looks like instead of natively updating the renderer to DX12 CDPR used Microsoft’s D3D11On12 DX11>DX12 wrapper and then implemented the DX12 exclusive features on top of that. That’s probably also the reason for performance being worse compared to Cyberpunk, should clearly be the other way around. Unfortunately this method is not only fairly ineffecient, but also clashes with hooking DX12.
Most improvements of the update are also available with DX11 luckily, pretty much the only important thing missing is raytracing, which istn’t really a good option anyway for VR because of the performance impact.
I hope to try the Gervant first person update for Witcher 4.0 today. I’ll report back later if things work well.
BTW, I *think* that with full eye-candy and RT on this title actually runs a tiny bit worse than Cyberpunk 2077. I haven’t tested extensively yet, but that’s my impression so far.
this is great news, so its getting the cyberpunk, red dead, gta style treatment?
that is amazing news
sadly the new update broke the first person mod…..😢
That’s a good idea. Won’t make it into the next update, but I’ll put that on the list for the next maintenance release after that. Should be fairly simple to provide some flag evaluation value similar to how button presses are handled currently in the API.
On a sidenote: during the Cyberpunk mod development I made some changes to the API, which will also come to the next regular vorpX build. I tried not to break anything, but you will at least have to recompile your mod/project for the next build.
If you coded a binding for a different language and transferred the VPX_PROP_… defines in vorpAPI.h for that, you will also have to update those. Just in case. Normally they are only used internally, but if you did something out of the ordinary, they have to match the changed ones. There was at least one bug with a duplicate value which had to be fixed, and I also might have changed two or three others.
Hello community,
I was wondering if the C-API is going to receive gesture info like the gestures from Cyberpunk 2077.
It would be convenient to be able to detect a given gesture and respond from mod code.
I hope to hear back