Archives

Homepage Forums Search Search Results for 'touch'

Viewing 15 results - 61 through 75 (of 658 total)
  • Author
    Search Results
  • #211006
    jjensson
    Participant

    I tried the trick with renaming the ME3 exe to ME1 etc, and then starting ME1 in the LE launcher.

    There are two nasty side effects:
    1) the launcher doesn’t close and keeps playing music over the game
    2) i’m using a gamepad, but ME3 constantly switches to kb+m, even though my touch controllers are disabled in the in-game menu of VorpX. I can use the gamepad for a minute, and after that controls are messed up again, until i get another tutorial button prompt, then it’s fixed again.

    Very strange. And unplayable ATM.

    #210557
    VRified Games
    Participant

    No problem. Also no promises 😂, but I will try,

    Shader authoring only I won’t touch your other settings

    If I get a breakthrough I’ll upload and let you know

    #210281
    drowhunter
    Participant

    The motion gestures really do make this game feel more VR. Now that I have the controls more or less figured out I even realized that by enabling the ghost hands in the menu. It actually feels a bit like a proper vr game. You can reach out and pretend to touch things.

    I only have one suggestions here, would it be possible for you to add the button overlay even while ghost hands is on?

    Actually for immersion only show the overlay when the hands are close to my body, but if i reach out past a certain radius hid them as per normal.

    #210184
    VRified Games
    Participant

    This is just begging for the vorpx touch

    #209861
    Ralf
    Keymaster

    The Cyber Engine Tweaks modding framework that the mod uses has an option to turn off AA. The mod doesn’t touch that, but maybe you did earlier?

    Either:

    Open the CET menu with ‘Page Down’ (key the mod sets, may differ if you used CET before and assigned another one). In the CET menu you can enable/disable AA.

    Or:

    If that doesn’t work out, e.g. because you forgot your CET menu key: uninstall the mod, then delete the entire [CP2077]\bin\x64\plugins folder and reinstall the mod.

    #209845
    luris
    Participant

    Playing with the motion controller gestures since a few days and love it! This is absolutely gorgeous, no way to go back to anything else. Can’t wait to see this in other games too.

    Only thing I find a bit weird is how the buttons are layed out on my Touch controllers. I’d rather have A/B on one X/Y on the other one. Maybe that could be changed?

    atomi
    Participant

    Hi. Apologies for the long post, but I wanted to clarify a few things and would be thankful to have the following answered:

    1) Regarding game configuration/settings files:

    a) I get the impression that for ‘Supported Games’, vorpX may automatically tweak things in the game config/settings file(s) to what it may determine to be optimal parameters. Is this correct?

    b) If yes, does it backup/restore old settings upon exit, in case one would want to revert to playing in non-VR? Or, would the expected practice be to first manually backup and later manually restore such files, if necessary?

    c) For the ‘Supported Games’, does it matter what resolution and/or aspect ratio the game is launched at? Does vorpX change these settings to what it considers appropriate in the game/engine options after the game has launched, or is this something the user would be recommended to configure to something more optimal/recommended prior to launch? (I have added the additional suggested custom resolutions in the Nvidia Control Panel.)

    d) There are sometimes settings that cannot be adjusted ‘on the fly’ and require the game to be rebooted to take effect. If vorpX ‘hooks’ into a game after it has launched, I would assume that any tweaks it may make to such settings wouldn’t take effect without a reboot. For the ‘Supported Games’, is vorpX intelligent enough to figure this out and reboot the game? Is it a good idea to manually reboot a game after a first-time vorpX ‘hooking’ to address this? Or does vorpX just not touch such settings automatically, leaving those for users to manually adjust, if necessary/wanted?

    2) Regarding the expected experience for the ‘Supported’ first-person games in Stereo 3D:

    a) When playing in non-VR, one’s head would remain stationary, with camera rotations performed by a mouse/gamepad. Is the same to be expected via vorpX, or is there some functionality to look around with one’s head/neck as well (and how then would this work with orienting translation motion)?

    b) Does/can vorpX do anything with the scale and/or positioning/height of first-person weapon models? If yes, would such adjustments be automatically done, and could they also be further tweaked by users?

    3) Regarding reinstallation and activation

    If I were to do a fresh install of Windows, and were to reinstall vorpX, would the activation process require a request code to be emailed again?

    #209530
    Demuse
    Participant

    My Reverb G2 controllers work, set to “Oculus Touch”.

    Upon startup, the tutorial is displayed front-and-center, while the game menu screen is visible off to the left. Pressing a button to exit the tutorial also has the effect of selecting “continue” from the main menu. Can that be changed so the button exits the tutorial and brings up the main menu?

    #209527
    Ralf
    Keymaster

    That’s weird. Works for me. The controller type should either be ‘Auto’ or ‘Oculus Touch’ for Reverb G2, not ‘Windows Mixed Reality’. That’s somewhat confusing admittedly, guess I should find a better solution for that. The ‘WMR’ controller type is for WMR gen 1 controllers. The Reverb G2 controllers are more or less Oculus Touch replicas and work just fine as such.

    Whether an actual gamepad is connected shouldn’t make a difference. Provided you have four hands you should even be able to use both at the same time. ;)

    Ralf
    Keymaster

    @ yonkiman:

    Reset the profile to default, then use the ‘Resolution Quality’ option on the DirectVR page of the vorpX menu to adjust the resolution. The highest value there will roughly yield 2400p.

    Don’t touch any of the zoom etc. settings. That is not necessary at all, the profile works perfectly well without tinkering. You just make it harder for yourself otherwise. All you need to do is setting the resolution quality option.

    Whenever that is possible for a game, vorpX displays an according hint in the to/left corner of the game window. Doing it that way is always preferable if the feature is available.

    #208931
    mr_spongeworthy
    Participant

    Thanks for the update!

    Out of curiosity, is there any way I can get this working in Cyberpunk v1.23? I keep noticing new visual ‘glitches’ only to discover that what I’m seeing is just the visual downgrades that occurred between v1.23 and v1.31. Most impacted are draw-distances, which have gone from “kinda crappy” to “unbelievably awful.” I clean-installed the game just to be sure, and even completely vanilla it does this. It’s so bad it’s kind of funny. Makes the draw distances in Skyrim and Fallout 4 look good, and those were awful at time of release.

    I’ve tried everything I can find to fix the issue, and it’s so baked into the engine that nothing seems to actually touch it. Only way I know around it is to revert to v1.23, which was bad, but no where near this bad.

    #208666
    vintager
    Participant

    I do understand the technical hurdles–I used to be a 3D engine developer back in the aughts (C++/OpenGL, started when there were no shaders at all, then worked with the horrible ARB_fragment_program extension, then GLSL, etc.), and like I said, I certainly appreciate your work & support. I just never cut you any slack because, hey, Vorpx costs 40 bucks :) And something that works well in a car or a plane game isn’t necessarily the brightest idea for a walking person simulator, regardless of how big of a technical achievement it represents.

    I think you would be in a much better position if you made it clear:

    –what this VR mod is and isn’t;
    –more importantly, how it’s different from vanilla Vorpx.

    As it stands now, if I were someone who’d never tried Vorpx before and installed the mod, I would play it for 5 minutes, uninstall the cr*p out of it, and never touch anything Vorpx again. If you clarify, however, that the mod is meant to be played sitting in a chair and turning around with a joystick, and that the VR aspect of it is that you can tilt your head slightly to the side–AND that vanilla Vorpx allows you to turn with your whole body–that would clear up a lot of confusion.

    You could also market the mod as a disabled person simulator (not joking), but it could be interpreted as an affront by a lot of people.

    #208636
    drowhunter
    Participant

    I can’t aim with the stick to save my life, and aim assist has to be off to prevent horrible judder when moving while locked on to a target. Also I have the vertical sensitivity turned way down on my right stick so I don’t keep moving my view up and down when I’m trying to turn.

    Good Idea about turning down the y sensitivity, I didn’t know you could do that. In Full VR there’s literally no reason to have to move the y axis when you should be looking around with your neck.

    For me, anytime the camera isnt locked straight ahead its a one way trip to barf town. So I find myself very carefully trying to only move the view left and right.

    I did find a solution potentially to the problem.

    I hooked up a dual shock 5( 4 would also work)

    using DS4Windows I set the DS5 to emulate a xbox controller. The default profile is mapped one to one with an xbox controller. I created a secondary profile called Vorpx and assigned it to the Cyberpunk2077.exe so that it loads automatically when the gane runs.
    On the Vorox profile , I have unmapped the RY up and down axis so no more accidental vertical camera movement and I set the built in gyroscope set as a mouse which is only active when I push the Left trigger (L2)

    This allows me to aim with the gyro when aimimg down the sights which is far more accurate and intuitive than using the stick. ( It kind of feels like you are actually aimimg the gun with motion controls)

    An alternative to this set up if you dont like gyro aimimg is.

    under special actions tab add an action to L2 to trigger a temporary profile change to default which will switch back to the Vorox profile when you release the trigger. If you recall the Vorpx profile I unmapped the RY axis but when aiming down the sight this restores the RY mapping of the default profile.

    To get the view straight again after aiming you can do it before you let go of aim. Or even better I have the touchpad in the center set up as a mouse trackpad so I can quickly adjust it with a swipe. This is very useful when the game decides to tilt your view to look at something.

    @Ralf I know you have a vorpx option to disabke the Y in normal vorpx but I tried it and it doesn’t work.

    Woukd it not be possibke to add an option under input settings to have a similar functionality as I described above since you’re emulating tje xbox controller anyway? Just dont map the RY axis unless you push a button of your choosing?

    Obviously it would probably be impossible to do this with the gamepad because you probably aren’t emulating a real controllers xinput.

    Edit: If the game you try this with actually supports the Direct Input controller you are using you can use the Ds4windows option to hide the original controller from windows.

    artimage
    Participant

    If you can’t find a user profile on the cloud profiles page of the vorpX config app, you can try to make your own by copying another UE4 profile and then assigning the game’s .exe to the copied profile.

    For more detailed instructions check the ‘User Profiles’ section in the vorpX help. It also lists a bunch of UE4 profiles that you can try as a base profile.

    Hi Ralf, I have tried these UE4 profiles (Conarium, The Turing Test, Get Even, Vampyr) but in none of them I have achieved any 3D effect, neither with G3D nor with Z3D. Is it possible that with this game the 3D mode cannot be activated?

    On the other hand I have been testing the VorpX profile for the Arma 3 and it is very successful.
    I like that you can play with the head separated from the weapon, but it would be even better if you put the option to assign the movement of the touch controller (pitch / yaw) to the weapon and it would be perfect. I have tried it with the auto_oculus_touch program and it works perfect but this program does not work from SteamVR.
    In addition, this configuration would be useful for those who play FPS games in Immersive Screen mode and it is not convenient for them to use the head or the gamepad to move the weapon, and do not want to use the mouse.

    It would also be perfect if you left free decision of assigning buttons and axes to the touch controllers, since for example I need to assign the movement keys (wasd) to the thumb pads of both touch at the same time, but you only allow me to assign it or to the right or to the left. Wouldn’t it be easier to leave free assignment of axes and buttons to any remote control and to adapt it to any configuration?

    By the way congratulations on the development on the VorpX, very good job.
    Thanks a lot.

    #208588
    artimage
    Participant

    I completely agree with what you say.
    What I was referring to realistically, I was referring to the police tactics used.
    As for movement in full agreement, without total free movement in VR there can be no authenticity.
    I know the videos of the police and military tactical VR simulators that you show me, since I have also been working on one of my own for a long time https://virtual3dgun.com/index_en.html with VBS, but I wanted to be able to try the Ready or Not in a psedo3D experience because it sure gives me good ideas, since so far the VR FPS that I have been testing do not end up being tactically realistic neither in weapons, nor in AI, et.

    I have finally been able to configure the “Ready or Not” with the Conarium profile, although I have not been able to activate Direct VR. As this game cannot at the moment use the independent head of the weapon, and using the head tracking for the weapon is not operational and only makes you dizzy. I have preferred to play it in “Immersive Screen” format, I have raised the FOV of the game to the maximum , I have enlarged and folded the screen to the maximum in height and width, building a semi-dome until achieving a useful FOV with the Quest of about 160 degrees that allows me to turn the view to the side, and I have assigned the mouse to rotational movement (Pitch, Yaw) of the right Touch Controller with “auto_oculus_touch”, the left one I have assigned to the thumb pad the “wasd” movement of the character, the controls are attached to a rifle mount, and finally I connect with the Quest through AirLink wireless, I launch VorpX with “Oculus” mode and voila …. everything working and it’s a fascinating experience.

    What I’m wondering is why it doesn’t allow you from VorpX to assign, for example, the mouse axes to the rotational axes (Pitch, Yaw) of the Touch Controllers without using third-party programs. If it is already being done for the head axes, it does not cost anything to put a check to assign the controls to the Touch and it would be very useful in the “Immersive Screen” mode. I say this because the “auto_oculus_touch” program only works from “Oculus” but is not activated from “SteamVR”.
    In fact I am going to test the ArmA 3 profile to see how it has been resolved in VorpX when you can turn the head independently of the weapon, because the ideal is, since you are with a VR helmet, is to stop using the mouse and use the Touch controllers as mouse that are also very accurate in mouse emulation mode.

    Thanks a lot.

Viewing 15 results - 61 through 75 (of 658 total)

Spread the word. Share this post!