Homepage › Forums › General vorpX Discussion › Cyberpunk VR Update Thread
- This topic has 949 replies, 162 voices, and was last updated Oct 11, 2024 8:38pm by dagondev.
-
AuthorPosts
-
Feb 21, 2022 at 2:00pm #209789RalfKeymaster
@ hasnaat_k
That sounds as if something is severely off. You shouldn’t really have to tinker with the settings in the menu aside from changing the resolution for performance/quality tweaking. Leave all other settings alone. Head tracking should work out of the box.
If you happen to have other mods installed, remove them. Mods that affect the game camera in any way may break head tracking with the VR mod.
Best uninstall the VR mod, then (if necessary) remove all other mods and afterwards reinstall the VR mod.
The version number shown in the game window should be alpha 6b
@ drowhunter:
I’m not much of a fan of the floating HUD approach myself TBH, always find that severely annoying if some native VR game does that. But I’ll tinker a bit with a rubberband approach where the HUD follows your head with some inertia. No promises, but that sounds as if it could be kind of nice and would elegantly solve any issues with glancing into corners.
That aside: I have played so many hours of Cyberpunk myself that I wonder what exactly you can’t see by glancing into the corners. Sure, stuff in the edges is somewhat blurry, but no matter what headset I use, getting information I quickly need like the health status or where I am on the minimap is no problem at all by glncing into corners. And for the (very) few times where a closer look is required, there is indeed EdgePeek.
That said, the rubberband approach still sounds worth a shot. Best of both worlds.
Feb 21, 2022 at 2:50pm #209791hasnaat_kParticipantTurns out my GOG version was updated to the correct ((hotfix) version.
Thanks for replying :)Feb 21, 2022 at 3:43pm #209792drowhunterParticipantThat aside: I have played so many hours of Cyberpunk myself that I wonder what exactly you can’t see by glancing into the corners. Sure, stuff in the edges is somewhat blurry …
Not sure what to tell ya ..all of our eyes are different. With an IPD of 70 my eyes are already past the edge of what Quest supports so my sweetspot is different. (I’m not sure the “It works for me” approach is a good one when it comes to VR =) )
For me even the map in the corner is a blurred mess. Keep in mind I’m also a Cyberpunk rookie my first playthrough is with this mod. So its even more important for me to know what buttons are written under the items like the health dispense etc.. and I can barely make out the icon, let alone what gun is equipped its all just out of the sweetspot.
I like your name for it “Rubberband UI” but just to be clear, I’m not suggesting you would turn your head and then the ui would catch up to you like a second later.(that would be annoying having it floaty like that) Im thinking it would move and stoo at the same time your head does. It’s just the angle would not be 1:1. Almost like having an invisible picture frame in front of your face that moves a maximum of a few degrees in each direction as you turn your head off center. I guess its more of a “Tethered UI”
I know you hate adding configurable options but I would make it a check box or maybe a value that you can tweak the sensitivity.
Feb 21, 2022 at 4:17pm #209793DemuseParticipantDrowhunter, I love your idea of a semi-floating HUD! To have a clearer center of view but turn your head to look to the sides and corners, could eliminate a lot of edge-peeking; as Ralf says, the best of both worlds.
I also use HUDitor to make the HUD elements bigger and closer to the center, and even then I changed my character build away from netrunning because I find it too hard to read those menus.
Feb 21, 2022 at 4:17pm #209794RalfKeymasterHating or loving are not the right categories in terms of adding options to the menu. Otherwise the menu wouldn’t look like it does. The menu just has to stay usable, hence not every single parameter can be an option.
Anyway, I’ll definitely experiment with the HUD, just can’t say yet what will come out of that.
On a sidenote: The HUD is probably what benefits most from enabling DLSS in the game’s graphics options. DLSS at ‘Auto’ allows you to go one or two notches higher in terms of resolution, which doesn’t change the lens distortion, but hugely improves readability of the scanner UI.
Feb 22, 2022 at 9:51am #209811hitmantbParticipantEven with the latest mod downloaded, 2077 with latest hotfix installed, Direct VR in Vorpx menu, I am having a lot of problems on Oculus Quest 2 with both Oculus and Steam VR.
1) I see a flat screen that is not VR at all.
2) If I press double grip I seem to zoom into the VR world, is that how it is supposed to work? My joystick and controls are all messed up. I push left joystick to the left to move forward.
Uninstalled and reinstalled the mod several times, still no luck.
Feb 22, 2022 at 10:12pm #209815RalfKeymasterMake sure to play front facing, standing in place. Do not turn your body to change your ingame character’s rotation. Head rotation is decoupled from body rotation to let you freely look around while walking in a different direction. Use your the right thumbstick to turn in the game.
Make sure to recenter tracking if the direction is off, happens once automatically on start, but you can also repeat any time from the settings menu.
You can switch from the VR view to a screen view (EdgePeek) and back with the right grip button.
Feb 23, 2022 at 4:02am #209818drowhunterParticipantSo I just tried the first Braindance part. And it seems that the mod forces edge peek but even when im ot in a cut scene I wasnt allowed to leave edgepeek.
Does the mod force edge peek whike in Brain dance mide or was it just that firat one?
Feb 23, 2022 at 6:53am #209820RalfKeymasterDoing that any other way would be sickening as hell unless you have a titanium stomach. Apart from that there are just a handful of braindance sequences throughout the whole game. I could imagine that CDPR originally had planned to make braindance a big thing since the idea is fairly cool. If so, apparently that plan fell victim to their development schedule problems at some point.
Feb 23, 2022 at 9:08pm #209827aikidomParticipantTried with codex version 1.5 and fitgirl 1.5 always flatscreen,finaly bought half price on steam and it work perfectly! Thanks a lot
Question; when i wanted choose a response be pressing x when i talk to someone,im unable to choose the answers ,because joystick on oculus quest 2 dont allow me switch between answer 1,2 or 3 any trick pleaseFeb 23, 2022 at 9:13pm #209828drowhunterParticipantThere is an option. Have real vr when you arr in editor mode.
Feb 23, 2022 at 10:40pm #209829RalfKeymaster@ akidom :
When you press the left grip button, the left thumbstick acts as DPAD. In the same way you can switch between trigger and index finger buttons.
Feb 24, 2022 at 4:42am #209833drowhunterParticipantThere is an option. Have real vr when you are in editor mode.
Sorry, just to elaborate on this. Is there a way to make it not be in edge-peek when you are in Braindance Editor Mode.
In that more you are in full control of where you walk and look and it would make sense to have proper VR here.
Feb 24, 2022 at 4:55am #209834aikidomParticipantOk thanks a lot!
Feb 24, 2022 at 5:54am #209835RalfKeymaster@ drowhunter: I have read your suggestion and will consider it. There isn’t always an immediate answer to everything you ask :(, but I always read everything.
-
AuthorPosts
- You must be logged in to reply to this topic.