Use rift s controller instead of keyboard/mouse .cyberpunk

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Viewing 15 posts - 16 through 30 (of 31 total)
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  • #213415
    RigmarDrake
    Participant

    In retrospect, is it possible that the gamepad button that should correspond to grenades is map because of rebindings I previously did? I assumed all of my prior bindings were only in keyboard/mouse mode and would not carry over to gamepad mode, and further that reinstalling the mod reset everything to defaults (I also set all in-game key bindings back to default).

    But is that not the case, maybe because the mod saves rebindings somewhere else that gets saved even after reinstalls? If what I did before is still carrying over, the d-pad keys may not not be working because at some point I may have mapped them to the keyboard’s directional arrow keys instead. Is there a clean way to reset all key/gamepad bindings to your defaults?

    #213416
    RigmarDrake
    Participant

    Scratch my last idea. I uninstalled and deleted the mod again, manually deleted any straggler files, and then reinstalled. The gamepad bindings were different than what I had last, and back to the somewhat unusual mix I started with (e.g., with RB being bound to M instead of something that that makes sense for grenades or combat, left stick click was back to ctrl crouch instead of shift sprint like as I rekeyed it).

    I just thought that might be it because the d-pad buttons just say “up,” “down,” “left,” and “right” in the mod’s gamepad bindings menu and I thought maybe those were just keyboard commands instead of gamepad d-pad commands. And they still do nothing when I hit them.

    #213419
    Ralf
    Keymaster

    I really have no clue what you are doing, sorry. Under normal circumstances you see the button layout on the controllers rendered in the game and they just work. I‘d wish I could help more, but it seems like you messed up something so heavily that at this point I can‘t even really follow you anymore.

    The only thing left to recommend is deleting all your Cyberpunk configuration files in C:\Users\[Your Username]\AppData\Local\CD Projekt Red\Cyberpunk 2077\ and reinstall the mod.

    Also please double and triple check for any tools you may running that potentially affect input and if you have other mods installed, try without them.

    You do not have to configure or tweak anything input related under normal circumstances! Everything just works with default settings normally.

    #213443
    RigmarDrake
    Participant

    Good idea, I had not deleted those files. But no, exact same issue (e.g., have to set controller to full override of x-box controller, d-pad buttons do not work, cannot bind certain keys).

    I also borrowed a Reverb G2, installed WMR, reinstalled the mod (with openXR this time), and had all of the same controller issues as with the Quest 2 and Oculus runtime. So at this point it does sound like something on my end is screwing with inputs. I uninstalled all of my Logitech apps for mouse and keyboard thinking maybe they were doing something, but nope. I have no idea what it could be at this point, but I will just tinker with things and try to fix it. And maybe at the end of the day I just have to suck it up and play with keyboard and mouse, as I’ve been having to do the past two days.

    But really appreciate all of your help. Thanks for trying to find so many solutions.

    #213444
    Ralf
    Keymaster

    Just in case you didn’t notice that or overlooked it in the ingame tutorial: the left grip button acts as shift button, which in gamepad mode makes the left stick act as d-pad and the triggers as shoulder buttons. That’s also visualized on the controller models.

    Like said above: you do not have remap or otherwise tinker with anything input related.

    #213446
    RigmarDrake
    Participant

    I did notice that. Excellent feature. But when I hit shift grip in gamepad mode, it does not work for the d-pad buttons (it does work for all of the other shift secondary buttons). The d-pad buttons appear on the controller overlay when I hold shift grip, but they do nothing when I actually press them. And you can’t really play without the functions mapped to those buttons.

    I was almost able to make this work perfectly in keyboard and mouse mode (but still assigning keys to the controllers) with strategic use of the shift-grip function. The only problem was that I could not assign Z to any button, and some of the commands that are tagged to Z by default were stuck to Z even when I reassigned the ones that I could reassign using the in-game key bindings.

    Unfortunately, on my computer for whatever unknown reason it clearly does not just work as you intended it. So given the problems I have and am so far unable to solve, I don’t know that I will have any choice but to tinker with the inputs to create a work-around. When I have a moment I might try tinkering with the UserSettings or other config files in Notepad to see if I can figure out how to reassign Z to one of the Quest controllers in this round-about way. I see settings like this:

    “name”: “openNotifiation”,
    “type”: “name”,
    “value”: “IK_Z”,
    “default_value”: “IK_Z”

    I’m not sure that it will solve my problems, but maybe I can set the “value” to whatever one of the Quest 2 buttons is recognized as.

    #213449
    Ralf
    Keymaster

    From where I sit d-pad not working, but the rest of the gamepad emulation working, looks virtually impossible TBH, at least without something interfering.

    You should really focus on fixing the gamepad mode issue. Nothing of what you do for days now is necessary, and I never heard of anything like this in the last 10 months since the mod is out, so it’s fairly safe to assume this is some individual problem with your setup.

    Anyway, I uploaded a new build that *MIGHT* help with your keyboard mapping problems.

    That’s definitely all now I can do for you, I’m afraid.

    #213451
    RigmarDrake
    Participant

    Ralf, THANK YOU!! I was very impressed that you responded to my posts at all, let alone toughed it out with me for this long over this very frustrating issue that does not seem to affect anyone else, and therefore should be an extremely low priority for you. I completely understood if you had lost patience, and I was trying finally to get out of your hair and get comfortable with keyboard and mouse (which has honestly been a lot more satisfying than I expected). But I am absolutely floored, and so grateful, that you took the time to make changes to your software and release this new build.

    IT WORKS! While the shift-gripped d-pad buttons still do not work as intended by triggering xbox gamepad d-pad functions, you fixed the issue I had where I could not bind Z and a bunch of other keys. Now I am able to bind every keyboard key, and with that, I can map Z, T (phone), M, etc. to the shift-gripped d-pad buttons (and the hotkeys) in gamepad mode. After rebinding those keys, I can do all of the necessary commands to play this game with controllers, and with all of the gestures working too. The grenade throw gesture still opened the map because RB is bound to M, but it was easy to fix that by rebinding RB to the combat gadgets key.

    So once more, THANK YOU! I am going to play the hell out of this mod in all of its motion controlled glory.

    There is one last, much less important issue. I’m now playing on the Reverb G2 instead of Quest 2, When I set the resolution to Ultra, the previous build of your mod set it to something near 2616×2212. Maybe it was exactly 2616×2212, but I thought the first number might have been 27xx. And the G2 looked so incredible at that resolution that I decided I couldn’t go back to Quest 2 for this game. Even though that would mean losing the incredible convenience of Air Link, I set up a pulley system for the G2’s tether to make it workable to have a wired connection while physically running around on the Kat Walk C2+ and swinging virtual katanas.

    However, the issue with that high resolution was that it screwed up the inventory. I read your older posts about this being a limitation inherent to the game itself, with the only solution being to pick a wider resolution. The next resolution down that didn’t have inventory issues and was an option from the in-game settings was 2560×1440. It raised the FPS a bit, but that resolution was hard to live with after experiencing the real deal. I read comments others made to earlier this year about playing at 3840×2160 to fix the inventory issue. I wanted to try that resolution as well, but I think it may be a custom resolution because it’s not available in the game settings or as one of the mod’s resolution presets. I spent a few hours yesterday trying to figure out how to set custom resolutions for the G2, with none of the options I read about working. It would still be nice to try 3840×2160, but it’s not strictly necessary because mod’s Ultra preset at 2616×2212 looks good enough and the aspect ratio and does not appear to cause the same inventory issues.

    But I was surprised to see that this problem fixed itself. In the previous build, was Ultra set to something different than 2616×2212? Did you change the resolution presets in this latest build to fix the inventory issues that the previous aspect ratio was triggering? If so, then thank you once more.

    #213452
    RigmarDrake
    Participant

    Actually, spoke to soon. The menu box with weapon details now pups up and stays around around for the first equipped weapon, which was not happening before. But there is still nothing when the cursor goes over the second and third weapons, unequipped weapons in the backpack, weapon stat comparisons, etc.

    So a wider resolution may be necessary after all. Would be great to be able to try 3840×2160. Is there some easy way to do that through the mod that the others have figured out? Typing 3840×2160 into the UserSettings text file does not work because immediately upon closing the file it reverts to the lowest resolution. And the customize resolution option is greyed out in Nvidia control panel, possibly because of my monitor. But anyway I’m sure I could figure this one out on my own with just a bit more research if it needs to be done externally from the mod.

    #213453
    Ralf
    Keymaster

    The exact resolution computed from a chosen quality varies slightly depending on the headset and some internal factors.

    #213460
    RigmarDrake
    Participant

    I assumed that was the case, as with FOV settings too. But I believe that at least some of the people who referenced using the 3840×2160 resolution are on the G2, such as Demuse, who said so in a few posts (https://www.vorpx.com/forums/topic/cyberpunk-vr-update-thread/page/8/).

    So it sounds like he set that as a custom resolution himself? Unless those other internal factors were dispositive. But if he did set it as a custom res, I’ll try to figure out how he did it. There are various guides, but some of the techniques don’t work anymore or don’t work for everyone right away because of Nvidia Control Panel being so finnicky with different hardware.

    #213471
    RigmarDrake
    Participant

    I was able to set it to 3840×2160. Looks fantastic, and the inventory menu works properly.

    It took me dramatically longer than expected to actually accomplish this because the option in Nvidia Control Panel to customize resolutions was greyed out for me. I tried messing around with virtual monitors and all kinds of other things without success. In case anyone comes across this post and has similar issues, for me the problem was that my Samsung G9 monitor was set to 240hz. Apparently you cannot set custom resolutions at 240hz, and you cannot solve this problem by just switching the refresh rate in the Nvidia control panel to 120hz or 60z. You need to physically hit the menu button on the monitor and drop the refresh rate from 240hz to 120hz. At that point Nvidia Control Panel will allow customized resolutions. And then I went to Geforce Experience to change the settings for Cyberpunk to launch with my 3840×2160 custom resolution.

    Cheers!

    #213481
    RigmarDrake
    Participant

    Ran into difficulties trying to play with my controller bindings because so many buttons have multiple functions. So I finally figured out why the game was not recognizing controller inputs except in full override mode. It was a Steam controller setting. I right clicked on Cyberpunk 2077 in Steam, hit Properties, went down to Controller, and switched it to “Enable Steam Input.” And then that fixed it (either that or some of the other Steam controller options that I messed with at the same time).

    Now the mod’s default controller settings work with having disabled xbox gamepad override in the mod’s settings. When the mod’s default gamepad settings are enabled in this way, they do, in fact, “just work.” Wish I had found this simple solution a week ago.

    It’s just too bad that the hotkey menu does not seem to work with default gamepad settings. It’s not critically necessary anymore, but would be nice to have it. It is triggered by shift + middle mouse button (edgepeek), but the sprint button on the controller is not recognized as shift. And there are no rebindings in this mode, so it cannot be rebound to be shift rather than a gamepad button. But that’s a minor inconvenience.

    #213485
    Ralf
    Keymaster

    The override is off per default. like said above, you don‘t have to tinker with any input related settings under normal circumstances. If you encounter further issues, please reinstall the mod next time. That resets all settings to default.

    #213499
    RigmarDrake
    Participant

    No controllers issues anymore. But reinstalling the mod (as I did dozens of times, including after switching from Windows 10 to Windows 11) had no effect whatsoever on the problem of the game/mod entirely failing to recognize controller inputs EXCEPT in override mode. It was not possible to play with controllers in anything other than override mode until the controller settings were changed in Steam (the broader Steam program–not SteamVR).

    We tried all kinds of troubleshooting for a week, but never the Steam controller settings. So I am reporting here what the issue was in case anyone else has the same problems at some point. I never used a gamepad with Steam before, and I reinstalled Steam entirely when I switched from Windows 10 to Windows 11 as part of the troubleshooting. So as far as I can tell, the offending Steam settings were on by default–at least with my setup. And these Steam settings were preventing the controllers from being recognized (except with full override in the mod) regardless of whether the game was run (and the mod was configured) for steamVR, openXR, OR the oculus runtime. Because the game was purchased in Steam, those Steam controller settings were preventing the controllers from being recognized in any runtime.

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