beemzy

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Viewing 15 posts - 31 through 45 (of 61 total)
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  • in reply to: Cyberpunk VR Update Thread #217914
    beemzy
    Participant

    You might still encounter that one shader glitch you reported earlier. Haven’t looked into that yet, but it’s not forgotten.

    I can confirm the glitch is still there. Thanks!

    in reply to: Cyberpunk VR Update Thread #217868
    beemzy
    Participant

    Thanks Ralf! I’ve been holding off playing until your update, can’t play it outside of VR and being able to point adn swing my weapons!

    in reply to: Cyberpunk VR Update Thread #217851
    beemzy
    Participant

    A 2.0 compatible version of CET has been released!
    (I havent had a chance to try yet)

    in reply to: Cyberpunk VR Update Thread #217548
    beemzy
    Participant

    I’ll revisit Cyberpunk later this month for the 2.0/Phantom Liberty patch.

    Thank you! Look forward to it. FYI using the latest DLSS DLL 3.5.0 I am getting pretty good results with limited raytracing on and DLSS in Quality mode

    in reply to: Cyberpunk VR Update Thread #217443
    beemzy
    Participant

    @ mateuszw

    That is definitely not supposed to happen. Never heard of anything like that before, so there isn#t really anthing useful I can suggest. I’ll check whether I can replicate the issue with Index controllers.

    @ beemzy

    Sounds as if I might have missed a shader when doing the HUD shader fixes, unfortunately 1.63 broke the prior shader definitions. It would help a lot if you could upload a savegame that exhibits the glitch you encountered. You can send it as an e-mail attachment to support at vorpx com.

    Hi Ralf, any idea when there might be a fix for the above? Thanks!

    in reply to: Cyberpunk VR Update Thread #217097
    beemzy
    Participant

    Sounds as if I might have missed a shader when doing the HUD shader fixes, unfortunately 1.63 broke the prior shader definitions. It would help a lot if you could upload a savegame that exhibits the glitch you encountered. You can send it as an e-mail attachment to support at vorpx com.

    Sent, hope it helps!

    in reply to: Cyberpunk VR Update Thread #216986
    beemzy
    Participant

    I am experiencing a strange bug with the 1.63 hotfix version of the mod. The loot/other markers and yellow arrows over key NPC’s move when my head moves. Usually, they are in a fixed position above or next to the NPC. Now they are a in a general x,y coordinate range on my screen and maintain that general screen position even as I am moving my head away or towards the NPC. This can be seen if you go to outside V’s apartment in the later part of the game when there are always two police officers standing over a perp who is lying on the floor. In the previous version of the mod, the yellow arrows are tethered above the officers’ heads. Now they move about depending on where I’m looking.

    I have tried a fresh install of CP2077 (v.1.63 Hotfix) along with the Alpha 9 mod but the problem persists. The CP2077 version and Alpha 9 are matched correctly. Previous versions of the mod have older CET versions which break VR when matched with latest version of CP2077.

    in reply to: Cyberpunk VR Update Thread #216681
    beemzy
    Participant

    I’m currently getting fps in mid-60s to 80s range at 2880 x 2160 with VorpX quality setting at Great using AMD 5600 cpu OC’d to 4.7GHz, 4090 gpu and Quest 2 at 90Hz. Does anyone have experience getting higher fps from a better cpu (ie faster and/or more threads)?

    in reply to: Cyberpunk VR Update Thread #216607
    beemzy
    Participant

    @ beemzy:

    Works fine here. Double check whether you copied the CET update into the right folder. The ‘bin’ folder in the CET .zip has to be copied directly into your CP 2077 main folder, overwriting the existing one.

    I’ll upload an updated mod installer later today or tomorrow.

    @ fubar

    Either Z3D or G3D with alternate frame rendering.

    CET was in the right place. All my CET-reliant (non-VorpX / conventional) MODs worked, just in a flat screen rather than proper DirectVR. I still got the VorpX starting CP2077 menu but the actual game couldnt be started in DirectVR. A clean reinstall of CP2077 and then CP2077 VorpX mod solved the issue

    in reply to: Cyberpunk VR Update Thread #216600
    beemzy
    Participant

    CET 1.63 has been released. Updating to patch 1.63 and then CET 1.63 broke my VR (the screen just looked like the immersive cinema flat screen within my headset). I had to do a fresh reinstall of the stand-alone mod and then replace the standard VorpX mod settings with my own backups. Took me a while to get to that outcome so maybe my sharing will be helpful to someone. Will be interested to hear other people’s patch 1.63 update experiences

    in reply to: Cyberpunk VR Update Thread #216588
    beemzy
    Participant

    Updating CET should suffice. I’ll upload a fresh build when CET got updated, but that won’t do anything else than updating CET manually.

    On a sidenote: if you haven’t done so alreedy, read the *very* useful instructions in the vorpX launch room after starting the game. Stuff like this is explained there.

    Thanks for the confirmation Ralf

    in reply to: Cyberpunk VR Update Thread #216586
    beemzy
    Participant

    Patch 1.63 is out. Should we wait for an update to the standalone VorpX for CP2077? CET is still on v1.62 as well

    in reply to: Cyberpunk VR Update Thread #216585
    beemzy
    Participant

    Yes, it reverts eventually. Would be nice if possible to have a VorpX hotkey to trigger VorpX’s VR. I found that after exiting Afterlife, I could save/reload to get back into VR. The issue doesnt seem to recur again in any of the later cutscenes.

    in reply to: Cyberpunk VR Update Thread #216574
    beemzy
    Participant

    Encountered the ‘Evelyn at Lizzie’s bar’ glitch too during testing. Just a guess, but after fumbling around a while to get that resolved my final conclusion was that maybe the level designer who scripted the sequence forgot to set some some flag. Essentially the game doesn’t seem to report a player state change after the conversation ends, hence the mod is still in conversation mode while walking to Judy’s room. Fairly weird. When you save/reload later in Judy’s room, the state is reported correctly and thus the mod correctly is in gameplay mode.

    Hi Ralf, Im replaying CP2077. At the very start of The Heist you meet Dexter Deshawn and T-Bug with Jackie at a special privacy room at the Afterlife nightclub. There is a long cut-scene when Dexter goes over the plan. At the end of this sequence the game is supposed to revert to VR mode but stays in the cutscene. You have to leave Afterlife and then save and reload the game in order to get back to VR play mode. Is there any way to not have to do this? Or is it a bug within the game that cant be resolved? Thanks!

    in reply to: Cyberpunk 2077 HUD + more #216541
    beemzy
    Participant

    Try HUDitor mod

Viewing 15 posts - 31 through 45 (of 61 total)

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