Demuse

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Viewing 15 posts - 31 through 45 (of 46 total)
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  • in reply to: Cyberpunk VR Update Thread #209125
    Demuse
    Participant

    I’ve been experimenting with setting my headset to 60 fps instead of 90, to see if that lets me bump up the graphics while maintaining 60 fps. (So, my frame rate display is 60 / 60). It seems to help, but I notice that vorpX keeps reverting back to capping my framerate at 66%, or 40 fps, which is not ok. I keep changing it to “off” but next time I restart it’s back on. Bug?

    in reply to: Cyberpunk VR Update Thread #209110
    Demuse
    Participant

    With RTX3080 I use 3840×2160 resolution (graphics settings mostly “medium”) with DLSS turned on, set to “performance”. DLSS does introduce some visual glitches, mostly noticeable as fuzziness around moving NPC’s, but it makes a huge improvement to my frame rate (compared to “off”) and it’s the only way I can run the higher resolution. DLSS to “ultra performance” is even smoother frame rate, but the visual glitches become unbearable.

    I also use FSR set to “full” with max sharpening 2.0.

    in reply to: Cyberpunk VR Update Thread #209033
    Demuse
    Participant

    Speaking of automatic edge peek, I’m curious how it decides? It seems to force edgepeek automatically during every scripted conversation, which makes sense when there are forced camera moves, but it seems like I can still pan my view around freely? I’d prefer to stay immersed during conversations, if possible, or toggle edgepeek myself manually. What’s the obstacle?

    in reply to: Cyberpunk VR Update Thread #208971
    Demuse
    Participant

    Great update Ralf! Melee blocking works great, ADS works great, scanning works great. I just played for a few hours and everything feels smooth and natural. Thank you!

    in reply to: Cyberpunk VR Update Thread #208927
    Demuse
    Participant

    Yes, the pop-up text is wrong but it does toggle correctly.

    in reply to: Cyberpunk VR Update Thread #208907
    Demuse
    Participant

    With any melee weapon or fists equipped, there should be no ADS, only blocking. ADS doesn’t exist for melee weapons, the blocking mechanic replaces it.

    Some data points for future testing: I’ve had the feeling that something doesn’t look as smooth as it should, even taking account of framerate and AER. Today I did testing at resolution of 1280×1024, low graphics, turned off vsync and framerate cap. The game looks smooth as silk (albeit blurry and pixelated). Looking around and walking is very smooth.

    Observation #1: Using the gamepad thumbstick to rotate, at a slow smooth rate. When I stop rotating, the view appears to snap back several degrees in the opposite direction. The faster I’m turning, the greater the snap back. Happens with one eye closed, so not AER. I get the feeling that the perspective shifts somehow, like the view is calculated differently when in motion or standing still. No such issue when turning my head while walking and strafing, only when turning with the thumbstick.

    Observation #2: Got on a bike, pulsing the throttle as if I’m revving the engine, as gently as possible, nudging forward just a few inches each time, starting and stopping. The view looks very jittery, not just bobbing up and down with the motion of the bike, but jumping around, even with one eye closed. Checked the view on my monitor and it looks steady and smooth. Then I switched back to 3840×2160 and tried again, and the jittery problem seemed to go away?

    in reply to: Cyberpunk VR Update Thread #208905
    Demuse
    Participant

    First let me say again how much I appreciate all your work and responsiveness, Ralf. It must sometimes feel like we’re ungrateful and never satisfied, and if you gave us every feature we demanded, we wouldn’t even like it and we’d complain and want it back the way it was. I have a lot of comments because I’ve been playing a lot of hours, and having a lot of fun, thanks to you!

    Yes, the problem with melee is the ADS button. It’s used to block, which is an essential part of melee combat with a weapon or fists. Throughout a melee fight, I’m tapping or holding block constantly, to block, counterattack, power attack, then block again. (There are perks to increase the damage of your counterattack, which is done by attacking while blocking.) I use the block button as much or more than the attack button. So the FOV is switching back and forth which is pretty disorienting. If you can detect the weapon type, then I think the ADS button should never alter the FOV for any melee weapons (bladed or blunt) or fists.

    I’ve also been using a pistol with open or low-mag sights, and a sniper rifle with high-mag scope, and the current implementation of ADS works fine for both.

    But my personal preference is the FOV shouldn’t change for pistols, either. I like to use a pistol for run-and-gun, moving quickly around the map and taking shots of opportunity, and similar to melee it’s disorienting when the FOV keeps switching. I find myself mostly hip-firing for this reason, which is terribly inaccurate as you know.

    On the other hand, it feels right to me that you can’t as easily run-and-gun with an aimed rifle or SMG (despite how common that is in FPS games) and the trade-off with ADS between spray-and-pray mobility and stop-and-aim accuracy feels natural. I like it when pistols and rifles are functionally differentiated so it isn’t all just about highest DPS.

    Then, when sniping from an elevated position, every time I release ADS for a second to look around for a new target, my view pans back up to horizontal, then when I hold down ADS again I have to pan back down with the thumbstick every time. I’m loving the “return to horizontal” for general running around gameplay, but for sniping in particular it would be great if the behaviour changed, if that’s possible?

    Regarding weapon scale, my preference would be for sliders for “weapon scale” and/or “weapon distance from face” and a “left/right” main eye setting, to fix the appearance of giant-sized guns — I mean, that really looks like a “hand cannon”, alright! If the view is different by weapon type then aimed pistols should be out at arms length, so red-dot optical sights are useful but high-mag scopes aren’t, while aimed rifles are much closer.

    At the risk of commenting without having tried it, I think it would be cool to close one eye to see through the sniper rifle scope, and open the other eye to spot for new targets, with the same line of sight but totally different FOV?

    But the current solution is perfectly functional!

    in reply to: Cyberpunk VR Update Thread #208882
    Demuse
    Participant

    Thanks Ralf, the pitch auto-levelling works great with a controller, very helpful. It’s getting more and more comfortable to play this game completely in VR. I’m 40 hours in so far. I’m running 3840×2160 (so my inventory works properly), with DLSS turned on and all graphics options set to “low” to maintain steady framerates. It would be nice to use a 4:3 resolution, but I guess that’s the game’s fault and out of your control. Anyway, it’s fantastic, I’m loving the experience.

    The “HUDitor” mod works great to resize and reposition the minimap and other HUD elements, and the “Limited HUD” mod turns off the loot icons that are annoying when the HUD scale is not 100%. I’ve concluded that it’s the fault of my Reverb G2 that all the HUD elements around the periphery are nigh unreadable, so I have to use guns instead of netrunning.

    The ADS works great for shooting now. But I find melee combat to be disorienting, with the FOV change when fighting and blocking. It would be nice if the view stayed exactly the same in and out of combat, for blocking or swinging or aiming, with guns or melee. Is that something that can be fixed? There are some mods but I’m sure they don’t play nicely with vorpX since they move the camera.

    I struggle to avoid conflicts while assigning buttons for my gamepad. In vorpX there’s a choice between using the menu buttons, or the thumbstick buttons, then a choice to turn each one on or off. Both menu buttons are essential to access the game menus, so I have to use thumbstick buttons for vorpX: right for edge peek, left turned off so I can sprint, and I open the vorpX menu with “del” when necessary. No other combination really seems viable?

    Also I noticed a minor glitch while scanning and looking around. It seems while scanning when I highlight an interactable object, particularly while looking at an angle — for example, looking down at a computer on a desk while standing over it — the camera shifts a bit, as if my head has suddenly dipped by several inches. It’s a bit jarring to be scanning around a room to have the view make little jumps as my eyes pass over different objects. Could this be vorpX related?

    in reply to: Cyberpunk VR Update Thread #208674
    Demuse
    Participant

    You’re right Ralf, switching to 1920×1080 or 2560×1440 solves my inventory-screen issue. I apologize for blaming vorpX for this known Cyberpunk bug before doing enough research! I leapt to conclusions when I noticed the pop-up appeared differently in my left and right eye — I guess that means there’s at least some interaction between the game bug and vorpX.

    I think the best case for ADS is while you’re holding the aim button, you aim and move with your head, so the camera is re-coupled (De-decoupled? Undecoupled!) with the center of view. Release the aim button to decouple (de-undecouple?) the camera again.

    Is there any other trickery that can be done to the HUD other than scaling it linearly in x and y? It scales itself for different resolutions, can it be fooled into rendering for a different resolution than the game is using? Or be divided into zones that are scaled or shifted independently?

    in reply to: Cyberpunk VR Update Thread #208632
    Demuse
    Participant

    I’ve taken your advice and turned off DLSS and raytracing; I agree that highest resolution and stable framerates are paramount.

    Any insight on my inventory-screen problem? I can’t see any item stats, which is a pretty significant hindrance — this is now my biggest obstacle to completing a playthrough in VR. Is this just me? Is everyone else able to hover over any item in their inventory and see the pop-up window with item stats?

    Regarding the HUD, maybe it’s the lens in my Reverb G2 with it’s notorious “sweet spot” towards the center (or maybe I just have lousy peripheral vision?) but in order to actually see all the HUD clearly I need to scale it to about 0.35, and at that size it’s too low-resolution to read it. I also find the loot icons very distracting when they’re not accurately placed, but I think your mod suggestion could turn those off, which would solve that problem.

    I’ll add my vote for preferring head-aiming when aiming guns, if it’s technical feasible. 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. So for now I just shoot everything from the hip. My V is a pretty lousy shot!

    in reply to: Cyberpunk VR Update Thread #208626
    Demuse
    Participant

    A few random things I’ve found while dialing in all the settings to play using a gamepad and DirectVR with a Reverb G2, in case any of this helps to reduce the set-up time for others:

    1. In game settings, turn off aim assist to eliminate bad jitters when in combat.

    2. The HUD needs to be set to 100% or there are icons floating everywhere not attached to the in-game objects. Then the HUD is mostly out of my FOV so I have to use edge-peek to check the mini-map, etc.

    3. In-game controller settings I reduce vertical sensitivity to minimum (=1), so I can turn with the right-stick and use my head to look up and down. But many times the game takes control of the camera to point your eyes down to look at some object of interest, and leaves you looking down at an angle, so you have to be able to pan your view back to horizontal quite often. It would be nice to have a button to “reset view to horizon”.

    4. It’s hard to use hacking skills, as I have to use edge-peek to see the HUD, then when I move my head to read the HUD I’m no longer aiming at the in-game device I’m trying to hack. It would be really useful if there was an option to toggle off headset aiming while using edge peek, so I could move my head to look around at my HUD and control the aim reticle only with the controller joystick.

    5. With RTX3080 I’m using “great” resolution, and I found I could turn the graphics settings mostly up to high, and with ray-tracing turned on, without much change to framerate. But ray-traced lighting caused the windshield of my car to sometimes become opaque so I turned off lighting but kept reflections and shadows.

    6. I have DLSS set to “auto” so I’m not sure if it’s doing anything, or helping?

    7. In vorpX settings, my “cap framerate” has to be turned on and set to 66 or 75%. If it’s turned off, or set any lower, then everything gets very jumpy. Perhaps related to that, in-game video settings I have monitor vsync set to 60 Hz. This combination runs pretty smooth, but if I change either of those settings it’s immediately unplayable.

    8. Somethings seems broken in the inventory screens? I think when you hover over a new weapon, it’s supposed to pop up stats, and compare with your currently equipped weapon? None of that happens for me. Once when I first open my inventory, when I hover over a weapon, 2 text boxes pop up, but one box is only visible to my left eye, and the other to my right eye — I can close one eye at a time to try to read them. But if I move the cursor then the pop-up boxes disappear, and never reappear for that or any other weapon in my inventory. <shrug>

    in reply to: Cyberpunk VR Update Thread #208534
    Demuse
    Participant

    It’s great to see this world in first-person VR! I’ve been sitting on Cyberpunk for a year, waiting for this mod. I’m very excited to start playing, finally!

    My first issue is it looks to me like the mini-map (and I guess the rest of the HUD) is almost outside my field of view (horizontally). If I scale the HUD down in the vorpX menu (to 0.3 – 0.4) to see everything towards the middle of my view then the resolution is too low to read anything. It doesn’t look like the game itself has any settings to reposition the HUD elements. Does anyone else have a readable HUD, or any ideas?

    I’m using a Reverb G2, in case that’s relevant from a FOV perspective.

    in reply to: Frame rate plummets in Death Stranding #206337
    Demuse
    Participant

    Just to clarify my experience, in case it helps to track down an insidious bug: I started as I usually do with a freshly downloaded game on Steam, and the default local profile. The only immediate change I made was to switch from immersive screen to cinema mode. I set the in-game options pretty low, to 1080p resolution and medium graphic settings, as a starting point. The game was disappointingly laggy in the first few minutes, and even the cutscenes were choppy and stuttering, slowing to just a few frames per second.

    Over the next day and a half, I tried everything that usually helps. I try to systematically change one thing at a time, and if it doesn’t help, switch it back to safe settings to avoid creating a mess. Tried with in-game graphics settings at low and at high, turning off or on all AA and effects, trying with DLSS on and off, trying windowed and full-screen, trying z-normal and z-adaptive and no 3D. I rebooted my computer and restarted the game perhaps 20 times. Nothing else running, no antivirus, no overlays; just WMR, Steam, vorpX, and the game, in that order. Even the opening menu before starting the game was laggy, with the highlight and sound lagging a half-second behind when scrolling through the menu. Along the way I tried a few times without vorpX and each time that ran smoothly. Finally I gave up and posted here, then played for 15 minutes without vorpX to watch the opening cutscenes properly and get past the first few minutes that I was getting pretty tired of re-playing. Saved and exited.

    Then I downloaded the cloud profile as fersj suggested — it’s actually the first time I’ve ever tried using a cloud profile, and I’ve been happily using vorpX for 5 years — and everything was instantly fixed. I switched to 4K resolution and high graphics settings in cinema mode, no further fiddling, and never looked back. I could tell right from the opening menu that it was fixed. I’ve played 8 hours now.

    So, I really feel like something wasn’t right with the local profile.

    in reply to: Frame rate plummets in Death Stranding #206302
    Demuse
    Participant

    Hey, thanks for sharing your solution, I just tried that and it fixed mine too! Now it runs smoothly in high resolution with high graphics settings. I’m excited to play this game!

    I would like to know what was wrong with the original local game profile, such that updating from the cloud fixes the issue?

    in reply to: Does monitor type/size impact vorpx? #204457
    Demuse
    Participant

    Reviving an older thread for an add-on question: which monitor should I buy? For VorpX, is there any reason to prefer 4K resolution at 60Hz, or lower resolution at higher (144Hz) refresh rate?

    My thinking is VorpX works best (easiest) when the game runs fullscreen at monitor resolution, right? But monitor refresh rate has no effect on VorpX? So a higher resolution monitor gives you more options, as you can easily run it at any lower resolution to suit a particular game. Or does a 60Hz monitor interact with VorpX somehow?

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