Draconis47

Forum Replies Created

Viewing 8 posts - 1 through 8 (of 8 total)
  • Author
    Posts
  • in reply to: Cyberpunk VR Update Thread #220427
    Draconis47
    Participant

    can you now change the image zoom to greater then 0.85 with manual override?

    in reply to: CP77 standalone mod bug #219980
    Draconis47
    Participant

    Thank you very much for at least considering this request. I just got my quest 3 too and was looking forward to the much crispier visuals with the improved display (coming from Rift S). I guess the horizontal fov of the quest 3 is also slightly larger then rift S with the improved lenses as in previous version I remember setting image zoom sometimes to 0.93 for testing and not noticing the edgepeek much. With quest 3 its like a black void down there.

    And yes the fov glitches are everywhere. Specific cases I mentioned are the most severe ones with entire levels disappearing around you. Particularly the All foods factory (maelstrom tutorial level)

    in reply to: CP77 standalone mod bug #219973
    Draconis47
    Participant

    I have extensively messed around with CP77 profile both pre and after PL and in game legion of individual action fov values using cyber engine tweaks. Major fov bugs are

    >maelstrom tutorial factory has dissapearing textures above values of 115 fov
    >dogtown stadium has popping textures above 115 fov around where the unique weapon vendor is (where V first time enters the market)
    >most cutscenes FOV cant be modified due to the way they have been programmed into the game. Most you can is “tier 3” and “tier 4” scenes which seem to be sometimes used to govern certain dialogue sequences
    >while driving in first person fov of around 110-120 causes major pop ins of textures
    Last one can be cicrumvented by keeping FPS the drive fov around 95 which keeps the pop ins at minimum. There are extensive mods that govern profiles of individual vehicles as driving in third person is pretty crap.

    What I am saying is that this current version absolutely is not the lesser of two evils. As it is the mod is now severely immersion breaking with a huge black bar of the edgepeek poking in at lower screen constantly reminding you are staring at a screen. Vs the occasional pop in with previous version.

    I have been recommending vorpx (payed version) for a while now as a general utility vr tool that allows some degree of freedom in costumizing your profiles and can have a big library of flats turned vr with some tinkering. As it is now I will certainly not continue doing this as I see you already have unified the payed Vorpx version profile and stand alone so there is no workaround

    Please can you at least meet half way with a compromise and instruct the program to accept manual edits in user files as pic above in my first post as the final values? This way you can still keep ultimate control over default plug and play profiles while still allowing costumization for those that need more freedom to mess around with it.

    in reply to: Cyberpunk VR Update Thread #218950
    Draconis47
    Participant

    >takes care of this engine limitation
    how?

    in reply to: Cyberpunk VR Update Thread #218947
    Draconis47
    Participant

    Upon further testing this seems to be a FOV problem. The game really hates field of view values above 100. Those pics were with fov 120 for the driving. Another place you can see the FOV glitch is in the tutorial maelstorm mission for getting the drone, where if you have values above 115 just certain parts of the map textures just disappear around you

    in reply to: Cyberpunk VR Update Thread #218944
    Draconis47
    Participant

    I am using the standard vorpx client with CP77 with Z-normal. My question is what is causing these absolutely extreme amounts of texture pop ins at very short ranges in driving mode. You can see some of them in the image links. Sometimes I am driving over a piece of road that materializes under me

    View post on imgur.com

    View post on imgur.com

    View post on imgur.com

    I did a test run with the stand alone and the problem was not nearly as severe in the dedicated version. Although it had its own unplayable problems like the in built connection mod causing severe stutter upon turning the character with the mouse. Like in janks back one degree for ever three degrees turned to one direction. This is on a Rift S

    in reply to: system shock #216438
    Draconis47
    Participant

    >The default is whatever you set the last time you opened and closed the vorpX menu.
    This did the trick. Thank you. While I did enable max low graphics settings in testing (including no DLSS), I did not restart with G3D default.

    Works now as intended

    in reply to: system shock #216435
    Draconis47
    Participant

    I went with the new System Shock Remake profile as well as tried the beta demo one mentioned here. Its not rendering the right eye in G3D mode on neither both fo them. UI elements and things like the title of System Shock do but not the rest of the screen like Saturn and the space station on the main menu. Or anything actually in game. Z-normal and Z-adaptive work as intended.

    Played around with shader configurations in the advanced option but it did not work

    Looking around the forums Nier Automata profile experienced too this glitch until the developer did something to it in a update to fix it. The Shock remake profile listed in the cloud used vorpx version 20.2.0 to make it while my version is currently 21.3.3. Since you cant do roll backs cant test if it is build specific

Viewing 8 posts - 1 through 8 (of 8 total)

Spread the word. Share this post!