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drowhunter
ParticipantDoes this still work with patch 1.61 that dropped today?
drowhunter
ParticipantFYI for opentrack to work you need to Copy the NPClient64.dll from OT’s installation directory and placing in C:\Program Files (x86)\Steam\steamapps\common\EVERSPACE™ 2\ES2\Plugins\TrackIR
Also ES2’s trackIR implementation only supports 3DOF.
Nov 9, 2022 at 7:32am in reply to: RTX 4090 – It’s worth its cost to play Skyrim on a Pimax 8KX? #213672drowhunter
ParticipantIf you say so. :/
drowhunter
ParticipantThat is good news. Thanks for the info. I’ll definitely check the game before the next update then.
Thanks for the info! I already have the game working in perfect G3D using the universal unreal engine 4 HelixMod. The only issue I had was that there was no good way to get head tracking. TrackIR support means a simple freepie script and OpenTrack is all I need to basically have this game be a native VR game now.
Will be trying tonight!! Im excited.
drowhunter
ParticipantYes this precise gesture works beautifully in Sairento VR.
drowhunter
ParticipantAlright, discovered one CPU hog on my OS, after eliminating it can run DirectVR! Looks impressive. I think “Immersive Screen mode” is more comfortable to me compared to full VR mode after all, esp when driving. Still cool as heck.
what was the hog, if you don’t mind me asking?
@Ralf ..And Patch 1.6 just went live…Will our Mod still work (I know it’s asking a lot)
I also came here to necro this thread to find out. I suppose I could just play and find out , but then I’d have to waste 100GB backing up my current version to try.
drowhunter
ParticipantRedout 2 anyone?
drowhunter
ParticipantYeah, I just checked in to see , since it has been radio silence for a while
drowhunter
ParticipantYou should try Reshade with the SUperDepth3d plugin it works great.
You can use Vorpx Desktop Viewer and switch to SBS Mode to view it , or better yet use the VR Companion App
drowhunter
ParticipantI don’t see what the big deal is, AER works great now and I have even run it with framerates as low as 60 without too much issue other than some artifacting around the edges.
I hope you haven’t given up on adding it as a mainline rendering option. As it would make a tone of games playable in 3d that I could only wish for.
To me options are good. For those that don’t like it they don’t have to use it.
drowhunter
ParticipantDoesn’t play quite the same as this doesn’t have motion gesture support right?
drowhunter
Participant+1 for this AFR works great for me and If it allows me to play more games in VR im all for it.
I really want GRID 2019 and GRID Legends to be in VR so bad.
drowhunter
ParticipantThe motion gestures really do make this game feel more VR. Now that I have the controls more or less figured out I even realized that by enabling the ghost hands in the menu. It actually feels a bit like a proper vr game. You can reach out and pretend to touch things.
I only have one suggestions here, would it be possible for you to add the button overlay even while ghost hands is on?
Actually for immersion only show the overlay when the hands are close to my body, but if i reach out past a certain radius hid them as per normal.
drowhunter
ParticipantOk, this is a crazy feature request, but if you add it I might be valuable as a feature you can brag about.
So right now in the game you can’t really turn around, because the mod would need to constantly recenter you.
Would you be able to add DecaMove support? (Links to sdk and app below)
Even if you dont have an actual DecaMove device, you can use their free android app which works exactly the same. You would then be able to read the users “actual” facing position and map it to the mod. This would allow us to physically turn around without having to recenter. This would be totally amazing and should be quite trivial for you to do.
If the answer is no, is it possible that I could do this in my own cyberpunk mod via CET lua script? I imagine since CP2077 has no actually concept of character center it might not work. But I would just need a way to control the character facing position to the decamoves rotation .
https://github.com/MegadodoGames/DecaMoveSDK/
drowhunter
ParticipantPersonally I wouldn’t consider no antialiasing looking better, but if it’s OK for you, that’s a viable option, of course.
You’re officially the first person I’ve seen that has this opinion. =) It so much better for clarity and sharpness. Things shimmer a bit more but lowering the DLSS sharpness to 0 and FSR sharpening to .25 helps. It totally counters the AFR halo artifacts which look much worse. IMO
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