drowhunter

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Viewing 15 posts - 16 through 30 (of 93 total)
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  • in reply to: Metro Exodus Enhanced Edition and DX12? #210300
    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.

    in reply to: Cyberpunk VR Update Thread #210281
    drowhunter
    Participant

    The 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.

    in reply to: Cyberpunk VR Update Thread #210135
    drowhunter
    Participant

    Ok, 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/

    https://www.deca.net/support/decahub/android/

    in reply to: Cyberpunk VR Update Thread #210126
    drowhunter
    Participant

    Personally 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

    in reply to: Cyberpunk VR Update Thread #210124
    drowhunter
    Participant

    Optional grenade throwing gesture: move your left (or right in left handed mode) hand to your chest and then make a throwing move in the viewing direction. The original gesture still works too.

    Works great. Honestly between these gestures and setting the controller visualization to “Hands” it honestly feels almost like a real VR game. (Maybe even better than Hitman)

    in reply to: Cyberpunk VR Update Thread #210021
    drowhunter
    Participant

    Awesome, I look forward to it.

    in reply to: Cyberpunk VR Update Thread #210010
    drowhunter
    Participant

    Ralf, I was just thinking. So you know how you have the grenade gesture in the right hand?

    In the game the character actually reaches to the right chest with the left hand and kind of throws it with a tennis backhand motion.

    It woukd be so immersive if you could match the gesture to the one in game because it wouod really feel 1:1

    in reply to: Cyberpunk VR Update Thread #209987
    drowhunter
    Participant

    The motion controls are optional already. There is a setting in the Vorpx menu.

    Edit: Oh you mean in standard Vorpx? Yes I think he said that is coming.

    in reply to: Cyberpunk VR Update Thread #209979
    drowhunter
    Participant

    May have found a bug. When I set Cap FPS to off that setting specifically doesnt persist. Next time I launch the game its On again.

    But on to other awesome discoveries.

    This mod

    https://www.nexusmods.com/cyberpunk2077/mods/63?tab=files

    It disables the forced TAA in the game. Download and install the ini file version (the second link in the files section) this will also cause DLSS not to work, but the trade off may be worth it.

    Disabling TAA totally improves the image quality. All of the hazy ghosting that happens around the edges of objects is gone. The trade of is a bit more aliasing/shimmering but I’d take some crisp jaggy edges over fuzzy ghosting.

    You can mitigate some of the aliasing by raising the resolution.

    in reply to: Cyberpunk VR Update Thread #209966
    drowhunter
    Participant

    Just locked in the best performing settings on my 3080Ti,5800x I’ve ever had with this mod.

    With these settings I’m hitting high 60’s in the El Coyote bar and I’ve seen framerates as high as 85fps in some areas.

    Normally on Quest the image looks garbage on anything less than phenomenal. But thanks to the latest DLSS version here

    I can get it to look really good with Vorpx set to “Nicer” & DLSS set to Quality, 0.1 sharpness.

    FSR in Vorpx set to Low 1.3 sharpness

    The trick that did it for me was disabling the framerate cap and tracking prediction. Oculus ASW is on “Auto” in the Oculus Debug Tool I made no changes to that, but it doesn’t seem to do anything( at least to the frame counter) as my framerate doesn’t seem to lock to 45. It just feels smoother to me almost as smooth as that “other mod”.

    I have attached my Vorpx settings here, just extract it into your vpxCP2077 folder. Its just the ini files for Oculus devices. Hope it helps.

    Super Fast Oculus Settings

    in reply to: Cyberpunk VR Update Thread #209958
    drowhunter
    Participant

    I tried it yesterday and it doesn’t work unfortunately. The mod just renders in a flat virtual screen.

    Also apparently updating the dlss driver with the latest one improves dlss quality significantly

    https://www.techpowerup.com/download/nvidia-dlss-dll/

    just replace the nvngx_dlss.dll file in the bix/x64 folder. (backup your old one)

    in reply to: Cyberpunk VR Update Thread #209894
    drowhunter
    Participant

    Looks like my comments hit home, see Beardo’s video below. (Timestamped)

    Vorpx is finally acknowledged. Seems Beardo Benjo will finally be giving it a try.

    [link](https://youtu.be/E0S6n8Th24w?t=3m54s)

    Also Paradise Decay says he’s working on an updated video to show off the motion gestures.

    in reply to: Cyberpunk VR Update Thread #209893
    drowhunter
    Participant

    So you still prefer the vorpx mod?

    Honestly the only thing I kind of miss is the motion gestures. The performance of the R.E.A.L mod is off the charts for me.

    The Hud being fixed to your characters body rotation also makes the UI perfect to view. Completely solves any issue I had with readability.

    but Im glad we have multiple options. Plus this one is free so..theres that.

    in reply to: Cyberpunk VR Update Thread #209886
    drowhunter
    Participant

    Things seem disturbingly quiet around here today.

    I’ve been commenting like on each the Luke Ross youtube videos today trying to create more awareness of this Vorpx Mod’s existence. The motion gestures really set it apart.

    One thing I will say about the R.E.A.L mod that really bkew me away is the performance its stunning, I’m not sure what kind of magic he’s weaving but damn.

    in reply to: Cyberpunk VR Update Thread #209833
    drowhunter
    Participant

    There is an option. Have real vr when you are in editor mode.

    Sorry, just to elaborate on this. Is there a way to make it not be in edge-peek when you are in Braindance Editor Mode.

    In that more you are in full control of where you walk and look and it would make sense to have proper VR here.

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