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drowhunter
ParticipantThere 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.
drowhunter
ParticipantThere is an option. Have real vr when you arr in editor mode.
drowhunter
ParticipantSo I just tried the first Braindance part. And it seems that the mod forces edge peek but even when im ot in a cut scene I wasnt allowed to leave edgepeek.
Does the mod force edge peek whike in Brain dance mide or was it just that firat one?
drowhunter
ParticipantThat aside: I have played so many hours of Cyberpunk myself that I wonder what exactly you can’t see by glancing into the corners. Sure, stuff in the edges is somewhat blurry …
Not sure what to tell ya ..all of our eyes are different. With an IPD of 70 my eyes are already past the edge of what Quest supports so my sweetspot is different. (I’m not sure the “It works for me” approach is a good one when it comes to VR =) )
For me even the map in the corner is a blurred mess. Keep in mind I’m also a Cyberpunk rookie my first playthrough is with this mod. So its even more important for me to know what buttons are written under the items like the health dispense etc.. and I can barely make out the icon, let alone what gun is equipped its all just out of the sweetspot.
I like your name for it “Rubberband UI” but just to be clear, I’m not suggesting you would turn your head and then the ui would catch up to you like a second later.(that would be annoying having it floaty like that) Im thinking it would move and stoo at the same time your head does. It’s just the angle would not be 1:1. Almost like having an invisible picture frame in front of your face that moves a maximum of a few degrees in each direction as you turn your head off center. I guess its more of a “Tethered UI”
I know you hate adding configurable options but I would make it a check box or maybe a value that you can tweak the sensitivity.
drowhunter
ParticipantHi Ralf, thanks for the great mod. I have a suggestion/feature request that I think would be really good (maybe even for general vorpx)
So here goes…
The default HUD is average at best when it comes to widget layout and visibility. The corner and bottom widgets that are in the far edges of the lense and hard to see clearly depending on headset and fitment items near edges can be unclear.
Obviously edge peek solves this by allowing you to go into kind of a 2d immersive screen mode allowing you to see all of the edges very clearly as you turn your head the screen moves at a slower rate.
Here’s the ask..
Rather than relying on edge peek. Could you add a kind of hybrid edge peek approach. So what if the hud wasnt hard locked to your head the way it is currently. Instead, what if it kind of floated in a similar way to how it works in edge peek mode.
Example
So say you wanted to see the bottom left corner, you would glance over there and mildly turn your head to left and down (say 5 degrees) and the hud could not quite move at the same speed as your head allowing you to easily view the whole hud.
Does that make sense?
Currently I had to resort to using a mod Huditor to rearrange the hud , but simply moving all widgets closer to the center sweet spot is not ideal because it’s kind of in your way and you lose immersion.
I think the idea above would work really well because it would allow you to really look at the widget you want in the clear area of the lens witbout having to resort to edge peek.
drowhunter
ParticipantThe Index grip release sensitivity essentially is already ‘no force’ now. Actually 5% to account for potential sensor problems, but that doesn’t really make a difference. Thanks again for the idea.
So I figured out how to customize the grip to my liking.
In SteamVR controller bindings, the grip is set to
pressure/laxisgrip.Changing it to “use as grab”/laxisgrip allows me to tweak grip and release pressure by clicking on the little cog in the bottom right corner.
Sliding to the right sets the squeeze pressure
Sliding to the left sets the distance(proximity) the fingers have to be away from the grip.I set the
“Grab Threshhold” = 75 (slider to the right)
“Release Threshold” = proximity 15 (slider to the left)what this allows me is a purposeful but not crazy grip to initiate the shift, but the shif does NOT release unless I remove my fingers from the grip a little bit.
Now I can shift and press buttons at the same time like a champ.
I’m going to experiment with having the shift act as a toggle which might actually be even better.
By the way , the issue I was having with the ADS gesture not aiming with the hands is fixed. It was crucial to make sure the window was in focus.
That being said the game seems to run in a little window and sometimes the mouse will leave the window causing the aiming not to work again. I think if I set the game to run fullscreen might help, but i have dual monitors so it may still happen.
drowhunter
ParticipantNot sure if that’s what you meant earlier in regard to punching, but I uploaded another small update that now let’s you also perform the punch gesture with a gun equipped, not just with a melee weapon. I had missed that one before.
Yes this is what I meant. Bare hands knuckle punching.
So I tried the build with the hand aiming after a full reinstall. But it still seems like when I raise hands in front of me to ADS, control of the cursor still purely relies on my head. Pitch of the cursor doesn’t react to my hands pitch.
Auto pitch leveling is on is it supposeed to be? (where is the setting for that btw?)
drowhunter
ParticipantWell, after writing the above it dawned on me that it was only true before pitch leveling had been added…
I uploaded a new build with ADS hand aiming enabled (unless you turned off pitch leveling in the menu). Head aim still also works to stay consistent with non-ADS aiming, hands can be used for fine grained control on top.
This is great, it should improve the gesture based aiming significantly, as it didn’t make any sense to head aim while holding your hands up. Especially when you were looking in a direction away from your raised hands.
drowhunter
ParticipantThis is probably a huge ask, but I feel like with the new gestures it would make more sense if when you are in the aiming position that moving left right up and down with your hands could control the cursor like a mouse so it feels like you are actually pointing at what you are shooting at rather than head based control.
Edit: Adding a one hand straight out in front gesture for one handed shooting would be cool, if this also switched into a mouse aim mode.
Also while i see the potential in the steering wheel gesture I was literally all over the road. Is there a way to adjust the steering sensitivity?
I know this is starting to sound like nothing but complaints, but one more request
at the beginning of the game there’s a training robot for boxing with. Maybe a punch gesture would also make sense.
drowhunter
ParticipantOk so I tried the gestures last night, and they are kind of cool. The change made for the Index Grips is definetly an improvement, but I wonder if its possible to no release the hold while there are any fingers on the grip at all.
I find it very uncomfortable to maintain the grip state while also holding down the Left trigger (LB) while adjusting my position to line up what I want to scan and the shift my thumb over to the X button to initiate the scan without losing just enough grip pressure to lose the shift state altogether.
This isnt helped by the fact that the index controllers are ergonomic @$$ to begin with.
drowhunter
ParticipantJust wondering what the state of getting Vorpx to support Canted displays?
I ask because it seems that Luke Ross was able to remove the need for this setting, the following is a quote from him over on the Pimax forums
“Also much requested: all games now support headsets with canted displays, like the Reverb G2 (very small angle, about 1 degree), the Valve Index in “raw” mode (5 degrees), up to the huge cant of Pimax headsets (10 degrees). This should solve all problems with misaligned/double crosshairs, and it will provide correct rendering for scopes, binoculars, photo-mode cameras, etc. without the need for parallel projections. On the Index for example, there is a 17% performance improvement to be gained by enabling raw projections!”
drowhunter
ParticipantYou can aim with your head in ADS mode since a while.
Weird, for me when I ADS the whole screen is locked to my head and the right stick only turns me left to right.
do I inadvertantly have some option checked that I shouldn’t have?
drowhunter
ParticipantThanks for the grip fix, im sure it will help.
While I do agree with you about accidentaly triggering grip, I also know precisely how tightly I tend to grip the controller as to avoid that.
In other games I usually go to “SteamVR input bindings ui” and I can usually adjust the pressure sensitivity but for some reason for Cyberpunk the grip binding is configured as pressure grip but doesn’t have the amount of pressure changeable (which it usually does)
Since everyones likely to have a different opinion on this would it be a massive problem to allow the sensitivity to be something we can control? Isn’t it literally exposing a variable?
drowhunter
Participantwhen aiming down sights using gesture. I notice that the zoom in happens but movement can only be done right stick and not by your hands.
Also right stick can only move view horizontally when in ADS which makes it even harder to hit a target.
One other thing. Using index controllers the amount of force required on the grip to enter shift mode is too hard.
Would it be possible to make thr force required adjustsble under input?
Even better once toggled if could stay toggled until you completely remove your fingers from the grip this way I dont need to do a death grip on my left hand whilst also tryimg to use the dpad or buttons on the left.
drowhunter
ParticipantThe Crew 2 or NFS Heat
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