drowhunter

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Viewing 15 posts - 46 through 60 (of 93 total)
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  • in reply to: Elden ring will use EasyAntiCheat :( #209336
    drowhunter
    Participant

    Cheaters once again spoil our fun.

    in reply to: Cyberpunk VR Update Thread #209056
    drowhunter
    Participant

    My problem with the motion controllers is that there simply arent enough buttons or the buttons aren’t layed out in a good way.

    in reply to: Cyberpunk VR Update Thread #208911
    drowhunter
    Participant

    Hi, so I noticed a bug with the new G3D toggle Alt-K when im in DirectVR mode clicking the hotkey switches me to Z3D, but clicking it again does not change me back to DirectVR.

    in reply to: Cyberpunk VR Update Thread #208862
    drowhunter
    Participant

    Hi Ralf, so I was watching this video and it seems their solution for how the decoupled mouse works is better than how it currently works in Vorpx where the mouse tilts the camera at nauseating angles.

    Basically with this feature on. The mouse turns left and right but vertically it doesnt move the camera it only moves the gun. Its hard to explain maybe try it yourself.

    This would be great in CPunk.

    This is probably impossible but im assuming decoupled mouse aim is impossible for standard profiles.

    in reply to: Cyberpunk VR Update Thread #208861
    drowhunter
    Participant

    Hence my hope for a hotkey like the G3D/Z3D hotkey

    THERES A HOTKEY!! Omg how? This would solve my problems!

    Edit: I misread you are hoping for one. Yes@Ralf make it so, im tired of opening the menu to flip back and forth.

    in reply to: Cyberpunk VR Update Thread #208831
    drowhunter
    Participant

    Cool to see AFR being added as a generic option,more options = better IMO.

    I have no issues with AFR when done properly.

    in reply to: Desktop Viewer Crashing on Launch #208830
    drowhunter
    Participant

    Ok that explains why I couldn’t pull up a window, but I have steamVR selected and I can see the steamVR background and ui in the headset. but when i launch the desktop viewer nothing happens. I know this was working a few weeks ago.

    in reply to: Desktop Viewer Crashing on Launch #208809
    drowhunter
    Participant

    I also cannot launch the desktop viewer. The window is open but all is black and the headset doesn’t show it.
    I emailed you my logs

    in reply to: Cyberpunk VR Update Thread #208803
    drowhunter
    Participant

    Think about how ADS works in reality: it’s 2D either, you close one eye and aim with the other one, which of course you can still do if you want to.

    I just tried it IRL, and haha not quite. Even with one eye I can still detect depth. Holding my hand in front of my face and peeking through my fingers with one eye i still need to focus closer and farther to see what I’m looking at.

    It would have been really weird if closing one eye suddenly made the real world switch from G3D into Z3D. lol

    in reply to: EAC – Email from Support Team #208772
    drowhunter
    Participant

    Its 2022 and Start Citizen now has EAC and Vorpx is still blocked. i’m assuming no action is happening on this?

    in reply to: Cyberpunk VR Update Thread #208757
    drowhunter
    Participant

    There are random times when you’ll get extremely obvious artifacts, which I now understand are due to TAA. It’s a real shame that even with direct VR we have to have these artifacts, because it’s really the only thing getting in the way at this point.

    Is there any way to force disable TAA, maybe a mod?

    in reply to: Cyberpunk VR Update Thread #208755
    drowhunter
    Participant

    Just a heads-up that the Pimax default is single threaded on purpose. This is Pimax exclusive though to deal with potential judder caused by Pimax’s ‘Brainwarp’ software layer when running multithreaded.

    I turned brainwarp off as it was causing heavy judder. So in my case (with BW off) I guess i need to enable MT.

    in reply to: Cyberpunk VR Update Thread #208708
    drowhunter
    Participant

    OpenXR works with all of my headsets even oculus provided you set your current headset as the openXR runtime.

    Havent noticed any major drawbacks.

    Im not sure but I was changing SS settings in steamVR and it didnt seem to affect the visuals of the game. Does the Mod bypass this with its own resolution setting?

    in reply to: Cyberpunk VR Update Thread #208707
    drowhunter
    Participant

    Can’t wait to try head aiming. I have an issue with it though.(pre head aiming patch)

    When aiming down the sights the gun will often be on the wrong angle or too high in the view.

    It makes hitting anything impossible.

    Is there a way to have a crosshair when using Aiming dow the sights?

    Also regarding normal (non ADS) aiming . i noticed by shooting bottles on ledges. That the tiny blue crosshair is not align correctly causing shots to miss their target.

    I have aim assist off.

    Could this be related to the 16×9 hud issue you mentioned earlier?

    in reply to: Cyberpunk VR Update Thread #208636
    drowhunter
    Participant

    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.

    Good Idea about turning down the y sensitivity, I didn’t know you could do that. In Full VR there’s literally no reason to have to move the y axis when you should be looking around with your neck.

    For me, anytime the camera isnt locked straight ahead its a one way trip to barf town. So I find myself very carefully trying to only move the view left and right.

    I did find a solution potentially to the problem.

    I hooked up a dual shock 5( 4 would also work)

    using DS4Windows I set the DS5 to emulate a xbox controller. The default profile is mapped one to one with an xbox controller. I created a secondary profile called Vorpx and assigned it to the Cyberpunk2077.exe so that it loads automatically when the gane runs.
    On the Vorox profile , I have unmapped the RY up and down axis so no more accidental vertical camera movement and I set the built in gyroscope set as a mouse which is only active when I push the Left trigger (L2)

    This allows me to aim with the gyro when aimimg down the sights which is far more accurate and intuitive than using the stick. ( It kind of feels like you are actually aimimg the gun with motion controls)

    An alternative to this set up if you dont like gyro aimimg is.

    under special actions tab add an action to L2 to trigger a temporary profile change to default which will switch back to the Vorox profile when you release the trigger. If you recall the Vorpx profile I unmapped the RY axis but when aiming down the sight this restores the RY mapping of the default profile.

    To get the view straight again after aiming you can do it before you let go of aim. Or even better I have the touchpad in the center set up as a mouse trackpad so I can quickly adjust it with a swipe. This is very useful when the game decides to tilt your view to look at something.

    @Ralf I know you have a vorpx option to disabke the Y in normal vorpx but I tried it and it doesn’t work.

    Woukd it not be possibke to add an option under input settings to have a similar functionality as I described above since you’re emulating tje xbox controller anyway? Just dont map the RY axis unless you push a button of your choosing?

    Obviously it would probably be impossible to do this with the gamepad because you probably aren’t emulating a real controllers xinput.

    Edit: If the game you try this with actually supports the Direct Input controller you are using you can use the Ds4windows option to hide the original controller from windows.

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