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Feb 14, 2022 at 9:34pm in reply to: HTC Vive Pro 2 or Pimax 8KX – Which one is the best to Syrim LE? #209564
mr_spongeworthy
ParticipantArg, the edit window ran out on that one. To answer your two questions directly, I’ve worn quite a few HMDs for short periods of time: Index, Vive Pro (not 2), Rift etc, but have never owned an HMD with a standard FOV or used one for more than a few hours at a time.
In order to get the clarity and use a decent FOV you’ll need a very fast machine. So, in the end, my suggestion is probably ‘don’t go with the Pimax unless you really want that wide FOV experience.’
Feb 14, 2022 at 9:06pm in reply to: HTC Vive Pro 2 or Pimax 8KX – Which one is the best to Syrim LE? #209562mr_spongeworthy
ParticipantReally, just make the leap to Skyrim VR; sure it’s ‘not supported’ but the modding community has, as usual, come through a made a great game out of a buggy Bethesda mess.
But if you *have* to stay with Skyrim LE then keep in mind that the Pimax (I have an 8K-X myself), while very, very good, is also a PITA. I mean, in terms of clarity, IF you can push at least the native resolution, it’s downright incredible; it’s as good or better than anything else out there except for the Varjo (but that has a tiny FOV). There is effectively zero SDE. I mean, if you go out of the way to really look for it you can kind of see it, but that’s it. It’s basically not there. The FOV is of course the killer feature, and that’s also awesome. But just like people will tell you ‘don’t drive a Porsche unless you can own a Porsche’ it’s kind of the same situation: Once you get used to a wider FOV you’ll find other HMDs to be totally unacceptable. Additionally there is an extra software layer to control things (PiTool) so it adds an entire layer of complications.
If you really have to have FOV, there is no other option, and I love mine, especially in Assetto Corsa, Alyx, etc. (games that run really well). In other titles it’s not a great of course, because they don’t run smoothly enough to use Wide FOV. Note that even “Normal” FOV is larger than anything else out there, and even “Small” is wider FOV than some. So you don’t have to push “Wide” you can go “Normal” and probably be perfectly happy.
mr_spongeworthy
ParticipantIt will be really interesting to try those, especially if they work well in Immersive Screen mode, which is usually how I play CP.
It would be so cool to see these types of gestures brought to other titles, as I think you mentioned may be possible? I would vote for older titles that run really well in VR (F03, FNV) getting the treatment first, but I understand that’s probably not best for your business model. Outer Worlds might be a good one. Or the Mass Effect trilogy if you can wedge in a first person mod (that would be impressive.)
mr_spongeworthy
ParticipantWow, that sounds fantastic. I love the gesture idea; sound like a good way to make non-VR games feel more like native VR titles.
mr_spongeworthy
ParticipantMade some progress. Only thing that gets it running is removing cyber engine tweaks but I like too many mods from that to get rid of it so unfortunately I won’t be using this unless someone has a solution
This should definitely be working for you. I would suggest backing up your mods (or the entire current install), then uninstalling and completely reinstall the game and this mod. Don’t use a Mod Manager for any of your other mods, or at least don’t use Vortex. So many of the mods have the incorrect directory structure for current versions of Cyberpunk they won’t work with Vortex anyway unless you manually fix them. So just install mods individually. Remember you can easily zip any mod you wish and delete the unzipped version, allowing you to easily keep ‘off’ (zipped) copies of mods you wish in the proper directory for possible use in the future.
mr_spongeworthy
ParticipantI love this idea. Such an elegant solution. Hopefully simple.
BTW, one thing I use, even with vorpX, is the excellent FPSVR app available on Steam. I’ve disabled it a few times for testing to make sure it isn’t the cause of any problems (performance or hooking), and it’s never once been the source of any issues whatsoever for me. So it seems like a fairly save bet. It includes a clock. I usually use it in wrist mode except in racing sims.
mr_spongeworthy
Participant@Ralf. Yes, I do have write access to that directory. This is a very small problem, please don’t waste any time on it. It take me just a few seconds to correct it each time I launch the game.
For persons having trouble with extreme exposure differences: This is known issue with the Cyberpunk engine. There are a couple fixes available at the Nexus (but watch compatibility with weather mods etc.)
mr_spongeworthy
Participant@Ralf: I’ll probably have time to check that directory for write permissions tomorrow evening, but realistically it’s probably fine. All the other settings save properly without issue, it’s just those two for me that don’t save. In the case of Direct VR vs. Z3D: the setting *appears* to save; when I run the game and bring up the vorpX UI in-game is says it’s in Z3D. But it isn’t, it’s in Direct VR mode. Toggling it fixes the problem until the next time I launch the game.
mr_spongeworthy
ParticipantNot sure if I understand the question. Such a chart is pretty much built in, per default the current mapping is displayd as an overlay on the controllers ingame. Or do you mean something else?
Yeah, I was hoping maybe there was a PDF or other online resource that specified not the key-mapping, but the actual (default) in-game functions that a specific controller-action performs. I’m guessing you probably keep a database for yourself considering the number of games you support. Something we could reference like: Fallout 3: “Left Trigger = Pip Boy”, “Left Grip = Game Menu” instead of the in-game overlay which would say something like “Left Trigger = Tab” and “Left Grip = ESC” (or, whatever the mapping is.)
mr_spongeworthy
ParticipantI’ve been experimenting with setting my headset to 60 fps instead of 90, to see if that lets me bump up the graphics while maintaining 60 fps. (So, my frame rate display is 60 / 60). It seems to help, but I notice that vorpX keeps reverting back to capping my framerate at 66%, or 40 fps, which is not ok. I keep changing it to “off” but next time I restart it’s back on. Bug?
Mine reverts of “ON” every time also, at whatever rate is saved (i.e. the 75%, or 66%, sticks, but the ON/OFF toggle always reverts to ON.)
I also revert to Direct VR every time, even though the vorpX UI shows Z3D. I have to toggle both each time I launch Cyberpunk. Then again, it takes about 2 seconds to do that, so no big deal.
I’ve found that 90hz at the HMD and 45fps seems to be working well for me currently. If you want the eye-candy the Cyberpunk engine can provide it’s very, very hard to get that at 60fps minimum. On a 3080Ti here. Then again, I’m either fortunately, or unfortunately (depending on how you look at it) having to push a lot of pixels in order to really make use of my HMD’s clarity (Pimax 8K-X).
mr_spongeworthy
ParticipantAwesome Ralf. Can’t wait to see this. I still probably won’t be able to push resolutions I consider valid for full VR, but it’ll be fun to try. Maybe in other titles I’ll be able to use it enhanced gestures.
mr_spongeworthy
ParticipantPerformance through vorpX and this mod just keep getting better! I’m currently capable of a 99% solid 45fps when running at 3325×1871, Ultra RT and Quality DLSS mode. Still not good enough for both FullVR mode *and* RT at the same time, but absolutely stunning in Immersive Screen Mode or Cinema mode.
Very impressed.
I’m using Z3D BTW, that’s too low a frame-rate for DirectVR (it looks to me like 60fps will be the absolute minimum I can accept in a DirectVR title, and that’s right on the edge of acceptable to my eyes.)
mr_spongeworthy
ParticipantAlpha 4 completely change the Sync parameters I needed to use on my Pimax 8K-X. I used to use Fast and Multi-Threaded with Frame Rate Limiter off. Now I have to use Safe and Multi-Threaded off; so a complete reversal. Performance still seems good, I just don’t fully understand why this update changed the settings I need to use so drastically. I will say that with the prior version I was able to get it to a state where the game FPS and HMD FPS rose and fell in absolute sync (which normally would not work well), but in this case it was flawless – super smooth. I’m not seeing exactly that same behavior currently.
mr_spongeworthy
ParticipantThanks for the update!
Out of curiosity, is there any way I can get this working in Cyberpunk v1.23? I keep noticing new visual ‘glitches’ only to discover that what I’m seeing is just the visual downgrades that occurred between v1.23 and v1.31. Most impacted are draw-distances, which have gone from “kinda crappy” to “unbelievably awful.” I clean-installed the game just to be sure, and even completely vanilla it does this. It’s so bad it’s kind of funny. Makes the draw distances in Skyrim and Fallout 4 look good, and those were awful at time of release.
I’ve tried everything I can find to fix the issue, and it’s so baked into the engine that nothing seems to actually touch it. Only way I know around it is to revert to v1.23, which was bad, but no where near this bad.
mr_spongeworthy
ParticipantAFR 3D realistically shifts the camera for 3D and thus produces realistic 3D even at close range, but its major downside is that it can become fairly uncomfortable with fast motion since the images for both eyes aren’t rendered at the same time.
Hence my hope for a hotkey like the G3D/Z3D hotkey. AFR isn’t bugging me *too much* in general exploring, but I want to turn it off for combat and for driving. You might even be able to get CET to allow automatic switching from AFR to Z3D and back depending on in-game context. I know there was a mod that could change resolutions based on “Combat” and “Exploration” for example.
Anyway, that would be mighty useful, even if it’s just a hotkey. Right now I pause, enter the vorpX menu, and manually choose the mode I prefer based on what I’m doing in-game.
Anyone else having weird shadow issues? It’s not happening all that often, but it’s pretty ugly when it does happen.
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