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Well, it’s been a while…
Weapon FOV issue is still preventing me from upgrading the game to a recent version. That’s not really a VorpX problem I guess, but it would still be nice to see an official profile…
Weapon Model FOV setter plugin doesn’t work with the latest version of the game. They added FOV slider and it broke something. Both the .ini weapon FOV setting and the way plugin was doing it are ignored. Pretty much unplayable that way, as you almost can’t see the gun unless you’re aiming, and then the gun is humongous.
Also while I’m here, what are gestures, how do they work and do I need them for starielield?
They work exactly like in the demo video, and they add a lot to the immersion. Aiming down sights with your arms gesture also helps with the awkwardness of head-aiming. With a real rifle your head leans on the stock and moves with your arms, so it’s the same movement that happens with the gesture. I just usually exclusively shoot with aiming gestures on. It just feels more realistic. Only in a pinch I shoot “from the hip”. There is an in-game option for disabling the aiming marker in normal walking view, and I highly recommend doing that – it’s very unrealistic anyway. It’s a bit more difficult to pick up objects etc. but you can get used to that. It does feel more natural though, and shooting from the hip is just as wild as it should be.
With my profile you may need to adjust some things as you find convenient. Sensitivites etc., but it may just work for you out of the box.
Any chance “Streamline Native” mod will work with VorpX? https://www.nexusmods.com/starfield/mods/2751
It would be great to have DLSS Frame Generation working in VR. Or is there any other way?
the user profile is great BUT i cannot use the controller at all. would an official profile fix that or can i bury my hopes of starfield in vr?
As long as you have proper controller type set in VorpX, both Alpha and my profile work for me in terms of controller gamepad emulation. My profile has gestures mapped as well – aiming, throwing grenades etc. I like to set controllers as only buttons visible (no controller models) – it’s less distracting that way. I’m on WMR though, so not sure about other VR platforms.
If you want to use both VR controllers and gamepad (or joystick via emulator) there is a mod that allows SIMULTANEOUS operation of both, instead of the takeover mode that can be set in the game menu: https://www.nexusmods.com/starfield/mods/1603 I haven’t tried it yet, but there are a lot of happy people in the comments there. I suspect it will be awkward as head tracking would clash with gamepad control in flight. But maybe it would alleviate some issues I was writing about earlier. Anyway, best to test it with an official profile when it’s out, but the option is there.
Is it normal to have artifacts in this game?
I noticed wobbles with native FSR support, and I do have wobbles with DLSS (FSR Bridge) mod. But normally they are only present in menus and they get better in virtual screen mode that you should be using in menus anyway. In game everything is fine normally, but sometimes I see corrupted video in the top third of the image, and changing the scaling slider in-game seems to help with that. I have no problems with around 84% setting. More or less can give scrambled top of the screen that can randomly appear and disappear. Last few days it’s fairly stable.
I’ll look into it. That’s all I can say at this point, sorry.
Thank you for looking into it. I appreciate all you can do. I’m just saying that it’s not an edge case at all for this game. It’s not my opinion, it’s mainstream. Here’s the quote from one mainstream media review: “Starfield fortunately makes it easy to seamlessly switch between the two devices … On PC, simply using your keyboard to move around will instantly change all prompts from controller to keyboard and vice versa. Feel free to use both if you really want to.” The game has a specific setting for it. There are many discussions online about using it that way.
I won’t bug you with this issue anymore, my apologies for the repetitiveness, just wanted to be sure you understand the issue before dismissing it. That’s all, my lips are sealed…
And thank you for the amazing product that allows VR fans to experience games in VR. Don’t let this issue make you think I’m not happy with VorpX. I’m truly amazed at how you manage to hack into games and make the VR it’s definitely worth the price of admission for me. No VR = I’m not playing it. For me it’s that simple. So thank you again for making it possible for me to enjoy Starfield.
Normally one would use either use a gamepad/joystick OR motion controllers
Again, sorry for repeating myself, but you may be right in general, but you are wrong about this game. The game that otherwise lacks many features does have a specific setting for simultaneous keyboard/gamepad use – precisely for people who want to use gamepad for flying! The setting would let you take over one mode with another at will, it’s BUILT this way so people can use both. Because flying with keyboard/mouse is extremely bad, and aiming is better with a mouse, wich most PC gamers prefer to awkward gamepad aiming. It’s not an edge case, it’s a very popular choice! My edge case is emulating gamepad with joystick, but it’s irrelevant for this bug, as for all intents and purposes it’s just a normal gamepad.
motion controllers gamepad, override OFF
OK, but that combination still gave me the same result: junk key command sent by VorpX.
As a side effect, if VorpX and real gamepad would work simultaneously, as a single unit, it would create a very undesirable side effect: head movement would fight with gamepad/joystick control of the ship. I did see that effect, while still having the opening map bug.
I will retest simulating the gamepad with override off again, just to make sure, of course. Will try tomorrow. But it would actually be very logical if VorpX could just do keyboard/mouse, without touching any gamepad, and won’t fire keystrokes when the gamepad’s buttons are pressed, provided it’s in keyboard/mouse mode with override set to off. The the game would take care of keyboard/gamepad coexistance and priority. It’s the current behaviour that seems illogical. I just wanted to be clear that you understand the problem. Obviously, only you know if there is a good reason for VorpX acting that way and if that could be fixed or not. I’m just saying what I see and what it looks like from the user perspective. So my apologies for repeating myself.
Either switch Gamepad Override “On” and set motion controllers to mouse/keyboard OR gamepad override “Off” and motion controllers as gamepad. These combinations should work fine if for some reason you want to switch between motion controllers and a gamepad/joystick on the fly.
I did try all those combinations before, and it still had the same problems: looks like VorpX VR controllers still send some keyboard commands when external gamepad is triggered, which should not happen. That’s the point. I’d be perfectly happy if VorpX worked with controllers in keyboard/mouse mode with the real gamepad working separately and taking over when used – the game allows it. The problem is when I press/release button on the gamepad, some keyboard mapping triggers from VorpX. And I couldn’t get rid of this behaviour with any settings. This doesn’t happen without VorpX in 2D. Pressing/releasing RB on the gamepad doesn’t open map :-) But as soon as VorpX is added – it does.
When you polish your official profile – please test it with a gamepad+controllers. See what happened when you press RB (Right Bumper) on the controller, when your gamepad override maps RB to “M” key. If the override is off, the “M” should not trigger, but you will see that it does. Also in spaceflight mode you will see icons go and flicker from round (gamepad) to square (keyboard).
gamepad override is the best option anyway because of head tracking. With such a configuration switching between controllers and gamepad works perfectly fine.
Now I’m confused. Emulators aside, this is EXACTLY what I’m trying to do: switching between controllers and gamepad (ground/flight). And it’s not fine because of that “override override” I guess… Triggering map opening on gamepad RP press/release etc. Or am I doing something wrong? But I think I have tried everything. Forget my joysticks via gamepad emulator setup, it just acts as a pure gamepad, and I verified the problem by connecting an actual gamepad instead of an emulator.
So yes, controllers and gamepad is my goal, essentially, and not simultaneously, but taking over one another, just as in a default game keyboard and gamepad take over each other. And that will be popular among many, just as it is in 2D mode. The fact that in my case joystick takes the place of a gamepad is irrelevant.
That shouldn’t be an issue normally, since typically one uses either a gamepad or motion controllers, but not both together in the same session.
With this game, it’s going to be popular. Many people are already using joysticks for flight and gamepads for ground, or gamepads for flight and keyboard/mouse for ground, and that’s why the game has this “take over” settings that allows to use both, just not at the same time, which makes sense. So maybe you could add a toggle setting that disables the override while the real gamepad is used, and enables it once any controller button is pressed? That would be nice. This game is huge, despite the critics, and it will be popular for years to come, so allowing it to be fully functional is a good idea. Flying with VR motion controllers is so bad, it beyond “ugh” – it’s just nasty. IMHO this prevents VorpX from being fully functional, at least for me, but I’m sure there will be plenty of people like me. Resolving this issue would make it as perfect as possible in a non-native VR game.
Despite whatever people say about Strafield not being the greatest success ever, you shouldn’t dismiss it: more than 10,000,000 of players and expected revenue of almost ~1 Billion. I’m sure some of those people will want to experience it in VR :-)
Please check whether your issue also occurs when you disable motion controllers entirely. If it goes away in that case, that was the culprit.
I think I did that at one point, when I was trying to figure out if it was my emulator at fault, or a game had a bug. As far as I recall, it didn’t happen with controllers disabled. So you may be right.
Though, it’s definitely the “override” mapping that was triggered – it’s the “M” key that was assigned to RB and the map opened every time on RB release. And now when I cleared the “M” mapping, it doesn’t happen anymore, but the game icons still turn to squares, so something switches the game to “keyboard” mode. The icons twitch every time a gamepad button is pressed (for example “A”). It looks like every time I press a button (or actually release – it seems to happen on release!), VorpX triggers a key, even with override=off and all gamepad key mappings empty.
What I found is a workaround for a definite bug:
it might happen because of the new update v1.7.33 ?
No, it was the same before the update, I wrote about it before.
It also works now with override=off. The key part was clearing all gamepad button assignments. I think it’s definitely a VorpX bug: with gamepad override=off it should not use those gamepad key mapping at any time, but it still does, on releasing the real gamepad button the override still happened, at least for the RB, but possibly on all of them. I think it still happens, because the icons change to square keys on all gamepad button presses – they change to round icons when gamepad axes are used, but any button changes them back. That tells me that VorpX is still trying to use keyboard mappings for gamepad buttons, and only fails because all mappings are now blank. Definitely something for Ralf to look at. It should not behave this way…
Hmm, it looks like I may have solved it: in-game control takeover setting = on, VorpX mode = keyboard/mouse, game override = FULL, but (!!!) in the key mapping for the gamepad buttons override I erased all mappings. Now, when previously even with the gamepad override=off it flickered and opened the map. M was the gamepad RB override key, but even when it’s off – it engaged it! But now the icons flicker still, but map is not opening and I can use in-game override properly, so my joysticks work fine until I tak over with controllers on land.
I haven’t tested it properly yet, but it seems to work. Maybe this way it will also work with override=off. It was still using those mappings despite the override being off, somehow.
Starfield is capable of handling gmaepad and keyboard but not simultaneously – they override each other ontil the othe one is used, which is just what I want. Land = controllers, flight = gamepad (joysticks).
Correction – when I set both Gamepad mode and gamepad override as off, saved and fully restarted the game – the controllers were not working at all as a gamepad, but the emulator (or real gamepad) was working fine, and no map opened via button presses. But as soon as I set it to override the gamepad, or act as keyboard/mouse – I get this map pop-up in flight on RB relese.
It’s almost there! If not for this bug, otherwise it’s working – I use controllers on land, and my joysticks in flight – and it feels great, up to the moment I try to use thrusters. “Select Target” button (A) also glitches sometimes, possibly due to the same problem. IT’s some conflicting between gamepad/VorpX. I tried without VorpX – just with real gamepad/keyboard and there is no such problem – I can seamlessly use keyboard and gamepad, one overrides another perfectly, no map popup, no flicker of icons: once I touch gamepad – they stay round, and once I touch keyboard – they stay square No flicker at any point. But as soon as I turn on VorpX – it starts again, even though it should just emulate keyboard presses without doing anything different than the keyboard…