Sephael

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Viewing 15 posts - 16 through 30 (of 69 total)
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  • in reply to: Question about VorpX and DLSS 3 #213362
    Sephael
    Participant

    @Jarilo
    -First, i do CGI, that’s why i don’t mind spending more money than average consumers on hardware, because it’s a tool… and because i have the budget locked since few month already.

    -Second, reguarding VR, i have a 3090 and it’s not enough to play at 4k for each eyes with maxed settings, or even high settings with 50 fps at minimum it’s painfull. That’s why i did not upgrade to a 3090TI, not much improvement.

    -Last, the 4090 is not a “pro” card. pros that need ultimate performance would buy a Quadro, not a RTX, making the 4090 looks like a cheap card at 65% discount.

    The 4090 is a niche card; if it was not for CGI and VR, i would have no reasons the upgrade from my 3090.

    in reply to: Question about VorpX and DLSS 3 #213357
    Sephael
    Participant

    I’m checking everyday the Nvidia’s store for the Founder Edition… i hope it will get approvisioned soon.
    I don’t plan on spending more than the FE price, as 1950€ is already a lot of cash.

    in reply to: Question about VorpX and DLSS 3 #213273
    Sephael
    Participant

    Ah, I see.
    In the worst case, the frame interpolation can be deactivated in the DLSS options while keeping the upscaling and latence reduction feature.

    in reply to: Question about VorpX and DLSS 3 #213271
    Sephael
    Participant

    Well, i’ll get my hand on a RTX 4090 FE as soon as possible to see for myself, depending on their availability.

    I will update this post for feed back.

    in reply to: Resident Evil 2 Remake #213229
    Sephael
    Participant

    Capcom updated their Resident Evil 2,3 and 7 games to their Resident Evil 8 engine, so maybe it’s causing problems to hook.
    Have you tried other profiles ?
    Personnaly, i play RE2 with Praydog VR mod.

    in reply to: Cyberpunk 2077 , can’t get to launch in VR #213146
    Sephael
    Participant

    If you are talking about the stand alone mod to run Cyberpunk2077 in VR, it requires an update after CDPR release the 1.6 version.
    Ralf is already working on it.

    in reply to: Cyberpunk crashing on load #213121
    Sephael
    Participant

    Thanks : )
    It’s working like a charm !

    in reply to: Cyberpunk crashing on load #213119
    Sephael
    Participant

    Hi Ralf, i knew you were working on updating your stand alone mod as it require the new CET, but i didn’t know (or i forgot) it was tied to the old profile from Vorpx.
    I’m may be one of the few that play Cyberpunk2077 the old way in theater view with Z3D only.

    I was thinking my problem could be linked with openXR, as even when i set “openXR” in vorpx, steamVR always launch, nomatter what.

    in reply to: Cyberpunk crashing on load #213111
    Sephael
    Participant

    After update 1.6, i installed the last CET update to check if it was enough to play the game with my mods, and without vorpX, it works.
    But when i try to use VorpX with the Cyberpunk profile (i’m not talking about the dedicated mod), the game freezes on launch just at the title display, just before the menu.

    I use HP G2.

    Any ideas ?

    in reply to: Lego Star Wars The Skywalker Saga Profile #210581
    Sephael
    Participant

    Hey, i have a question about the game itself.
    How do free play works ?
    I know you unlock it when you complet the story mode first, but do you still have the main story with RTC while playng any unlocked characters during gameplay phase? or does it become a sandbox mode with only collectible left to do?

    in reply to: Cyberpunk VR Update Thread #209374
    Sephael
    Participant

    Really nice work ! i love it !
    When bigger GPU will be out in the futur, playng this game in full3D with maxed out graphicd and resolution will be a blast for many years !

    Driving inside the car and being able to move your head freely is so great for immersion.

    But i noticed that external views that could show the player were taken out; same for the bike.
    That’s too bad, we don’t see your character often in the game and that’s why i loved a lot to ride on the bike for that reason. Though i saw that if we cycle quickly the view on bike, we could see for a brief instant our character before going fps again.

    Is it due to technical constraints for the mod ?
    Could classic external view could be added back ?

    in reply to: Mass Effect Legendary Edition (DX11) #209372
    Sephael
    Participant

    Yhea, if you rename the MassEffect3.exe it doesn’t work with the launcher.
    I have no idea how Luka2099 does it and make it works.

    I tried ME3teaks manager mod, as you can bypass the launcher and launch ME3 straight, but again, if it’s not MassEffect3.exe, nothing happen.

    I triend to add MassEffect3.exe to the new LE1 profile, but it tells me that this MassEffect3.exe is already assigned to ME3 profile … yeah, it’s the same name for both original and legendary edition… i wanted to test if the profile could hook by launching via the mod manager.

    Any idea to test that without me uninstalling my original ME3 (modded) ?
    I just can’t get myself to play the LE if i can’t finish it with the third game anyway.

    in reply to: Cyberpunk VR Update Thread #208473
    Sephael
    Participant

    This was made mainly for test purpose in order to compare how strong is ADS depending on the scope of sniper or gun.
    I wanted to “mesure” the value so i needed a wide scale to make the result more obvious.
    For exemple about the sniper rifle, if ADS is as strong from a 2° angle or 90° angle, that’s great, i can rely on it, i will be confident that where i manualy aim the reticule is where i will hit.

    In case of gun scope, if ADS from 2° angle seems fine enough but 90° is way out of the reticule, guess work to compensate does not guaranti i will be able to aligne with my target, so i can’t help but feel that i’m using an unreliable tool.
    So if it was testing as far as 2° i could conclude that both sniper and gun scope are about the same, but in reality they are not, and a wider angle helps to show how big of a difference it get while increasing the angle ADS stay reliable or become unreliable.

    This is also emplified by the size of the target; if i want to do a head shot with a gun at close range, ADS with 2° difference won’t matter much, but at long range where the head’s size is about the size of the reticule itself, these 2% could be 50cm out of accuracy.
    In case of Cyberpunk, i could see this kind of problem breaking sneaking gameplay more often than vanilla experience.

    Now personnaly, i don’t play looking above my shoulder too much :))
    But yhea, there is always this case where you look at somewhere and you get an opponent on the other side so you have to make an emergency shot, so reliability to hit where the reticule is when i’m manualy moving my mouse is important to me.

    in reply to: Cyberpunk VR Update Thread #208469
    Sephael
    Participant

    After some futher testing, i have 2 questions.

    Vehicule cameras; i love the inside view, it’s great, much more comfortable than original :)
    Outside view got changed as well but they feel totaly differents; it was not possible to keep the behind the car view ?
    Also on motocycle, it’s not possible to driving in TPS, which was one of the only possibility to see our character in the world, so i kinda miss that view :)

    About scopes, testing differents scopes on differents weapons, ADS behave differently.
    For exemple, if i use a sniper scope, looking abover my right shoulder and use ADS, my view will join back 99% the body orientation and get stuck on the scope’s reticule, making it very close to aiming with the mouse vanilla style and i love it.
    But guns scopes ADS doesn’t bring back the player vision as much. For exemple, same as the sniper, if i look above my right should, ADS will bring me back to body orientation only 50%, i have to move the other 50% with head aiming and it is a lot of guess works to match the gun’s reticule at first shot.

    If i had to decompose actions during gameplay it’s :
    SNIPER :
    ->look anywhere
    ->ADS
    ->aim with mouse where the reticule is
    ->target hit

    Gun :
    ->look anywhere
    ->ADS
    ->guess work
    ->hit testing
    ->miss
    ->adjust head to match reticule on last impact
    ->target hit

    Is it possible to make gun’s scope to be as efficient as sniper scope with ADS reticule ?

    in reply to: Cyberpunk VR Update Thread #208454
    Sephael
    Participant

    You can ignore my previous question :)
    I had a funny glitch, by clicking the download link, i was instant downloading the ZIP, which is impossible since my max download speed is 1.9mo/s and it was still the same old file as it was the exact same size.

    I downloaded through another web browser and i had the good file with a slightly different size, this one does not crash when using WMR, Thanks.

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