Stryker_66

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  • in reply to: Cyberpunk VR Update Thread #217921
    Stryker_66
    Participant

    Indeed. That’s not how it’s supposed to be. Prior it was internal/hood/third person. I’ll look into it, but as always no promises. The mod is primarily made for FullVR gameplay, immersive/cinema mode is not a priority.

    Ok, anything you can do to fix this issue would be great. Cheers.

    in reply to: Cyberpunk VR Update Thread #217919
    Stryker_66
    Participant

    There isn’t unless I am missing something. Two views are correct with DirectVR but it’s either internal or over the hood. If I switch to either Z-Normal or Adaptive, it then gives three views.

    1.) Internal
    2.) Third Person Close (entire vehicle is displayed)
    3.) Third Person even further out

    These three states are what is default from what I can tell. In any case, I am certain that DirectVR only gives two views in which one is over the hood. Seems to be locked off by DirectVR in this case.

    in reply to: Cyberpunk VR Update Thread #217917
    Stryker_66
    Participant

    I’ve decided to revisit CP2077 using the standalone mod. Due to new hardware, I am having excellent performance with the new VorpX standalone mod update. I have a Pimax Crystal using Steam VR and things look surprisingly great with good framerates. Much better than than the HP G2 and the finicky nature of WMR.

    Anyway, I’m using immersive mode along with KB + Mouse and things are where I want them to be with one exception. How can I get back the third person camera mode when driving? I’ve looked everywhere including the ini files and can’t find anything obvious. I’m not a fan of the over the hood view and would really like to just revert to the default camera for driving in third person. How can I disable the over the hood camera? Any advice on an ini tweak or some other solution. Thanks!

    in reply to: Half-life 1 and mods #209885
    Stryker_66
    Participant

    I believe you have to configure Half Life 1 in windowed mode to get 3D to properly kick in. Check it and let us know…

    in reply to: Cyberpunk VR Update Thread #209091
    Stryker_66
    Participant

    While obviously more immersive in FullVR, in general the gestures can also be used in immersive/cinema mode.

    Glad to read this, I only use VorpX in immersive mode on my game profiles and I am happy to see this implementation. I never use FullVR mode since it just doesn’t do it for me, nothing wrong or a complaint, just my preference.

    Thanks again for the quality of life improvements on your mod, it’s really up there on top of my list for great VR experiences!

    in reply to: Cyberpunk VR Update Thread #208880
    Stryker_66
    Participant

    For now I‘d like to ensure that defaults are enforced on update. Hence currently settings are overwritten. Will change in a couple of releases when things have matured enough.

    There shouldn‘t really be anything you need to change in the mod settings menu aside from the resolution anyway.

    Ok no sweat, I did write them down so I can quickly re-configure. Thanks for your fast response.

    in reply to: Cyberpunk VR Update Thread #208878
    Stryker_66
    Participant

    Quick question, before an update, is there a way to save settings or does things have to be redone each time?

    Cheers!

    in reply to: Cyberpunk VR Update Thread #208771
    Stryker_66
    Participant

    Just dropping in to comment on the last update on this mod. Using the mouse left to right no longer stutters and at a resolution of 2560×1440 (FOV 20) in immersive mode, things look really good and I am experiencing very little framerate stutters. Really great work on this mod, this game is a real blast and I am enjoying it immensely in this format. Glad I waited until a mod like this to have a first play through. Thanks again and happy 2022!

    in reply to: Almost Ten Years Ago… #208330
    Stryker_66
    Participant

    For a Reverb using SteamVR as OpenXR runtime doesn’t really make sense. That will just translate OpenXR to SteamVR calls, better use SteamVR directly in that case, avoids the unnecessary extra translation.

    SteamVR as OpenXR runtime only really makes sense for native SteamVr headsets like Vive or Index. For Oculus or WMR headsets it’s always better to use the native OpenXR runtime and skip SteamVR altogehther.

    Got it, thank you. I always challenge myself with things that might be placebo. I’ll use SteamVR in this case.

    I’ll take a look at the cinema mode mouse glitch, although that probably just stems from the fact that the game runs at a lower frame rate than the headset, but not an at an even fraction. In FullVR mode that gets all factored into the frame interpolation, but in cinema immersive/mode you might want to ensure an even game to headset FPS ratio by capping the FPS to 50% of the headset refreshrate.

    Cool, I’ll take a look at the FPS ratio.

    in reply to: Almost Ten Years Ago… #208322
    Stryker_66
    Participant

    Thank you Ralf for this mod, your hardwork and talent in this area of gaming is much appreciated!

    A couple of observations which may help others related to OPEN XR. Setting the mod up with OPEN XR caused a game crash. Switching the mod set up to SteamVR worked fine. This lead me to what I have done in the past with other game mods favoring OpenXR. With a little trouble shooting I found out that changing the SteamVR Settings as follows, I was then able to set the VorpX VR mod to OpenXR.

    STEAMVR -> SETTINGS -> DEVELOPER -> “Current OpenXR Runtime” to “SteamVR”

    I do have the HP G2 and I do get best perfomance using OpenXR. Perhaps this is placebo for me because using SteamVR also in setup worked ok. Perhaps Ralf has some better technical insight into this.

    I’ve setup the mod using Immersive Screen along with a 2560×1440 and turned off a few graphic settings and things look and perform quite well. I’ve increased the FOV to max within the mod and the G3D strength is not bad, gives a good sense of depth. I recogonize that 3D strength preference is subjective for each individual, but is there any way to make this a tad stronger. Ralf, I know you’ve heard this a million times, but I sincerely think that some further G3D settings would be a terrific option for adjusting to ones subjective preference. In any case, not a complaint but a suggestion. Honestly, terrific job on the G3D implementation for this game.

    The last thing, perhaps Ralf you can make a suggestion on where to look on this last minor issue. I am using a Mouse/Keyboard setup and everything is buttery smooth with the exception of turning left or right with the mouse. There is very subtle shutter and I mean very slight which fortunately does not ruin the experience. Is there anything you can suggest for what settings to look at, lead the horse to water so to speak. There seems to be a correlation with the mousing sensitivity. When I adjusted and lowered x and y sensitivity to 3 in the game options menu, this mitigated the problem quite significantly. It is only very slight now.

    That is all the feedback I have for now and once again, thanks for this Xmas gift. Wish everyone all a happy holidays!

    in reply to: Extra options/closed beta – idea for Ralf #204519
    Stryker_66
    Participant

    You soon will be able to use the shader authoring tool on top of official profiles, shader definitions created that way will be saved as part of the user settings instead of putting them into the base profile as usual. Unlike a full override that way custom shader fixes can be applied to official profiles without breaking the profile update system. Best of both worlds, so to speak.

    Thanks for the preview on what’s to come in this regard. This will be a very nice addition to VorpX and I am sure be well received. Sharing game profiles between users with shader fixes and game settings is a powerful way to enhance VorpX. Looking forward to this!

    in reply to: vorpX 21.2.3 Available Now #202043
    Stryker_66
    Participant

    Again, it seems like a keyboard issue with the key input lagging, so the movement is messed up, and radial menus lag. Almost like the new mouse input causing the keyboard to jam up.

    I don’t anything about your setup but do you have a Keyboard/Mouse combo that is using some sort of “profile” or “programming” software? Example, I have Logitech products (Programmable Keypad) and this has what’s called a “Gamepad/Joystick Emulator” driver that has given the problems you’ve described with some of my games. My remedy was to go into “Device Manager” and right click this “Gamepad/Joystick Emulator” and disable it. I no longer have these problems.

    USB device drivers are often culprits for these kinds of issues. Suggestion is to look in this area and troubleshoot which may or may not solve your problem.

    in reply to: vorpX 21.2.3 Available Now #201998
    Stryker_66
    Participant

    Just checked out a few games and without a doubt your OpenXR implementation has a very notable increase in performance. Very nice Ralf, definitely a game changer for sure.

    I also love the weapon handling features, just played with that in Alien Colonial Marines. The scaling is a really nice option and for this game specific, I will do a play through. I never got into it because of the size of gun models, was immersion breaking. Not anymore!

    Just a FYI for those that have a HP G2 WMR headset. I was getting no audio so I disabled “use built-in audio device” within Vorpx Control Panel and selected the “Speakers (2-Realtek USB 2.0 Audio) in the windows task bar.

    I suspect you can also get the “use built-in audio device” to work if you change within SteamVR -> settings -> developer -> “Set SteamVR to OpenXR Runtime”. I have other games that need “Windows Mixed Reality” Runtime so I have gone with the first method.

    Perhaps, Ralf can chime in on that if I have something wrong but this works for me perfectly.

    Again, nice update Ralf and thanks for all your hard work!

    Stryker_66
    Participant

    This is a nice feature indeed. I often use console commands or ini settings, depending on game and like having an un-obstructive view of the game world in G3D. I like personally cranking up the G3D. Will it be possible to have a setting that can allow a complete “turn off” oppose to auto?

    Just a thought but I think ideally it would be great if it could have three states “on”, “off” and “auto”.

    Keep up the good work.

    Stryker_66
    Participant

    Thanks for insisting that there has to be an issue. I checked several OpenGL games before release, but apparently never checked EdgePeek with them. The issue is already identified.

    Thanks for addressing this. I was going to send a post today regarding this issue since I noticed the issue of an upside down display with Amnesia: The Dark Descent (opengl game) when invoking EdgePeek. I thought maybe I had too much Xmas drinky….lol

    Happy holiday all!

Viewing 15 posts - 1 through 15 (of 29 total)

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