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vintagerParticipant
I do understand the technical hurdles–I used to be a 3D engine developer back in the aughts (C++/OpenGL, started when there were no shaders at all, then worked with the horrible ARB_fragment_program extension, then GLSL, etc.), and like I said, I certainly appreciate your work & support. I just never cut you any slack because, hey, Vorpx costs 40 bucks :) And something that works well in a car or a plane game isn’t necessarily the brightest idea for a walking person simulator, regardless of how big of a technical achievement it represents.
I think you would be in a much better position if you made it clear:
–what this VR mod is and isn’t;
–more importantly, how it’s different from vanilla Vorpx.As it stands now, if I were someone who’d never tried Vorpx before and installed the mod, I would play it for 5 minutes, uninstall the cr*p out of it, and never touch anything Vorpx again. If you clarify, however, that the mod is meant to be played sitting in a chair and turning around with a joystick, and that the VR aspect of it is that you can tilt your head slightly to the side–AND that vanilla Vorpx allows you to turn with your whole body–that would clear up a lot of confusion.
You could also market the mod as a disabled person simulator (not joking), but it could be interpreted as an affront by a lot of people.
vintagerParticipantNo, I apologize for the blunt language in the previous post, I was just afraid this “feature” will stay as the only option in Vorpx’s next version. As long as I can turn it off, I’m fine.
Listen, Ralf, I really appreciate all the support, but I shouldn’t be the one telling you that anything, _anything_ you do in VR that “bypasses” your own body as an interface is immersion-breaking. You look where your head is pointed. You walk where your body is pointed (well, actually, where your primary motion controller is pointed, but it’s aligned with the body most of the time, so…). These are the basic rules.
It’s bad enough we have to walk with the help of a joystick (and I always prefer to use Natural Locomotion whenever the game allows it); turning your body with one is unheard of. I mean, maybe that’s how people played at the dawn of the VR age, with the Rift’s DK1 or whatever, but these times are behind us now.
I can’t describe these vaunted “6DOF” of the Cyberpunk mod as anything else but a flying armchair simulator. It’s completely and utterly immersion-breaking.
vintagerParticipantI’ve no idea what this mod is, Ralf, because there’s no concrete information anywhere (apart from a few youtube statements saying it’s “Vorpx on acid”).
> You should maintain your forward direction though
This isn’t acceptable, and inferior to the simple mouselook emulation of the “normal” Vorpx. I’m in VR, I’m not here to turn my body with a joystick, for chrissakes. How can I switch this “feature” off? Can it be switched off?vintagerParticipantI’ve just tried the mod, and while it does offer higher visual clarity, the controls are supremely confusing. Normally, in VR, you walk in the direction in which your primary motion controller (joystick) is pointed, and while doing that, you can also turn your head around. In your mod, I’m going in the direction… specified by the second joystick. Is this a “feature”? How can I switch it off? There’s no documentation, as far as I can tell.
Or was this mod designed for playing sitting and using both joysticks to turn / walk around? Sorry for all the questions, I’m just mighty confused.
vintagerParticipantOkay, let me rephrase–I think the original post was way too convoluted.
1. Wolfenstein: TNO worked fine with both gamepad and mouse input until yesterday.
2. Yesterday, it stopped working with both inputs, forcing me to enable X-Box Gamepad Override. I don’t particularly like the way the Override handles controls (especially wrt. walking/sprinting), so I want to get back to the way it was in 1).
3. What could be the reason(s) for 2) and what could I try to get back to 1)?vintagerParticipantThank you for the info, Ralf! Any ideas re my original question, i.e., what I could try to get both inputs back? It used to work, stopped working between two game starts yesterday. Like I said, I tried restarting everything, deleting and reloading the game profile from the cloud, etc.
> Natively gamepad input usually handles walk/run in an analog way,
> i.e. there is no hard switch between walking and running
I don’t think that’s true at all. Most modern 1st-person games (Cyberpunk 2077, the Far Cry series, Rage, Wolfenstein TNO + TNC, etc.) have standardized gamepad controls: RT for shooting, RSTICK for looking, LSTICK for walking, A for jumping, B for crouching, X for using / picking up stuff / reloading. Beyond that, there may be differences, but these seem to be set in stone. Sprinting / running is *always* done via pressing and moving the LSTICK, i.e., there *is* a hard switch.Check out the following links:
Cyberpunk 2077: Complete Controls Guide for PS4, PS5, Xbox One, Xbox Series X
https://guides.gamepressure.com/farcry4/guide.asp?ID=28962
https://guides.gamepressure.com/farcry3/guide.asp?ID=17583> With the override walk/run (obviously) works like keyboard walk/run with two distinct velocities.
It’s not about having a gradual buildup in speed (Wolfenstein has none, and neither does Cyberpunk), it’s about how you switch between the two velocities. The native mapping makes me press the LSTICK for that; Vorpx’s override messes it up and starts analyzing how far I’ve moved the LSTICK. It doesn’t seem to allow me to get the switch back. I have to be very careful when touching the LSTICK lest the guy start sprinting like crazy.vintagerParticipant> If I understand the post correctly
Not quite. I have the X-Box gamepad override working, it’s just that Vorpx’s mapping feels inferior to the native gamepad mapping (especially wrt. walking/sprinting).Wolfenstein apparently does support mouse and gamepad input at the same time–I’d played through 3 chapters without issue. Yesterday it stopped working overnight, so I was wondering what I could try to restore it.
vintagerParticipantDoes a DirectVR scan have a positive impact on performance?
vintagerParticipantCranking up the y-axis sensitivity worked! Thank you for the solution, Ralf–and for the tips!
vintagerParticipantThank you, Ralf! Is there a way to bind camera reset to a controller button?
vintagerParticipantOkay, it was the positional tracking that was, for some reason, switched on by default.
vintagerParticipantDirectVR scan seems to fix the disabled head tracking after DEL issue, but the weapon is still all over the place.
vintagerParticipantAny insights here?
vintagerParticipantI.e. if you need to change the graphics settings, either do it directly in the config file or set them in the in-game menu, kill the game, set the refresh rate to 0, restart the game.
You can change the config file however you want apart from FOV and anti-aliasing mode, both of which are overwritten by Vorpx.
vintagerParticipant@markus: you have to set the refresh rate manually in the config file (not in the in-game menu). Entering the in-game graphics menu will automatically set the refresh rate to 60, and FC won’t start.
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