vintager

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Viewing 15 posts - 16 through 30 (of 43 total)
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  • in reply to: Cyberpunk WMR Controller Mapping #208660
    vintager
    Participant

    I’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.

    in reply to: Wolfenstein TNO + Gamepad issues (head tracking) #207724
    vintager
    Participant

    Okay, 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)?

    in reply to: Wolfenstein TNO + Gamepad issues (head tracking) #207722
    vintager
    Participant

    Thank 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.

    in reply to: Wolfenstein TNO + Gamepad issues (head tracking) #207712
    vintager
    Participant

    > 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.

    vintager
    Participant

    Does a DirectVR scan have a positive impact on performance?

    in reply to: Camera creeping up in Wolfenstein TNO, Rage #207658
    vintager
    Participant

    Cranking up the y-axis sensitivity worked! Thank you for the solution, Ralf–and for the tips!

    in reply to: Quake 4’s head tracking #204805
    vintager
    Participant

    Thank you, Ralf! Is there a way to bind camera reset to a controller button?

    in reply to: Quake 4’s head tracking #204763
    vintager
    Participant

    Okay, it was the positional tracking that was, for some reason, switched on by default.

    in reply to: Quake 4’s head tracking #204762
    vintager
    Participant

    DirectVR scan seems to fix the disabled head tracking after DEL issue, but the weapon is still all over the place.

    in reply to: Quake 4’s head tracking #204761
    vintager
    Participant

    Any insights here?

    in reply to: Far Cry 3 + 4 not working with newest vorpx #199300
    vintager
    Participant

    I.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.

    in reply to: Far Cry 3 + 4 not working with newest vorpx #199297
    vintager
    Participant

    @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.

    in reply to: Far Cry 3 + 4 not working with newest vorpx #199266
    vintager
    Participant

    Just an observation: both me and markus are running the Steam version of the game(s) on an WMR headset (Samsung Odyssey+ in my case).

    in reply to: Far Cry 3 + 4 not working with newest vorpx #199221
    vintager
    Participant

    Hi markus,

    FC3/4 integration is broken–this has already been reported by multiple people. Don’t expect any support from the developer though, the only thing you’ll get will be quotes from the manual and subtle hints that you or your system are at fault.

    The first thing you need to know is that for FC3/4, it will take an insane amount of time to hook; I’m talking 5 minutes at least. You just have to be patient.

    Then, after Vorpx updates the config, you have to kill the game and manually update the config file, setting the refresh rate to 0. Follow the directions from this post:

    https:// http://www.vorpx.com/ forums/ topic/ far-cry-4-black-screen/ page/ 2/ #post-198112

    in reply to: Far Cry 4 black screen #198986
    vintager
    Participant

    Any updates on these?

    – Is there a way to profile the game to find out where the bottleneck is (GPU, video memory, CPU?)

    – Are you able to reproduce the black screen issue by setting the RefreshRate to 60 in your GamerProfile.xml?

    PS I’m slowly getting frustrated by this support forum.

Viewing 15 posts - 16 through 30 (of 43 total)

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