Ralf

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  • in reply to: Cyberpunk VR Update Thread #208704
    Ralf
    Keymaster

    2022/01/02

    Version alpha 2 is now available for download with the following changes:

    • Aiming down sights reworked. You can now aim with your head while aiming down sights. Controller aiming is still possible too.
    • Incompatibility warning for older game versions
    • Various smaller fixes and improvements
    in reply to: Cyberpunk VR Update Thread #208703
    Ralf
    Keymaster

    The mod comes with a little config app that let’s you choose a VR runtime. The mod installer should have created a ‘Configure CyberpunkVR’ shortcut on your desktop normally.

    in reply to: EAC – Email from Support Team #208699
    Ralf
    Keymaster

    You basically launch the dektop viewer and then pause the vorpX watcher from the tray icon’s right click menu so that vorpX doesn’t try to hook into a game anymore.

    When you now run games in ‘borderless fullscreen’, ‘borderless window’ mode or whatever a game exactly calls that in its option menu, the desktop viewer can still capture it and display wise you have all the options available that are available when vorpX is actually hooked into a game. Mouse emulation head tracking should also work, also using VR controllers as mouse/keyboard.

    A (very) far cry from what vorpX can do when it is hooked into a game, but at least you can display it in the headset. I’m pretty sure I could also make TrackIR tracking work with the desktop viewer.

    The big catch (aside from no 3D) is indeed that you have to figure out all the settings yourself. That could be addressed by per-game-detection for the desktop viewer. No promises, but may happen in the future.

    in reply to: EAC – Email from Support Team #208693
    Ralf
    Keymaster

    Anything that hooks as deeply into the rendering pipeline as vorpX does will almost certainly never get whitelisted by any anticheat app. With a vorpX profile a malevolent person could do a lot of things that are rightfully considered cheating.

    The only way to ever have a chance of becoming whitelisted by an anticheat app would be disabling pretty much all 3D functionality and input related stuff for games in question and acting as pure overlay. Not much use in that though since it wouldn’t be much different from what you can do with the desktop viewer anyway.

    No promises, but I’m toying with the idea to add per-game detection to the desktop viewer in the future for such cases. That would at least allow to apply some game specific settings and give hints how to get the game in question up and running in the best possible way. 2D only, but better than nothing.

    in reply to: Announcement/Idea: Certified Author Program #208691
    Ralf
    Keymaster

    All very valid points. Doing this on a per profile level would clearly be best from a user’s perspective, but that would be an awful lot of work, and potentially also annoying for creators in the long run.

    The only way to make it work that fine grained would be making it more or less entirely community driven, with a community member overseeing everything. That’s also a double edged sword though. Naturally people lose interest in such forms of engagement over time, so keeping that up and running would be a task on its own.

    What I have in mind is something more general by granting the ‘certified’ status to authors after checking two or three of their profiles. That’s what I would be able to handle myself, I think. If someone would be willing to overssee a more fine grained program, that would be cool, but I’m realistic enough to consider that fairly unlikely.

    in reply to: Image stretching when turning head (all games) #208684
    Ralf
    Keymaster

    Hexen 2 is not supported, so in that case you would indeed have to do it yourself. The help that comes with vorpX as some hints in that respect in the ‘Essential Hints’ and the ‘1-2-3 Game Setup’ guides.

    For Bioshock 1 and Infinite however vorpX does it automatically, at least unless you have disabled automatic settings. If you tweaked a lot of settings in these games, please reset the profiles to default and make sure that you didn’t accidentally disable automated settings in the config app.

    in reply to: Cyberpunk VR Update Thread #208682
    Ralf
    Keymaster

    @ stanley:

    If the ALT-F FPS counter shows stable XX/80, there shouldn’t really be any judder when you turn with the mouse. However, if you still encounter that for some reason, you could either switch to gamepad or VR controller. All input methods are factored into the alternate eye frame interpolation, but for gamepad/controller input that works a bit better than for mouse input. The game is designed around gamepad input anyway.

    You could also try switching to Z3D in the menu. Doesn’t look as natural as Alternate Frame Geometry 3D, but on the other hand also doesn’t come with its drawbacks.

    @ mstmorse:

    You would just switch between ‘Oculus’ and ‘OpenXR’ in the little config utility when you want to switch headsets.

    in reply to: Cannot Download Cyberpunk file #208680
    Ralf
    Keymaster

    Maybe something is borked with you PC’s certificate store or at your internet provider’s end, but that isn’t more than a wild guess. Try downloading it with your phone (try both wi-fi and mobile), maybe that works.

    in reply to: Cyberpunk VR Update Thread #208675
    Ralf
    Keymaster

    Head aim ADS will be available in an update tomorrow.

    in reply to: F1 2021 issues #208673
    Ralf
    Keymaster

    Unfortunately F1 2021 is DX12 only, hence there is only depth buffer 3D (Z3D), that’s what causes the antenna glitch. I’d suggest to switch to the above-helmet-camera for driving. The antenna isn’t in your line of sight from that position.

    If you happen to have F1 2020, you might also want to try that. It still supports DX11, which for vorpX means the profile has actual Geometry 3D. Slower since everything has to be drawn twice (once for each eye), but more realistic.

    in reply to: Cannot Download Cyberpunk file #208672
    Ralf
    Keymaster

    No problem here with Chrome and Firefox. If you happen to use any other AV program than Windows Defender, check whether that might cause the problem.

    Also please try this page for downloading, not any direct link.

    Cyberpunk VR Download

    in reply to: Image stretching when turning head (all games) #208671
    Ralf
    Keymaster

    Depending on the game you may have to restart a game once or twice until the FOV is set up correctly. When the FOV is set by changing .ini files vorpX can’t do that before it knows the screen resolution, hence the required restart, sometimes even two.

    Whenever vorpX wants you to restart a game, it displays an according message in the headset and the top/left corner of the game window.

    in reply to: Cyberpunk WMR Controller Mapping #208667
    Ralf
    Keymaster

    I’ll consider an option for linked head-body-turning, at the very least you will be able to turn the game specific mod-stuff on/off when the mod gets included in the next vorpX.

    Try driving a car with and without the mod. Lets talk more afterwards.

    in reply to: Cyberpunk WMR Controller Mapping #208665
    Ralf
    Keymaster

    I perfectly understand that not everyone will agree with adding VR to a game “halfway”. But there are technical limits as well as time contraints, even more so for a free mod. Adding VR to flat games is a lot harder than you probably imagine and this is by far not the only mod working in this fashion.

    However, being fully aware that some only want everything or nothing, I even added a little question to the beginning of the installer that is supposed to make everyone aware of what to expect in a funny way.

    in reply to: Cyberpunk WMR Controller Mapping #208663
    Ralf
    Keymaster

    Sorry for not meeting your needs. Yes, decoupled walk/look direction is a feature since that isn’t possible with vorpX normally, even more important for driving than for walking BTW. If you dislike that, you should indeed stick to the normal vorpX profile.

    The mod will be included in the next vorpX version, where you will be able to turn the mod-specific part on/off if you wish to do so.

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