Ralf

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Viewing 15 posts - 1,486 through 1,500 (of 10,003 total)
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  • Ralf
    Keymaster

    There isn‘t really anything like a dominant gamepad. If you want to ensure that the VR controller gamepad emulation is processed by the game as native gamepad input, the override has to be set so off, just like with a regular gamepad.

    in reply to: Cyberpunk VR Update Thread #208554
    Ralf
    Keymaster

    @ stanley550 :

    Try to reduce graphics details a little bit until the second number in the fps counter (ALT+F) shows the refresh rate of your headset. When that is the case, the mod can properly factor in gamepad rotation.

    On Oculus headsets you might also want to disable Oculus’ ‘Asynchronous Spacewarp’. That will make the Oculus runtime throttle down to half less often, making it easier to maintain the full refresh rate. You can do that either with CTRL+NUMPAD1 after each game launch or with the Oculus Debug Tool in C:\Program Files\Oculus\Support\oculus-diagnostics\

    in reply to: ESO – controller vs. head movement? #208552
    Ralf
    Keymaster

    Unfortunately the answer is indeed no in this case. That is possible in some games, e.g. the new Cyberpunk 2077 mod, but usually walk and look direction are linked to each other.

    in reply to: Cyberpunk VR Update Thread #208523
    Ralf
    Keymaster

    Awsome. Glad you got working. Unless your laptop is a fast gaming laptop, the framerate will indeed definitely way too low for an enjoyable experience though. :(

    Ralf
    Keymaster

    If you can’t find a user profile on the cloud profiles page of the vorpX config app, you can try to make your own by copying another UE4 profile and then assigning the game’s .exe to the copied profile.

    For more detailed instructions check the ‘User Profiles’ section in the vorpX help. It also lists a bunch of UE4 profiles that you can try as a base profile.

    Ralf
    Keymaster

    Sounds weird, but if turning them off doesn’t work for some reason, set them to gamepad mode instead. Unless the ‘X-Box Gamepad Override’ (the 4. from your original post) is on at the same time that way the Touch controllers emulate native gamepad input.

    in reply to: Cyberpunk VR Update Thread #208515
    Ralf
    Keymaster

    First uninstalling and then reinstalling with the latest installer should fix any issues related the crash with the original uninstaller.

    If you still have problems afterwards for some strange reason and have installed some mods, please reinstall the “Cyber Engine Tweaks” mod. That’s what is causing the start crash when one of its files is missing.

    in reply to: Cyberpunk VR Update Thread #208513
    Ralf
    Keymaster

    Please uninstall and then reinstall with the current installer from the download page. the patch notes on the download page explain why.

    in reply to: Cyberpunk VR Update Thread #208508
    Ralf
    Keymaster

    @ chtiblue :

    You aim with your head during normal gameplay, controller aiming is aiming down sights only. It’s a bit convoluted to explain, ultimately the reason for that is the decoupled walk/look directions. No promises, but I might add a ‘classic’ mode that works like a regular vorpX profile tracking wise as an option later if it doesn’t break too many of the other mod features.

    @ fluxywild :

    First please try to uninstall and then reinstall. Just in case the install is broken. If the issue still occurs afterwards, there might be a conflict with something else that hooks into the graphics pipeline. E.g. another mod, some GPU utililty, or anything else than can display overlays in games.

    in reply to: Cyberpunk VR Update Thread #208499
    Ralf
    Keymaster

    Any other mods installed that hook into the graphics pipeline? vorpX running at the same time? Crash sounds like some hooking conflict. Uninstalling is easy though: just use the standard Windows Add/Remove Programs dialog.

    in reply to: Cyberpunk VR Update Thread #208495
    Ralf
    Keymaster

    There isn‘t really any difference framerate wise between Z3D and AFR 3D. Z3D is also available in the mod if you – understandably – can‘t stomach the AFR method. I‘m still wondering myself how on Earth that could become so popular recently. But here we are…

    What really sets the mod apart from the prior profile are the decoupled walk/look directions and the various camera tweaks.

    With your 2080Ti stable 60fps shouldn’t be hard if you stay modest graphics quality wise. Try low or medium detail settings and then check how high you can go resolution wise with that.

    Personal suggestion: even on a 3080 I prefer raytracing off with a super crisp high resolution over DLSS butchered raytracing at a lower res. As great as raytracing looks in the game sometimes, the crisper image just is the bigger overall benefit.

    in reply to: Red Dead Redemption 2 invisible body? #208488
    Ralf
    Keymaster

    Don’t remember the exact reason currently, but it was on purpose. However, the plan is to fade it in when you look down. Will put that a bit higher on my priorities list, so with a bit of luck it will make it into he next update.

    in reply to: World of Warcraft screen squishes after a while #208486
    Ralf
    Keymaster

    I’ll take a look at that early next year. For the time being I just have a potential workaround unfortunately:

    With the ‘Play Style’ option set to ‘Cinema’ you can choose a manual aspect ratio for the screen under ‘More Cinema Settings’. That might help with the squished image, but probably won’t with the cursor problem unfortunately. Worth a shot though. For your display res you would have to set the ‘Screen Aspect Ratio’ to 16:9 instead of Auto.

    ‘Cinema’ mode can be set up to look pretty similar to immersive mode by changing the Scene to Ambience or None.

    Ralf
    Keymaster

    I’m not entirely sure what you mean under 4., but if I understood the rest of post correctly, you should be able to prevent this by either turning the Touch controllers off in the vorpX menu or switching them to gamepad mode. Per default they are set to emulate mouse/keyboard.

    in reply to: Cyberpunk VR Update Thread #208474
    Ralf
    Keymaster

    OK, I made some tweaks that I think also work fine with rare edge cases for guns/pistols where player and head rotation are wildly different. Without making the actual ADS situation entirely static tracking wise in the process. You can grab an updated build from the download page.

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