Ralf

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  • in reply to: Cyberpunk VR Update Thread #208988
    Ralf
    Keymaster

    Must have been something else that changed with your setup. There have been no changes that affect how sync works, just the gameplay related changes (and the fixed notification) mentioned above.

    in reply to: Fixed foveated rendering in Vorpx possible? #208981
    Ralf
    Keymaster

    Doesn’t really make much sense for vorpX. Rendering in vorpX is a two step process. First games are rendered at their own resolution, then in a second step the game image is processed and sent to the headset. Any VR replacement DLL would only affect the second step, which isn‘t really much of a concern performance wise anyway.

    in reply to: nvidia announces DLDSR, revolution ? #208979
    Ralf
    Keymaster

    Looks interesting, but always keep in mind that vorpX already has FSR upscaling built into its pipeline. None of these algorithms, AI or not, is some kind of magic that (figuratively speaking) can create a poster out of a stamp by stacking multiple upscale layers on top of each other.

    in reply to: Cyberpunk VR Update Thread #208974
    Ralf
    Keymaster

    Thanks for the feedback!

    There will be one more change to how ADS is handled in a day or two. That will address the occasional camera yaw difference between non-ADS and ADS caused by the decoupled look/walk. If I understood you correctly earlier, that should make ADS completely work like you’d like it to work for run and gun gameplay.

    Ralf
    Keymaster

    Got that, just thought you wanted to change the setting to 1. I‘ll consider the falloutcustom.ini in the future when applying the automatic setting.

    If you encounter something similar again in the future with a modded game, best try with a clean install. Impossible to always consider every undocumented thing like this custom.ini.

    Ralf
    Keymaster

    Do you mean the opposite? bFull Screen is supposed to be 0.

    That is normally handled by vorpX automatically.

    Ralf
    Keymaster

    That’s not how it’s supposed to work. Under normal circumstannces vorpX sets a windowed resolution for the game. When the resolution quality is to the max value, you should see a window with the correct aspect on your desktop, just cut off at the bottom.

    Just checked whether maybe something broken in that respect with the game. Works perfectly fine here with a similar setup (3840×1600 ultrawide).

    In case you are using a mod manager, try whether the issue also occurs without. I’m aware of at least one mod manager that redirects .ini paths. Usually not an issue, but who knows, maybe somethings like that breaks the windowed .ini change vorpX applies.

    in reply to: f1 2021 crashing #208954
    Ralf
    Keymaster

    Should work with default settings. Profiles are usually done with a game’s default settings.

    I’d like to check your logfiles. Please create a trouble shoot data archive in the config app and send that to support at vorpx com. No promises, but maybe I can spot something useful.

    Ralf
    Keymaster

    Not much else I can suggest that I didn’t suggest above already.

    Not really a big deal if you can’t make it work in this case. Just use the original DX9 version instead. ‘Remastered’ may sound like ‘better’, but that’s not the case in terms of vorpX here. The original is the better choice.

    in reply to: Cyberpunk VR Update Thread #208945
    Ralf
    Keymaster

    2022/01/10

    Version alpha 4 is now available with the following changes:

    • Improved melee/blocking handling.
    • Glitches in regard to using cameras while hacking fixed.
    • Glitches during scanner vision fixed.
    • Aiming down sights tweaks.
    • Confusing notification after Z3D/G3D switch fixed.

    Download

    Ralf
    Keymaster

    @ yonkiman:

    Reset the profile to default, then use the ‘Resolution Quality’ option on the DirectVR page of the vorpX menu to adjust the resolution. The highest value there will roughly yield 2400p.

    Don’t touch any of the zoom etc. settings. That is not necessary at all, the profile works perfectly well without tinkering. You just make it harder for yourself otherwise. All you need to do is setting the resolution quality option.

    Whenever that is possible for a game, vorpX displays an according hint in the to/left corner of the game window. Doing it that way is always preferable if the feature is available.

    in reply to: Cyberpunk VR Update Thread #208937
    Ralf
    Keymaster

    @ mr_spongeworthy :

    The scripting part of the mod almost certainly won’t work with older versions. Too many changes in the cyber engine mod framework.

    @ steph12 :

    Being such a long time regular here, I thought you had noticed that I have a somewhat unhealthy tendency to work seven days per week far too often. ;) So, yes.

    in reply to: VorpX not working with Quest 2? #208926
    Ralf
    Keymaster

    That is not necessary anymore. There is a switch in the Oculus app since quite a while.

    in reply to: VorpX not working with Quest 2? #208922
    Ralf
    Keymaster

    In the vorpX config app, on the ‘General’ page. The option is called ‘Device Selection’. Both ‘Oculus’ and ‘OpenXR’ work with Link/AirLink.

    If you want to use OpenXR, you have to make sure that Oculus is your system’s OpenXR runtime. You can do that in the Oculus PC app.

    in reply to: Cyberpunk 2077 VR Mod Questions – GOG version #208920
    Ralf
    Keymaster

    Instead of using the aspect setting, you can seemlessly adjust the image height with the ImageZoom option.

    Sorry, overlooked the other question. You can either uninstall the mod from the normal Windows Add/Remove Programs dialog. Or if you just want to temporarily disable the mod move the [CP2077]\bin\x64\plugins\vpxCP2077.asi somewhere else.

    I’ll add an on/off toggle to the little config utility for the next release.

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