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Ralf
Keymaster“looking abover my right shoulder and use ADS,”
Is that something you realistically do when playing? I could easily tweak the transition parameters between normal and ADS, so no problem technically. Just wondering whether something like that ever happens during normal gameplay for anyone.
Ralf
KeymasterAiming down sights works a bit differently than it usually does. Originally born out of necessity due to head rotation/position being decoupled from the character, I believe in the end I was able to convert that necessity into something that is actually better than head aim.
So while during normal gameplay you have the usual vorpX head aim, when aiming down sights, you hold your head still and aim with the gamepad/mouse/controller like you would when playing on the monitor. May sound a bit weird at first, but in the end it resembles actual aiming more closely than just shooting where you look at. Hope that makes sense.
Ralf
KeymasterCyberpunk with regular G3D in VR is not something you should even think about in 2021. This uses alternate frame rendering and the halos are TAA artifacts inherent to the method. No promises, but there might be a way around that in a future update.
And now I will stop answering anything except emergencies for the (short) rest of the day. :)
Ralf
KeymasterYou mentioned that several times, but as much as I‘d like to I can‘t give you any other answer than before, sorry. As far as I can tell no one else seems to have this problem so far.
Try Oculus native, try OpenXR, try SteamVR, and if none of that helps, there isn‘t really anything that can be done except sticking to regular vorpX, which luckily you have anyway. The next vorpX will include the mod.
Also please remove all other mods if you have mods installed. That‘s always the first thing To try when encountering issues with modded games, there always is a chance that one gets in the way, especially any camera mods in a case like yours. If that happens to be your problem, it would be great if could let me know which mod causes the issue, so I could add a warning for others.
Ralf
KeymasterRoughly yes, exactly no. For me the ZIP has 24.404.543 bytes while the prior has 24.369.057 bytes
Ralf
KeymasterPlease uninstall and then reinstall to reset all settings to default. Head tracking should just work, the mod defaults to FullVR mode with headtracking.
The profile is set up to work with default settings. Everyting you might want to change in the vorpX menu are the ‘Resolution Quality’ and due to your GPU being below minimum specs for a pleasent experience, I’d heavily recommend to switch to Z3D. There is nothing else you have to tweak in the menu.
Ralf
KeymasterTopic closed. Please continue the discussion in the Cyberpunk Update Thread, that will serve as main hub for update information here on the forum.
Ralf
KeymasterAn update is now available that addresses the following issues:
- WMR headsets did not work with OpenXR. Your Reverb G2’s are now back where they belong: at the top.
- The scope wasn’t centered in view while aiming down sights for some pistols and similar weapons, making it difficult to aim.
- Uninstalling the VR mod could cause the game fail to launch if certain mods were present before installing the VR mod.
Please uninstall any prior version before installing this update. Otherwise you might still experience the uninstall issue mentioned above later.
Ralf
Keymaster@ lizard:
Overlooked your post earlier, sorry. If you don’t like the decoupled walk/look, for the time being please revert to regular vorpX. Maybe head locked movement will be added as an option to the mod later.
Ralf
Keymaster@ jonrgv
To you too.
@ onetoo:
None that I’m aware of, maybe there is a mod.
@ desmoflex:
The normal Windows ‘Add/Remove Programs’ dialog will do the trick. Caveat: if you had any mods installed before the VR mod that use ‘Cyber Engine Tweaks’, you will have to reinstall that currently after uninstalling or the game won’t launch.
Ralf
KeymasterNo need to. I undestood that you have to bend down to aim with your pistol in your earlier screenshot. That’s not how it was supposed to work and will be fixed shortly in an update. The scope will be centered when press the ADS key and you won’t have to bend down anymore.
I have still one other thing I want to address. Once that is done, I’ll upload a new version.
Ralf
KeymasterADS aiming in the mod works differently than in in ‘normal’ vorpX games because of the separated walk/look directions, with essentially is a position/rotation offset from the actual player position/rotation.
However, I made some tweaks to the ADS system that will fix the scope being out of center with scopes that don’t zoom very much, which if I understood you correctly was – rightfully – your main issue. No more back bending shortly.
You will still have to aim with gamepad/mouse in ADS mode though. That’s how it works: Normally you shoot where you look at, just like most of the time with vorpX. While aiming down the sights however you have to aim with gamepad/mouse like when you play on a montitor. So if you prefer head aiming at all times, just don’t switch to ADS.
Personally I actually consider that better than head aim ADS since you have to do something to aim instead of just looking in the right direction. With the scope centering fix for low zoom weapons, ADS aiming will pretty much be the same as ADS on a monitor under all conditions. Currently it only works as intended with weapons that have a higher zoom, like some sniper rifles.
Ralf
Keymaster@ drowhunter
Unfortnately the Oculus runtime doesn’t really behave like I would like to behave since Oculus introduced ‘Asynchronous Spacewarp’ and often throttles to half the headset refresh rate although there isn’t really much reason to to so, at least not when running vorpX, which comes with its own frame interpolation.
In [Program Files]\Oculus\Support\oculus-diagnostics you find a little tool named OculusDebugTool.exe. That allows you disable ‘Asynchronous Spacewarp’. Doing so helps a lot in regard to the above. Just don’t forget to re-enable it if you want their motion vector frame interpolation for native VR games.
@ Hoshi
I was able replicate the issue. It’s indeed a conflict that can occur when other mods that use CET are installed before the VR mod. There will be an updated installer shortly that can handle this conflict gracefully. The underlying issue is that CET crashes the game when its global.ini file is missing.
Ralf
KeymasterDid you max everything out in the game’s graphics details settings already? Shouldn’t bee too hard to bring any GPU to its knees, even without raytracing. :)
If you have GPU headroom left, also try to set the FPS cap to 75% or even just a ‘Small Delay’. The higher the framerate, the less jarring alternate eye artifacts become.
Ralf
KeymasterI tried to explain that already in my first reply and again above: the normal head aim doesn’t work well when zoomed in while in ADS mode, even more so with sniper rifles than with the pistol in your screen shot. It’s like trying to hold a telescope in your hand. Jittery as hell due to the huge magnification.
Hence the effect of head-tracking is reduced in ADS mode, and you actually aim with gamepad/mouse/controllers like you usually would when playing the game on your monitor.
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