Ralf

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Viewing 15 posts - 1,501 through 1,515 (of 10,043 total)
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  • in reply to: Cyberpunk WMR Controller Mapping #208661
    Ralf
    Keymaster

    It’s not really a roomscale mod, the mod does not alter the gameplay. You can play seated or standing in place, that’s up to you. You should maintain your forward direction though. Turning is handled by the controller/gamepad, not via actually turning yourself around.

    in reply to: Cyberpunk WMR Controller Mapping #208658
    Ralf
    Keymaster

    Try the standalone mod: https://www.vorpx.com/cyberpunk-vr-download/. Will be included in the next vorpX, but currently is only available as an extra download.

    Comes with game specific 6DOF-tracking incl. decoupled walk/look. Since that doesn’t require mouse emulation for head tracking, controllers are set to gamepad mode per default, which works without key mapping.

    in reply to: Cyberpunk VR Update Thread #208656
    Ralf
    Keymaster

    @ all

    Happy New Year!

    @ xtraa

    Is your Cyberpunk 2077 up-to-date (1.31)? With an older game version the mod would behave that way. Your PC indeed is not really strong enough unfortnately though. :( For an enjoyable experience you need a GTX1080/5700XT and to make it look really good a current highend PC is heavily recommended.

    in reply to: Resident Evil 8 THE VILLAGE #208648
    Ralf
    Keymaster

    Different base paramaters during authoring. I’ll revisit some more Z3D profiles from time to time over the next weeks/months and make similar changes to them either.

    In RE8 and other newer Z3D profiles everything more than about 1.5 meters or so away looks practically the same as with G3D in respect to realistic 3D. Even ‘more 3D’ really doesn’t make sense anymore though due to excessive glitches.

    in reply to: MSFS2020 CTD’s (Crash To Desktop) #208646
    Ralf
    Keymaster

    You can exit or pause vorpX from its tray icon‘s right click menu.

    in reply to: Older Vorpx version to use with Oculus DK2 ? #208645
    Ralf
    Keymaster

    Doesn’t the Oculus PC app work with DK2 anymore? vorpX works with any Oculus headset that works with the Oculus PC app. Haven’t checked a DK2 in a while, but the only headset that never worked with the final Oculus runtime version was the DK1.

    in reply to: Cyberpunk VR Update Thread #208644
    Ralf
    Keymaster

    @ Lawrence:

    Please try to reset everything to default by reinstalling the mod. Might be related to you tinkering with Zoom/FOV settings. Please don’t. Also as always: if you have other mods installed, try without. If you have a mod installed that affects the camera in any way, it may (probably will) break things.

    @ drowhunter:

    My first shot at a decent pitch lock was a miss yesterday unfortunatly. I’d rather do that by directly manipulating the camera than by messing with input. That’s always better. Unfortunately more complex in case of this mod than it is for games where rotation is handled via the DirectVR memory scanner. I’ll try again later and if all fails I’ll check how well messing with input works.

    @ all:

    Good news re head aiming for ADS: I was able to crack that one earlier today. I’ll do a few more tests and some finetuning and upload an update with head aim ADS Sunday.

    in reply to: Shadow of the Tomb Raider 3D no longer working. #208634
    Ralf
    Keymaster

    SBS 3D also works in immersive screen mode. Either that or cinema mode is also the default, not 100% sure which one. Try to reset the profile to default.

    The profile should work well with default settings and enable the game’s SBS 3D mode automatically. The only thing you might want to adjust is the strength of the 3D effect in the game options since the game’s defaults don’t really work well on an extra huge screen like the vorpX cinema screen. vorpX suggests some values in the top/left corner of the game window.

    in reply to: Cyberpunk VR Update Thread #208633
    Ralf
    Keymaster

    Inventory item descriptions/tooltips positioning appears to be borked at non-wide resolutions with or without the mod. The game always shows the inventory screen in 16:9, but apparently doesn’t consider the black bars it adds to that screen when it calculates the description positions, that’s my guess at least. Seemingly noone at CD Projekt Red ever really tried a non-wide resolution… I’ll see whether I can do something about that, but can’t promise anything. You can work around that by setting a 16:9 res manually, but that’s not a good solution, since that way many pixels have to be rendered that will never show up in the headset.

    HUD wise I’d say it’s best to leave the size at 0.5 as per default. That’s how I play it here. To gather the most important info like your health status or the position on the minimap you can glance into the corners, which works fine regardless of HUD corners being within the lenses sweetspot or not. And if I occasionally need a closer look at something, I briefly switch to EdgePeek. Happens rarely (read: almost never) for me though.

    in reply to: Cyberpunk VR Update Thread #208627
    Ralf
    Keymaster

    Not sure if I’d consider scaling the HUD up good advice. With a scaled HUD hacking etc. works perfectly well without having to switch to EdgePeek mode. Might make more sense to customize the HUD instead if you dislike how it works when scaled. You can turn some stuff off in the game options, and for total control over what is displayed under which conditions there is a mod named ‘Limited HUD’.

    DLSS does something on auto. However, my personal recommendation would be to go without DLSS and raytracing. While occasionally raytracing can look awesome in the game for sure, the crisper image without DLSS IMO has the greater overall benefit. That’s fairly subjective though, of course.

    The framerate cap is better left on indeed. Makes it easier to run the headset render thread at max speed, which is important for the best possible frame interpolation.

    in reply to: FS22 camera lock on horizon #208623
    Ralf
    Keymaster

    If you play with the mouse, you can try the ‘Try Pitch Lock’ option on the input page of the vorpX menu. Two caveats:

    1. This is a general option, I’m not sure whether it actually works in FS 2022.
    2. If it works, it will also lock y-axis mouse movement in menus, hence there is a shortcut that temporarily unlocks the y-axis when needed (CTRL+SHIFT).

    in reply to: Cyberpunk VR Update Thread #208622
    Ralf
    Keymaster

    @ Fairweather:

    No promises, but I’ll look into that.

    @ lipplog:

    Walk and look direction are decoupled in the mod. You can walk/drive in one direction and look into another.

    in reply to: Cyberpunk 2077 Vr mod issues #208613
    Ralf
    Keymaster

    Please make sure that the second number in the ALT+F fps counter shows the refresh rate of your headset.

    If you can’t stomach the alternate frame 3d method in general, also consider switching to Z3D. All other benefits of the mod like 6DOF tracking or decoupled walk/look also work with Z3D.

    in reply to: Cyberpunk 2077 Vr mod issues #208608
    Ralf
    Keymaster

    That’s unrelated. A bit confusing, but these entries are related to the DirectVR memory scannner, a feature of the regular vorpX that is used in some other games, but not in the mod.

    Something I didn’t mention before: the mod only works corectly with the current Cyberpunk 2077 version (1.31), not with older versions.

    If that also is not your issue, please send your [User]\AppData\Temp\vorpX.log file via mail to support at vorpx com. I’d like to check wehther it shows anything unusual in respect to head tracking.

    in reply to: Cyberpunk 2077 Vr mod issues #208606
    Ralf
    Keymaster

    And you have definitely no other mods installed that may affect the game’s camera? Maybe some leftover from a prior install of the game in the same folder.

    if in doubt, please delete the [CP2077]\bin\x64\plugins folder and then reinstall the VR mod.

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