Ralf

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Viewing 15 posts - 1,516 through 1,530 (of 10,003 total)
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  • in reply to: Almost Ten Years Ago… #208427
    Ralf
    Keymaster

    You have to aim with mouse/gamepad/VR controller in ADS mode. Without ADS you have head aim, but with ADS you have to aim by hand. It’s pretty much a little mini game: you have adjust the line of sight to your target. Head aim for ADS just doesn’t work well due to the high camera zoom, especially with high-zoom spiper rifles.

    Alternatively it might have been possible to override the camera zoom, but that would have kind of killed the point of using a sniper rifle entirely.

    in reply to: Almost Ten Years Ago… #208423
    Ralf
    Keymaster

    What you can do if for some reason the uninstaller behaves odd for you and you want to switch between the mod and monitor gaming is disabling the mod like a manually installed one. Just remove the vpxCP2077.asi from your [CP2077]\bin\x64\plugins folder and the vpxCP2077 folder from [CP2077]\bin\x64\plugins\cyber_engine_tweaks\mods.

    Probably some weird conflict with another mod you have installed.

    in reply to: Almost Ten Years Ago… #208421
    Ralf
    Keymaster

    I’m out of ideas then sorry. All the installer does is copying the mod files (including CET if not already present). The uninstaller later only removes files that the installer installed before. It doesn’t change any game files.

    in reply to: Almost Ten Years Ago… #208419
    Ralf
    Keymaster

    Super weird. The only potential issue I can really imagine here is some issue with the ‘Cyber Engine Tweaks’ modding framework. That’s used by many mods, not just the VR mod. The installer doesn’t touch any files that belong to the actual game.

    in reply to: Almost Ten Years Ago… #208417
    Ralf
    Keymaster

    Is that replicable? I.e. does it always happen?

    in reply to: Almost Ten Years Ago… #208415
    Ralf
    Keymaster

    Huuh? The uninstaller only removes files that the installer actually installed before. I have uninstalled the mod countless times on both the Steam and the GOG version of the game.

    If you have other mods installed that rely on Cyber Engine Tweaks, as a precaution you might want to copy that manually over again after uninstalling the VR mod, but normally that shouldn’t be necessary.

    in reply to: Almost Ten Years Ago… #208413
    Ralf
    Keymaster

    Follow the mini ADS-guide above. In a nutshell: recenter tracking, then ideally make sure to enter ADS while looking forward and aim with mouse/gamepad/motion controller.

    in reply to: Almost Ten Years Ago… #208411
    Ralf
    Keymaster

    @ LUNDSCAPE

    Sure. hassle free, standardized removal is a major reason for creating installers in the first place. You can just remove the mod via the normal Windows add/remove programs settings dialog.

    @ Sephael

    Are you referring to aiming down sights? Recenter the view occasionally. ADS is actually detected by the mod and treated differently than the head aim without ADS. Head aim doesn’t really work well while aiming down sights, especially for high zoom sniper rifles where even small head movements would have a huge impact on where you look at. I tweaked ADS mode A LOT, and it’s actually better than head aim since you really have to aim. Best practice: press the ADS button while looking forward, that aim in ADS mode with gamepad/mouse.

    You might also want to choose a main eye under ‘More 3D-Settings’. That’s mostly useful for pistols and such without a super high zoom.

    in reply to: Almost Ten Years Ago… #208408
    Ralf
    Keymaster

    For smooth turning with the gamestick you have to make sure that the second number in the vorpX FPS counter (ALT+F) shows the refresh rate of your headset. vorpX can factor in mouse and stick rotaton into the alternate eye frame interpolation, but that only works if the headset thread runs at full speed. Alternatively switch to Z3D, which doesn’t involve alternate eye rendering.

    pitch lock: I guess I’ll add the usual DirectVR tracking pitch option to the mod. Impossible to meet everyones preferences in that respect apparently. I thought the 1/3 sensitivity would be good compromise that everyone can agree on, but apparently not.

    in reply to: Almost Ten Years Ago… #208405
    Ralf
    Keymaster

    Obneiric is right, scratch what I said above. Just checked with my G2 here. There is some fairly bad jitter with WMR over SteamVR that definitely isn’t supposed to be there. I’ll see what I can do. For the time being you can mitigate it by setting the FPS cap to 50%, although that’s not really an ideal solution.

    The good news is that Cyberpunk via WMR/OpenXR works fine with my regular vorpX dev build. The bad news is that I have no clue why it crashes with the mod. Maybe something timing related.

    in reply to: Almost Ten Years Ago… #208402
    Ralf
    Keymaster

    @ Lawrence:

    I haven’t checked Cyberpunk in particular yet, but I don’t think there is much of a difference between OpenXR and SteamVR for WMR headsets anymore. Up until now WMR headsets always behaved a bit weird with SteamVR, but when I recently reimplemented the headset syncing, I made some tweaks to how vorpX works with SteamVR, and that also improved the WMR/SteamVR oddities. These changes are already included in the mod.

    Take that with a grain of salt since I only did a few quick tests some weeks ago, but I’m reasonably confident that WMR over SteamVR isn’t much worse than WMR with OpenXR anymore.

    @ kgian

    You need it e.g. for fine adjustements when aiming down sights. Pitch on the gamepad is reduced to 1/3 of the normal stick sensitivity, so it’s fairly hard to accidentally mess the pitch up. Always a bit difficult to find a default that everyone likes here. Some want it locked, others hate that. The reduction to 1/3 is a good compromise that (almost) gets you the advantages of having it locked without breaking stuff that may require the right stick y-axis.

    in reply to: Almost Ten Years Ago… #208390
    Ralf
    Keymaster

    Try OpenXR or SteamVR if you have trouble getting it to work in Oculus mode.

    in reply to: Almost Ten Years Ago… #208374
    Ralf
    Keymaster

    Don’t bother, appears to be broken indeed. I’ll take a look at that after the Holiday break. Stick to SteamVR, the original downsides of SteamVR for WMR headsets are largely gone anyway. I overhauled the whole headset syncing system recently for the next vorpX version and these changes are already included in the mod.

    in reply to: Almost Ten Years Ago… #208350
    Ralf
    Keymaster

    Latest game version only, I’m afraid. At least I’m 99.9% certain that the dedicated mod portion won’t work with older versions. Doesn’t do anything without that.

    in reply to: Almost Ten Years Ago… #208347
    Ralf
    Keymaster

    @ onetoo

    Did you try OpenXR? If in doubt, I’d prefer OpenXR over SteamVR for Oculus headsets. Closer to the metal.

    @ mrbrock

    Yeah scale being off is probably the biggest downside of Z3D vs. the DirectVR 3D. One other thing you could try is switching to EdgePeek mode while driving, which will be less immersive but more comfortable. Depending on your preferred input method: mouse wheel click, gamepad: right thumbstick click, motion controllers: right grip button click. Or you could even switch the ‘Play Style’ option to ‘Immersive Screen’ or ‘Cinema’. Although I’d do that only as a last resort.

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