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RalfKeymasterShort and sweet: No.
RalfKeymasterToo late, just added this before the actual install starts. Should clear things up without being too serious about it. :)

RalfKeymaster@ Lawrence: I’m thinking about adding a little hint to the installer that makes purists who don’t consider VR without full motion controls worth it aware of what to expect. Don’t want to waste anyone’s time.
That aside: motion controllers work fairly well as gamepad. They will be set to gamepad mode per default for the release, so no tinkering required to get any key mappings right.
Obviously not as good full native motion controller support, but leagues better than holding a gamepad in front of you when you play standing. Having your hands free just feels more natural and if you want, you even can fake object interaction or aiming with guns, playing ‘air guitar’ so to speak. That can add quite a bit to the immersion.
That works well with any FPS game where vorpX supports 6DOF Tracking btw. I played through large parts of Half-Life 2 that way for example some years ago. All you need is a bit of an inner child left in you, and you forget that you aren’t actually aiming in a blink of an eye.
RalfKeymasterYes, shadows are fine. G3D is not done on the Direct3D level in this case, but directly ‘inside’ the game engine. That doesn’t come with the usual difficulties in regard to shader glitches. It’s entirely game sepecific though. Walk (or drive) and look direction are fully separate things.
The whole thing is basically vorpX beefed up with an individual Cyberpunk mod portion that adds some functionality vorpX does not provide normally.
RalfKeymastervorpX adjusts a bunch of settings when you first launch the game to get the field of view (“zooomed in”) right. You have to restart the game once, afterwards everything should look OK. You’ll see a notification in the headset as well as in the top/left corner of the game windows whenever some setting have been adjusted that require a restart.
If you already tweaked settings a lot, please also reset the profile to default and make sure you didn’t accidentally disable automated settings. Under normal circumstances the game just works once vorpX adjusted the FOV settings.
Not sure about the input key issue, but you can work around that by playing with a gamepad, a left thumbstick button click opens the menu.
RalfKeymasterHere’s what is to expect (and what not):
RalfKeymaster24th. Would have loved it to be a bit earlier than that, but there is still some work to do until it’s ready for release.
RalfKeymasterFor TrackIR to work vorpX has to hook into a game directly. Seems to use Unreal Engine 4, which is good news in that regard. There are plently of UE4 profiles to try as a base for a custom profile.
If the game can still runs on DX11 (pretty much all UE4 vorpX profiles are DX11), you’ll definitely get it working one way or the other.
If you have never created a custom profile before, best check the ‘User Profiles’ section in the help. It explains how it’s done and also lists a bunch of UE4 profiles you can try as base profile.
Let me know if you encounter any roadblocks (pun intended ;)) during the process. I answer what I can.
RalfKeymaster@ RJK_
Yes, there is a C API for communication between game mods and vorpX. Not sure if it’s used somewhere else, but at least I’m using it myself for a bunch of titles where some stuff is done that wouldn’t work without a dedicated mod portion.
@ drowhunter
I didn’t want to change the version number for a single fix, the next regular update is due shortly anyway. You can just run the installer without uninstalling. That’s like an update install, just without an auto update in this case.
Yes, the overlay in the top/left corner of the game window.
BTW: keys stay valid unless you reinstall Windows or change vital hardware, so often for the whole lifetime of a PC. Even when you uninstall completely, an older key can be re-used on the same PC/Windows install. So it makes always sense to keep key e-mails.
RalfKeymasterI’m pretty sure you can ignore the warning, vorpX doesn’t hook into DX12 in WoW anyway. It’s a generic warning that is always shown whenever vorpX detects a D3D .dll in a game folder.
You have to make sure that the game runs with ‘DirectX 11 Legacy’ selected as ‘Graphics API’ in Settings/Advanced though. 3D only works right ‘DirectX 11 Legacy’. vorpX should change this setting automatically, but maybe that failed for some reason.
RalfKeymasterEverything game specific is stored in the profile.
You don’t need OpenTrack though. vorpX can handle TrackIR since quite a while. Whenever TrackIR is detected, a message stating that should pop up in the top/left corner of the game window.
RalfKeymasterProbably not the suggestion you hoped for, but if you haven’t done so already, please try a full factory reset in the config app (Trouble Shooting page). Maybe some settings are messed up. If it works for some games, but not for others, that’s a resonable assumption.
Be aware that a factory reset removes all custom profiles from the database and resets all profiles. So if you have profiles that you put a lot of effort in and don’t want to lose, back them up beforehand by dragging them from the local profiles list to your desktop.
RalfKeymasterShould work as before. There haven’t really been any chnages to the Touch controller for quite a while. Controllers may have to be active when starting the game.
RalfKeymasterI’ll take a look at the game after the Christmas break, so this is just a general hint.
If you have G3D working in principle but there is some weird directional blur, you have a 50:50 chance to fix this with the shader tool by disabling the offending blur shader. Not guaranteed to work, but worth a shot.
That way you can also disable shadows if you want.
To enable the shader tool:
- Enable ‘Expert Settings’ in the config app (‘General’ page)
- Enable ‘G3D Shader Authoring’ on the same page
- In the game press CTRL+END (or ALT+END) to open the shader authoring
May look a bit daunting at first, but is really fairly easy, even if you don’t really know what shaders are. You basically flip through the various vertex- or pixelshaders a game uses to find the offending shadows, then add them to the known shaders and define them as shadow (or just disable them).
Sounds more complicated above than it actually is, and if you happen to be a bit of tinkerer, that can even be some fun on its own.
RalfKeymasterAll good. Was a good opportunity to raise a bit of awareness for the fact that vorpX is capable of a lot more than one or the other may think by just checking one or two games.
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