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RalfKeymasterAll good then, I guess. Still better for me to be a bit quieter from now in feature request posts. And certainly no more (apparently easy to misunderstand) funny remarks.
RalfKeymasterA little heads-up for AMD GPU users with frequent crashes: I think I cracked the issue. Seems to be related to some nVidia functions the game uses, which probably do something different when they run on an AMD GPU. Would explain why only AMD is affected. I was able to work around that by hooking into DX12 in a different way.
Played the whole ‘Nomad’ start again on a 5700XT until after the first mission in the city (almost an hour of gameplay) without a single crash, so I guess it’s safe to say all is well using this method. The only downside is that currently I can’t get the scalable HUD working for (yet) unknown reasons. Will give that another shot tomorrow. Would be a relatively small price to pay though, I think.
An update containing the required changes will be released early next week, with some luck even before the weekend, but don’t count on that.
RalfKeymasterBetween vorpX updates there are occasional profile database updates, which also come automatically (checked when launching vorpX), so as far as official profiles are concerned you are up-to-date automatically for the most part.
Every now on then I may push a single fix to the profile cloud, but for a popular title like CP2007 there will always be an automatic database update in that case, so you can be sure to always get the latest one automatically.
RalfKeymasterThat was related to a base parameter dialed in during authoring, the 2.0 you see in the menu are the right default value.
RalfKeymaster@ Obneric
While doing a bit of research yesterday I came across several posts in general CP2077 discussions where people suggested that the game would sometimes perform worse directly after changing settings until it is restarted. Don’t really recall to have observed that myself, so it’s just a guess, but maybe that’s what happened to you.
@ markbradley
Difficult to say how the settings corruption manifests itself excatly, isn’t always the same. There was some weird glitch were using either the ‘Cancel’ (restores the prior settings) or the ‘OK & SAVE’ (saves the current settings) button with a gamepad caused a “feedback loop” that made some settings change randomly before eventually vorpX crashed. If in doubt, it’s best to do the suggested factory reset, that way you can be sure everything is as it is supposed to again.
RalfKeymasterThat is handled by vorpX via the ‘More…’ buttons in several places that keep the most important options visible all time while still providing a huge amount of options for advanced customization.
My main issue here is not really related to vorpX, but to how feature request threads like this unfortunately end up way too often. You can’t know that and none of it is your fault, but there simply were too many occasions in the past were giving straight and direct answers just caused problems. In this case because someone was offended by a funny remark, in other cases because someone didn’t get the answer they wanted to hear.
That will change from now on, but don’t feel disheartened to suggest everything that comes to mind. I look forward to more suggestions of any kind, there just will be a little less prompt and direct feedback in the future, which probably is better for everyone.
RalfKeymaster@ Smoils:
You have the honor to get the last non-corporate-style reply for the time being: by now the vorpX screen is so heavily customizable that honestly I would be quite surprised if there was any other with more customization options – except blowing it up to 30m. Like said above, I’ll keep that in mind though.
Would be great if stuff like this wouldn’t always become lengthy discussions. I hear you, I read you, and of course I will continue to hear you just as I always did, but at the same time I will reply to threads like this way less often in the future.
RalfKeymasterThat’s probably it, should be d3d9.dll. Thanks for the heads-up.
RalfKeymasterNo need to apologize for anything. You didn’t do anything wrong.
I will finally restrain myself in the future though. No more funny remarks, from now on ‘corporate style’ replies and nothing else. If anyone ever wondered why you typically get answers from official sources that are as empty and shallow as possible, Ovo’s reaction above is why. A bit sad as far as I’m concerned, but probably for the best.
I’ll still reply to everything that I consider important, but don’t expect the fairly direct and prompt conversation style anymore that I liked too pursue here in the past. Sorry, guys.
RalfKeymasterThe locking to 45 (half your headset refresh rate) happens on purpose to keep things smooth. In this particular case that even is enforced on every game start due to the game’s high hardware requirements. You can unlock it (Fluid Sync in the vorpX menu), which will also lead to higher GPU usage, but you will probably find that steady 45fps are worth more than full GPU usage with an uneven game/headset FPS ratio.
RalfKeymasterI’m not sure if I understand this correctly. The aspect ratio depends on the game resolution, so if for example you would run your vertical shooter with a 3:4 resolution, let’s say 768×1024, the screen would also become 3:4.
RalfKeymaster@ Ovo
You realize the :) behind that remark and my later reply that all suggestions are welcome? Developers are humans too though, and if after adding screen feature over screen feature for several years, there still comes yet another request in that regard, that IS a tiny bit funny.
You probably consider that post of mine unprofessional, but honestly, in my place you would also have found that funny. And I like to keep a bit of a human touch here every now and then, ‘unprofessional’ or not.
Don’t take every single word so goddamn serious, especially not if it explitely comes with a :)
RalfKeymasterYes, technically it’s the same, vorpX changes the same .ini values that the game changes.
Whenever the auto resolution feature is available, vorpX calculates the resolution based on a variety of different factors following guidelines that are defined per game in the DirectVR part of the game profile. It’s a bit convoluted to explain, but you can trust that the choice it makes is a reasonable one.
If you want to max out things, try one of the higher quality presets in the DirectVR menu and see what still works for you framerate wise. Just be aware that if for example you choose ‘1440p’ as quality preset, the end result won’t necessarily be a 1440p res. What vorpX actually does when figuring out the best resolution is trying to maintain a certain pixel density that fits the chosen quality preset regardless of any vorpX settings that affect it.
Sounds odd, I know, just trust me that it all makes sense. I probably should rename the quality presets to something like ‘low’, ‘med’, ‘high’ and so on, which would be less confusing.
RalfKeymasterDon’t get personal here, please. There are enough places for that kind of interaction on the internet, this is not one of them.
RalfKeymasterMaybe after I have added the option for the octagonally shaped prism screen, that one has higher priority. :)
Seriously: no harm in making suggestions, each and and every suggestion is very welcome. I just can’t always promise that everything will be implemented, or if so, within what timeframe.
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