Ralf

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  • in reply to: Cyberpunk 2077 #198525
    Ralf
    Keymaster

    Sounds as if for you it might be worth a shot to set the ‘Play Style’ option to ‘Immersive Screen’ instead of ‘Full VR’.

    in reply to: Cyberpunk 2077 #198523
    Ralf
    Keymaster

    Note that I dialed back the base strength from the original profile release in the meantime. Got a bit carried away originally and slightly overdid it. Works pretty well now. Unless you start looking for artifacts, there is nothing really distracting anymore.

    in reply to: Cyberpunk 2077 #198520
    Ralf
    Keymaster

    Has been answered several times in this thread before. Executive summary: Well working Z3D with more depth than in most other Z3D profiles. G3D also would make fairly limited sense here given the game’s hardware requirements. Give it a try, you might be surprised.

    in reply to: Cyberpunk 2077 #198518
    Ralf
    Keymaster

    Please go one page back in this thread. Should answer your question in detail.

    in reply to: Far Cry 4 black screen #198516
    Ralf
    Keymaster

    1. not a bug. If vorpX sets an an .ini value, it does that for a reason. Can’t remember currently what that was in this case, the profile was done several years ago, but you can be certain it doesn’t happen out of the blue for no reason.

    2. mmmh, played at least two or hours or so when I made the profile originally without encountering anything that I would describe as ‘literally falling apart’. If you have a savegame that shows what you mean, please send it to support at vorpx com.

    3. doesn’t sound right. Please try to reset the profile to default, don’t crank every game setting up to ultra and go easy on the resolution.

    Ralf
    Keymaster

    Not really sure, the game should actually run at 90fps without much problems even with vorpX, at least an unmodded Fallout NV.

    Bethesda games store the FOV in save games. Since vorpX raises the FOV (costs FPS) to match the headset FOV going back to an earlier savegame might be worth a shot.

    All changes vorpX made to .ini files can be restored in the config app under ‘Restore Game Settings’ (provided you didn’t delete the backups vorpX created already).

    in reply to: Cyberpunk 2077 #198513
    Ralf
    Keymaster

    @ JESUSSTAYS : Still haven’t checked yet, will have to wait until next week. You can be sure I’ll do all I can in that regard. Chances are 50:50.

    @ Angel : I’m also reasonably confident. I just can’t guarantee anything yet.

    in reply to: Cyberpunk 2077 #198508
    Ralf
    Keymaster

    Just keep the “… If the FOV hack proves to be without side effects …” from above in mind. I don’t really expect it to, but one never knows.

    I’ll probably choose something between the official game max, and the actual headset FOV for performance reasons. Higher FOV means less FPS since more has to be rendered, so similar to resolution the art here is finding the right balance.

    in reply to: Cyberpunk 2077 #198506
    Ralf
    Keymaster

    Rule of thumb: the higher the better quality wise, but a high resolution doesn’t make sense without a high enough framerate. It’s more important to select a resolution that works fast enough on your PC than to look at your headset resolution.

    in reply to: Cyberpunk 2077 #198504
    Ralf
    Keymaster

    The ideal aspect ratio in FullVR mode depends on 1/2 from above (FOV) and how it is accounted for. With the way FOV is currently handled 16:9 is the right aspect ratio, regardless of your headset aspect ratio. That may change later with the FOV hack.

    Just let vorpX do its thing, it knows what it does. Add the custom resolutions like mentioned in the hint on the DirectVR page and then just choose a preferred quality there.

    in reply to: Cyberpunk 2077 #198501
    Ralf
    Keymaster
    1. For that vorpX has its ‘EdgePeek’ function, which can temporarily zoom from full VR to a screen-like view: mouse wheel click or right thumbstick click are the default buttons. Also useful for watching cutscenes.
    2. That’s because of the game’s FOV limit, which is not high enough to fill the full headset FOV. In FullVR mode the game FOV and the headset FOV have to match or the image becomes warped/zoomed. Don’t fiddle with that yourself before you are more accustomed to how vorpX works. It’s extremely easy to break things in that regard. The profile is tuned perfectly for the game’s official max. FOV 100 currently.
    3. Check the custom resolutions hint in the vorpX menu (DirectVR page) when you try to change the resolution there.
    4. See 2. Don’t fiddle with that unless you know exactly what you do. If the FOV hack proves to be without side effects it will be added to vorpX next week.
    5. You can scale the HUD furher down on the image page of the vorpX menu.

    If you want to learn more about some basic principles, check the ‘Quickstart Guide’ and the ‘Essential Hints Guide’ in the vorpX help.

    in reply to: Cyberpunk 2077 #198499
    Ralf
    Keymaster

    @ Ogrescar: there must be something that gets in the way. I’m sure there would be more posts like yours here if there was some general hooking issue. Since you are quite versed using vorpX you probably did that already, but just in case you didn’t, going through the trouble shooting guide in regard to hooking conflicts is worth a shot.

    The game should also work fine with the latest nVidia drivers (460.79), which were released just yesterday specifically for Cyberpunk 2077, a driver downgrade should definitely not be necessary.

    in reply to: Cyberpunk 2077 #198494
    Ralf
    Keymaster

    3D is about twice as strong as usual for Z3D while still keeping artifacts to a minimum. Works fairly well even in interiors. I’m still tweaking base parameters, the next release will probably even do a bit more.

    in reply to: Cyberpunk 2077 #198481
    Ralf
    Keymaster

    Yes, 21.1.0.2 is the current version. Updates should install automatically, so under normal circumstances you don’t have to check for them manually. If you are unsure whether you received the latest update, you can check the pinned release post here in the forum. It gets updated whenever a new version comes out.

    in reply to: Cyberpunk Gameplay in VR with VorpX #198479
    Ralf
    Keymaster

    The controller will work fine, it’s just the help overlay that constantly changes between controller/keyboard. vorpX emulates a mouse for head tracking, which confuses the game a bit so that it doesn’t know which help overlay to show. Everything works perfectly fine though.

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