Ralf

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Viewing 15 posts - 376 through 390 (of 10,115 total)
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  • in reply to: Cyberpunk 2077 Standalone Mod not working #219704
    Ralf
    Keymaster

    Please first make sure that you use the latest version of both the game and the mod. The mod utilizes the Cyber Engine Tweaks modding framework, each CET version only ever works with the Cyberpunk version it was released for.

    If things still don’t work after checking the above, check the huge instructions panel to the right of the tutorial screen. In case the game got an update that requires a CET update, you’ll find all you need to know to update CET there.

    in reply to: Another stab at NR2003? (using TrackIR) #219691
    Ralf
    Keymaster

    Please first double check whether the game really has TrackIR support. If you are 100% sure about that, check whether you maybe have to enable it somewhere in the game options. In some games it’s not on per default. If TrackIR is actually enabled in a game, vorpX does auto-detect it reliably under normal circumstances.

    If it still doesn’t work once you are sure TrackIR is both available and actually enabled, the only thing I can possibly imagine is that maybe this specific game implements TrackIR differently than newer games with TrackIR support. Not much could be done in that case unfortunately.

    in reply to: Another stab at NR2003? (using TrackIR) #219686
    Ralf
    Keymaster

    If the game has TrackIR support, you should be able to easily switch it on yourself in the vorpX ingame menu. vorpX can detect if TrackIR is available in a game and displays according options in the menu in that case.

    in reply to: How to rollback? #219632
    Ralf
    Keymaster

    Extremely unlikely that 24.1 is responsible for your hooking issues. The general hooking mechanism hasn’t changed at all. Check what else might have changed on your system. There almost certainly is something else going on.

    Oculus Link restarts itself when the Windows display config changes, which happens occasionally due to the new virtual vorpX monitor. Not a bug on vorpX’s end, just some weird behavior of the Oculus app. Easily avoidable by starting vorpX before the Oculus app, not really an issue at all.

    That said, you can roll back with the procedure mentioned in the 24.1.0 release post on the front page. (1. Uninstall vorpX, 2. Reinstall with the regular installer). If you didn’t keep your original web installer, check the support FAQ for how to get a new one.

    Ralf
    Keymaster

    That sounds definitely wrong. Please check whether maybe something is running in the background that also hooks into games, eg. some overlay, GPU utility, screen recording app, messenger etc.

    More detailed information on the topic can be found in the help under ‘Trouble Shooting’

    in reply to: Cyberpunk VR Update Thread #219562
    Ralf
    Keymaster

    Please read my last reply directly above your post in case it doesn’t work.

    in reply to: Head Tracking #219535
    Ralf
    Keymaster

    1. If I understand the question correctly, that would basically the same as switching to FullVR mode and then scaling down the image with the ImageZoom setting.

    2. You should be able to use mouse emulation head tracking with the desktop viewer as well by adjusting the head tracking sensitivity. Switching to FullVR and scaling down the image like described above should also work.

    in reply to: 24.1.0 Feedback #219530
    Ralf
    Keymaster

    The hooking related wish doesn’t really make sense. vorpX already automatically inserts hooks on game start (and destroys them on exit). Otherwise it wouldn’t work (obviously). The only thing in that respect vorpX *may* do afterwards is that in case the normal hooking fails it displays a trouble shooting assistant that among other things offers to install hook helpers. That’s a good thing, otherwise there wouldn’t be an *additional* fallback hooking method.

    As far as external docs in addition to the in-app tooltips and notifications are concerned: there are HTML help docs with additional information that can be accessed either from within the config app, a shortcut on the desktop or a shortcut in the start menu. I’ll consider adding even more documentation as soon as I get the impression that more than 0.05% of you guys actually read the already easily available information. ;)

    Ralf
    Keymaster

    FOV scanning appears to be broken with the current Skyrim SE build, I was made aware of that just yesterday. Probably it’s not in the memory range anymore that the scanner expects. I’ll see what I can do, might only require a profile update. If so I’ll upload a database update within the next few days.

    For the the time being open the game’s console with the ‘~’ key (the key below ESC) and type ‘fov 112 112’ (without the quotes). Confirm with enter. Alternatively you can switch to good old DX9 Skyrim, with the added benefit of much better performance.

    Hint: If you switch to DX9 Skyrim and happen to be on Windows 11, make sure to use vorpX 24.1.0 (link on the front page). DX9 performance on Windows 11 is severely degraded with the last regular build.

    in reply to: 24.1.0 Feedback #219518
    Ralf
    Keymaster

    There is a screen tilt option under ‘more immersive screen settings’ which maintains the right angle to your eyes and thus is more useful than simply shifting the screen up/down.

    in reply to: My Vorpx Experience #219512
    Ralf
    Keymaster

    FOV scanning appears to be broken with the current Skyrim SE build, thanks for the heads-up. Probably it’s not in the memory range anymore that the scanner expects. I’ll see what I can do, might only require a profile update. If so I’ll upload a database update within the next few days.

    For the the time being open the game’s console with the ‘~’ key (the key below ESC) and type ‘fov 112 112’ (without the quotes). Confirm with enter. Alternatively you can switch to good old DX9 Skyrim, with the added benefit of much better performance.

    As far as FOV is concerned for games where vorpX can’t handle it automatically: depending on the game that might be a bit tricky, but there always is a solution. Either by changing game settings or with some external tool. And even if there is no way to adjust FOV at all, vorpX provides a (non-perfect) workaround that always works.

    More detailed information on the topic can be found in the help under ‘Essential Game Hints’ and ‘The 1-2-3 Game Setup’.

    in reply to: I cant move/use my controllers. (CP2077) #219503
    Ralf
    Keymaster

    Please use the latest cutting edge build for CP2077:

    vorpX 24.1.0 – Optional Cutting Edge Version

    in reply to: ARE YOU NOT GONNA GIVE ME MY CODE #219498
    Ralf
    Keymaster

    Your key has been sent automatically immediately after you requested it to the mail address warr………@live.com.

    Please check your spam folder.

    Ralf
    Keymaster

    That sounds decisively wrong, but I don’t really know what the issue might be TBH. You should see a fairly long list of resolutions in the Windows display settings normally.

    I’ll try to replicate your steps. All I can suggest for now is trying without the added custom res in the faint hope that’s the issue somehow. Adding the exact res of your headset doesn’t really make sense anyway, that’s not how things work with vorpX. The final res for the image that gets sent to the headset is auto calculated by vorpX, it’s never exactly the desktop/game res.

    in reply to: Cyberpunk VR Update Thread #219439
    Ralf
    Keymaster

    Please make sure that both Cyberpunk and the mod are updated to the latest version. The latest version of the mod works fine with Cyberpunk 2.12.

    Next time the mod ceases to work after a game update make sure to check the huge instructions panel in the launch environment. You’ll find all information you need to make it work again without having to wait for a new version of the mod in these instructions.

Viewing 15 posts - 376 through 390 (of 10,115 total)

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