Ralf

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Viewing 15 posts - 451 through 465 (of 10,058 total)
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  • in reply to: Cyberpunk VR Update Thread #218037
    Ralf
    Keymaster

    @ ghoulworld:

    Install the latest vorpX beta. It comes with the full feature set of the standalone mod.

    vorpX 23.1.0 BETA

    @ mateusz:

    You could create a custom resolution in the nVidia GPU driver settings app, disable auto resolution in the vorpX menu and then set the created auto resolution.

    @ Destroy:

    That sounds wrong. Try to reset the game’s graphics settings to medium and go from there. With a 4090 you should get much better results. The CPU shouldn’t be much of a bottleneck either.

    in reply to: Fallout 4 vs Fallout 4 VR #218036
    Ralf
    Keymaster

    You can use motion controllers as gamepad with vorpX. The latest beta also comes with controller gestures. Shor demo video in the post below:

    vorpX 23.1.0 BETA

    in reply to: Cyberpunk VR Update Thread #218023
    Ralf
    Keymaster

    Make sure to install the beta and let it install the additional components. The profile now comes with all extra features of the standalone mod. Alternatively use the standalone mod and pause vorpX while playing Cyberpunk.

    in reply to: Cyberpunk VR Update Thread #218007
    Ralf
    Keymaster

    I only have the Steam and the GOG version here, but never heard of any Epic specific issues. So it’s pretty unlikely that there are any.

    In regard to launch crashes:

    First please reset the game’s graphics details to default before installing the mod.

    If that does not help, browse to C:\Users\[Your User]\AppData\Local\NVIDIA\DXCache, select all files and delete them. Some can’t be deleted because they are in use, skip those.

    Note that the AppData folder is a hidden folder, enable ‘Show hidden files’ in Windows Explorer to see it.

    in reply to: Cyberpunk VR Update Thread #218004
    Ralf
    Keymaster

    Make sure that the game runs in the foreground by clicking into its window with the mouse, just in case. If it’s not running in the forground there may be input glitches. That should also help with any potential ‘motion controller not working’ issues.

    Also try to disconnect potentially unused fightsticks ot anything similar you may have connected to see whether they get in the way.

    in reply to: Cyberpunk VR Update Thread #218002
    Ralf
    Keymaster

    Please see my reply to when you asked the very same question four posts above. Or alternatively to when you asked it for the first time a few days ago.

    in reply to: Cyberpunk VR Update Thread #217996
    Ralf
    Keymaster

    Use your motion controllers. Make sure to check the gestures in the tutorial. So much better even seated.

    in reply to: Cyberpunk VR Update Thread #217993
    Ralf
    Keymaster

    2023/10/05

    Version alpha 9b is available. Adds compatibility with Cyberpunk 2077 2.01. No other changes.

    Download

    in reply to: Cyberpunk VR Update Thread #217989
    Ralf
    Keymaster

    If you changed any settings in the vorpX menu, please first reset everything to default. Afterwards please make sure to follow the performance related hints in the huge instructions panel that gets displayed in the launch environment.

    in reply to: Cyberpunk VR Update Thread #217987
    Ralf
    Keymaster

    You asked that before already. The mod works with CP 2077 2.0, with or without Phantom Liberty, so the only building block is installing the mod. Alternatively you can use the vorpX beta, which auto downloads the updated extra components when you launch the game.

    Please note that patch 2.01, which apparently gets released later today, will probably break the mod again. Stick to 2.0 by disabling auto updates in Steam/GOG until a new CET for 2.01 becomes available.

    in reply to: Starfield Hype Train – CHOO CHOO! #217973
    Ralf
    Keymaster

    Gesture demo video:

    vorpX 23.1.0 BETA

    Starfield user profile setup:

    Starfield Alpha v0.2 rev.b

    in reply to: Meta quest 3 update? #217969
    Ralf
    Keymaster

    Should work out of the box without the need for any changes on the vorpX end.

    Since the Quest 3 will probably become the most popular headset in next one or two years I still preordered one too to make sure it really does. So in the unlikely case of any Quest 3 specific issues things will get fixed ASAP.

    in reply to: Cyberpunk VR Update Thread #217968
    Ralf
    Keymaster

    You may have to press a trigger/button to activate motion controllers ingame, nothing else.

    Don’t touch anything in the vorpX menu aside from the resolution and potentially the framerate cap. If you have a fast PC you may to want to set it to ‘small delay’ instead of the default 66%. That will allow the game to run at the full refresh rate of your headset if you don’t overdo with the graphics details.

    Everything else you really need to know gets displayed in the headset when you launch the game. No need for an external readme. Check the huge instructions panel on the right and the info panels that are displayed when you go through the tutorial.

    The general features are listed in the aformentioned instructions panel. As far as less obvious features are concerned the most important one is probably VR optimized vehicle and weapon (aiming down sights) cameras, i.e. the mod adjusts the default camera positions etc. based on gameplay context. Aiming down sights even comes with actual motion controller aiming.

    in reply to: Cyberpunk VR Update Thread #217928
    Ralf
    Keymaster

    Nope, no frame generation. But if you have a very fast GPU, you can try to disable the frame cap in the settings menu or set it to ‘small delay’. With a 4090 for example you can achieve native 90/90 (72/72 on Quest 2) even with a bit of raytracing (and standard DLSS). Framerate can be checked with ALT+F.

    I’d still recommend to disable raytracing though and instead bumping up the resolution as high as your PC allows. Higher overall benefit.

    in reply to: Starfield Hype Train – CHOO CHOO! #217927
    Ralf
    Keymaster

    If the mod works correctly, you should be able to set the motion controllers to gamepad and turn the gamepad override off. if afterwards you still encounter input weirdness, the mod doesn’t work right.

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