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RalfKeymasterDid you set up the camera field of view? That doesn’t happen automatically with the current user profile. ‘wobble when I initiate a head turn’ sounds a bit like distortion caused by a wrong FOV.
As far as the menu is concerned: try remapping the menu to another key: config app > ingame key bindings.
RalfKeymasterNo it’s not. Expecting profiles shortly after game releases is unrealistic. May sometimes be possible, but not always. If it wouldn’t sound too old fashioned, I’d almost be inclined to say: patience you have to learn, young Padawan. ;)
Thanks to you and romandesign there are two well working user profiles, also excellent instructions how to set things up. Kudos to both of you. So there’s no rush.
I still have to iron out some stuff in the current beta, and since the profile will only come for 23.1.0, it’ll have to wait until those things are ironed out.
RalfKeymasterI’ll see what I can do. Switching between gamepad and mouse/kb is no problem BTW. The ‘override override’ is purely related to switching between motion controllers and gamepad/joystick. Probably not something many will do.
Due to the game not supporting simultaneous mouse/gamepad input using the gamepad override is the best option anyway because of head tracking. With such a configuration switching between controllers and gamepad works perfectly fine.
RalfKeymasterProbably what I meant. When motion cotrollers are set to keyboard mouse, enabled and have been detected as active, the gamepad override gets enabled no matter what you have set. Something like that at least, I don’t recall the exact combination of settings that trigger this beahvior 100%. What I do recall is that I had a reason to handle it that way.
That shouldn’t be an issue normally, since typically one uses either a gamepad or motion controllers, but not both together in the same session. Even if motion controllers are enabled in the menu, ‘overriding the override’ shouldn’t occur unless they have been used.
RalfKeymasterI think I know what’s going on, or at least I have guess: there can be situations where motion controller settings override the ‘gamepad override’ setting. That’s on purpose and necessary depending on the motion controller/gamepad config.
Please check whether your issue also occurs when you disable motion controllers entirely. If it goes away in that case, that was the culprit.
Generally use either a gamepad or motion controllers, not both in the same game session. Then you shouldn’t encounter this issue.
RalfKeymasterwith gamepad override=off it should not use those gamepad key mapping at any time, but it still does, on releasing the real gamepad button the override still happened,
That sounds super weird. The functions that apply the mapped key presses aren’t called at all when the override is off. Thanks for the heads-up anyway. Sounds unlikely, but I’ll check it to be sure.
RalfKeymasterNo, the mod utilizes the CyberEngineTweaks modding framework, which only ever works with the Cyberpunk version that it was made for. You *might* get away with installing CET for 1.61 over the 1.63 mod. But that’s more likely to fail than it is to succeed.
RalfKeymaster@ Tre4b
The 3D Cinema environments involve more work than just loading a model. The scene graph with model/texture paths, material descriptions and so on is hardcoded, 3d models are in a custom format that can be read directly into vorpX’s small but nice 3d engine without runtime conversion, also two different lightmaps have to be produced each with certain requirements etc. Last but not least I take great care to create super low poly environments to make sure there is no noticeable performance impact.
If you have a nice idea, some 3d modeling experience and are willing to create the base geometry (adhering to a certain poly count), shoot me a mail to support at vorpx dot com to further discuss the matter. I could take your base geometry in some common exchange format and do the rest.
Alternatively you can render and import 360° panoramas of various kinds and formats without any poly count or other restrictions. Not quite as nice as a dynamically lit 3d scene, but on the other hand you can do that fully on your own. Check the ‘Cinema Environments’ section in the config app. The import dialog shows what panorama types are supported. The config app page also has a bunch of links with downloadable panoramas, both stereo and mono.
RalfKeymasterThere a lots of tweaks compared to the user profile. E.g. the FullVR FOV now matches 100% instead of being almost right, also flight and dialog FOV are considered etc. Effects that don’t work well in VR are disabled automatically. Z3D gets disabled in menu/invetory screens for better readability, resolution can (and should) be set automatically with the ‘Resolution Quality’ option in vorpX and so on.
Also I haven’t looked into your motion controller gesture setup yet. Maybe I have one or two extra ideas in that department too. We’ll see.
It’s basically a plug and play FullVR profile now. Still with room for improvement, but no annoying hurdles anymore.
RalfKeymasterAll good. I was just surprised about the relatively lackluster Steam player count when I checked that yesterday. Still a lot, but I’d imagine that Bethesda hoped for more. Personally I’m a SciFi-head like you guys, so I’m pretty sure I’ll love the game once I get to actually playing it.
The profile will be out within the next few days. *Maybe* later today, but more likely early next week.
Your profile is great for advanced users that don’t mind tinkering, it’s just less well suited for people who want to simply fire up a game. So the official profile mainly adds fully automated setup. No more settings tinkering at all.
I can’t check Cyberpunk 2.0 without an updated CET anyway, which apparently isn’t out yet. Fingers crossed that they didn’t break CET entirely.
RalfKeymasterAlmost:
Once CET gets updated, drop the the new CET into the game folder. If it still doesn’t work afterwards, you need to wait for a mod update.
Also explained in the post I linked above…
Hope that helps.
RalfKeymasterThe forum thread that I linked in my original reply.
RalfKeymasterThe latest version of the mod works with the latest version of the game before yesterday’s 2.0 update: 1.63.
Due to how CET interacts with the game it only ever works with one specific game version, not every random older version you may have installed.
RalfKeymasterDid you actually read anything that I suggested to read above? The mod does not work with Cyberpunk 2.0 yet.
The CET coder(s) need to update CET for CP2077 2.0, and on top of that I *may* also have to update the mod itself if the CP2077 update breaks more than just CET.
RalfKeymasterI think the Game Settings sub forum is the best place for posts like that. Just create a new one when the profile is ready. Won’t take long anymore.
BTW:
Personally I really like the game, at least the bits I saw so far. Judging from the player count on Steam Starfield isn’t quite the success that everyone hoped it would be though. Way less max players than Fallout 4 when it came out 2015. Only about a third of what super hits like Cyberpunk or Elden Ring recently had on launch. Heck, even Hogwart’s Legacy fared a lot better earlier this year, who would have predicted that…
Even considering a fair amount of extra players via Gamepass that doesn’t look too great for a huge Bethesda RPG in 2023. Still a title that deserves some extra attention, of course.
On the upside: at least that way they won’t get funny ideas about a Starfield 2 before returning to Elder Scrolls. :)
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