Ralf

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Viewing 15 posts - 571 through 585 (of 10,056 total)
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  • Ralf
    Keymaster

    With a RTX 4000 please make sure that DLSS3 (frame generation) is disabled. That should fix the issue.

    Ralf
    Keymaster

    Both.

    If all is working the mod automatically switches between screen mode and full VR mode depending on the situation. The screen mode (‘EdgePeek’ in vorpX lingo) is only supposed to be active during cutscenes/dialogs or in menus.

    Ralf
    Keymaster

    Normally there should no need to press any keys on the keyboard at all. If all works, motion controllers are all you need.

    Please first try to reset the game’s input settings. Per default motion controllers and gestures are translated to gamepad input. If gamepad input is disabled/changed, controllers won’t work ingame. Alternatively you can make motion controllers act as mouse/kb in the mod settings menu. Only try that as a last resort though, gamepad emulation is the preferred mode.

    There also seems to be some weird issue where sometimes controllers just don’work ingame although the vorpX controls work fine. Unfortunately I could only replicate that once here so far, not enough to find the cause of the issue. Restarting the game helped.

    in reply to: Cyberpunk VR Update Thread #216764
    Ralf
    Keymaster

    You don’t have to downgrade Cyberpunk. What you may have to do after a Cyberpunk update (and ideally also before!) is reading the 3m large, next to impossible to miss instructions panel in the launch environment, which among other important things explains how to update the CET modding framework if necessary. For your convenience the same instructions are additionally displayed as overlay in the game window (just as hard to miss).

    Since yesterday the latest mod download contains the CET for 1.63 though, so until the next Cyberpunk update you can continue to ignore even unmissable extra large instructions that are shown directly in front of your eyes on each game start. ;)

    in reply to: Bypassing SteamVR and Oculus with Virtual Desktop #216753
    Ralf
    Keymaster

    Only if you use VD to capture the desktop and use vorpX in ‘generic 3d display’ mode. That disables 80% of what vorpX can do though. Head tracking, all input related stuff, any DirectVR functionality a profile may provide and so on.

    For full VR functionality vorpX requires SteamVR or the Oculus runtime. Same for VD. As far as I’m aware it hooks into SteamVR in its VR gaming mode.

    BTW: I’d generally advise against using an extra app, be it VD or any other app that streams the image to the headset. Just complicates things by adding an additional element into the pipeline. Usually the best way to use a Quest with vorpX is the Oculus runtime + Oculus Link.

    Ralf
    Keymaster

    X3D CPUs being faster in games compared to their X siblings doesn’t conflict at all with the notion that single core performance is most important for games. Quite the opposite actually.

    In games almost always one thread limits performance CPU wise. That’s just how games work. You always have a main thread that puts it all together plus a varying number of support threads, each with its own very different task. E.g. physics, game logic, input, sound, various graphics related tasks etc. The task (thread) that takes the most time per frame determines how fast the game runs in the end. Hence single core performance is still king even for heavily multithreaded games.

    The X3D CPUs are faster in games because despite their lower max. clock speeds their extra large cache speeds things up when the CPU has to access the same data in memory repeatedly. Apparently that happens a lot in many games, thus (gaming) performance per thread/core often is better than on their siblings with less cache. The more repeatedly accessed data a CPU holds in its internal cache the less it has to read from much, much slower RAM. How much faster a game actually gets because of that in the end quite heavily varies though.

    Caveat if you do more than just gaming with your PC: not every application benefits from the larger cache. Workloads that depend less on repeated memory access can be considerably slower on X3D CPUs than on their X counterparts due to the lower max. clock speed. E.g. fully parallelized workloads like (CPU) raytracing that utilize all cores and/or do largely number crunching fall into that category. So choose wisely depending on your machine’s main purpose.

    in reply to: Cyberpunk 2077 standalone mod #216741
    Ralf
    Keymaster

    Try to launch the game a few times. Not sure why some of you experience this occasionally, only could replicate the issue once and then never again unfortunately. It *should* work afte a few tries.

    in reply to: Metro Exodus Enhanced Edition and DX12? #216740
    Ralf
    Keymaster

    Try the regular Metro Exodus. That one has an official profile with both G3D and Z3D support, also automatic FOV adjustment, better head tracking via the DirectVR memory scanner and other DirectVR features. As far as vorpX is concerned the enhanced version is pretty much a ‘dehanced’ version actually. ;)

    in reply to: Will we get a cyberpunk 2077 1.63 update #216699
    Ralf
    Keymaster

    Yes. In the meantime however you can easily make it work again yourself by updating the Cyber Engine Tweaks moddng framework.

    For details please check the roughly 3m huge, virtually impossible to overlook blue instructions panel in the launch environment. That’s a highly useful read for other reasons too. It gets also displayed as an overlay in the game window so that you can even read it without having to put on the headset.

    in reply to: Did 1.63 break Cyberpunk VR mod? #216693
    Ralf
    Keymaster

    The huge blue instructions panel in the launch environment (also displayed as overlay in the game window) has details.

    in reply to: Annoying problem #216683
    Ralf
    Keymaster

    That’s only supposed to be visible for dev purposes, sorry. I probably forgot to disable it recently. Will be fixed in the next beta build.

    in reply to: Did 1.63 break Cyberpunk VR mod? #216682
    Ralf
    Keymaster

    the mod is based on the Cyber Engine Tweaks modding framework, which has to be updated after each Cyberpunk update. The huge blue instructions panel in the launch environment (also displayed as overlay in the game window) has details.

    in reply to: Cyberpunk VR Update Thread #216618
    Ralf
    Keymaster

    If you reinstalled the mod, you have to copy the latest CET afterwards. Not the other way around.

    Reinstalling the mod should not be necessary though normally. Just updating CET is enough when a CP2077 beaks CET.

    BTW: If you haven’t done so already, please read the instructions in the launch environment after starting the game. Stuff like this gets explained there.

    in reply to: Cyberpunk VR Update Thread #216617
    Ralf
    Keymaster

    If you reinstalled the mod, you have to copy the latest CET afterwards. Not the other way around.

    Reinstalling the mod should not be necessary though normally. Just updating CET is enough when a CP2077 beaks CET.

    BTW: If you haven’t done so already, please read the instructions in the launch environment after starting the game. Stuff like this gets explained there

    in reply to: Cyberpunk VR Update Thread #216605
    Ralf
    Keymaster

    @ beemzy:

    Works fine here. Double check whether you copied the CET update into the right folder. The ‘bin’ folder in the CET .zip has to be copied directly into your CP 2077 main folder, overwriting the existing one.

    I’ll upload an updated mod installer later today or tomorrow.

    @ fubar

    Either Z3D or G3D with alternate frame rendering.

Viewing 15 posts - 571 through 585 (of 10,056 total)

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