Ralf

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Viewing 15 posts - 46 through 60 (of 9,739 total)
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  • in reply to: How to move the virtual screen? #219137
    Ralf
    Keymaster

    In immersive screen mode the screen can be tilted downwards under ‘More Immersive Screen Options’ on the main page of the menu.

    in reply to: Cyberpunk 2077 not working correctly. #219088
    Ralf
    Keymaster

    Try either the cutting edge build 24.1.0 or the CP2077 standalone mod. The latest regular build does not have any of the CP2077 related extra functionality. Works totally different with the newer builds. Both are linked on the front page.

    As far as resolution (‘pixelated’) is concerned, use the ‘resolution quality’ setting in the vorpX menu to find the best compromise between fidelity and performance.

    BTW: Also make sure to read all instructions shown in the headset after launching the game.

    Ralf
    Keymaster

    When automatic resolution is available there really is no reason not to use it. The auto computation is a fairly complex algorithm that factors in various vorpX/game settings that may impact the best possible aspect ratio/resolution. Disabling it will often result in less optimal performance.

    Even more important are other automatic settings changes, which whenever available for a game typically make sure you get a perfectly matching FOV and/or less graphical glitches. Often these even include things required to get games working at all like choosing the right graphics API or a working AA mode.

    You are of course free to dismiss all of that, but please don’t recommend doing so to newcomers. In the best case that makes things harder for no good reason, in the worst case it makes games unplayable with vorpX for average users entirely.

    in reply to: Anyone had any luck with NWN:EE? #219054
    Ralf
    Keymaster

    OpenGL support is more of a personal pet project than something vorpX does ‘officially’. It’s limited to fairly old fixed function versions of OpenGL. Anything that uses shaders won’t work.

    Never tried it, but rjkole’s profile is likely for the original version of the game, not the EE. Should still be available on GOG, not sure about Steam.

    in reply to: Ralf I know you mean well.. #219053
    Ralf
    Keymaster

    No concern for customers? You have the audacity to say that to someone who provides you with free updates for years and years and years because a message with hints isn’t faded out fast enough for your personal taste? Anything else I can do for you?

    Thanks for reminding me to avoid meaningful answers to complaints like yours at all costs. Guess you’d rather like a typical community manager bullshit reply instead.

    No problem, here we go: Awesome suggestion, I’ll forward it to the dev team for their consideration right away.

    in reply to: Ralf I know you mean well.. #219038
    Ralf
    Keymaster

    That’s not really an issue. The messages fades away automatically after two or three minutes.

    in reply to: Can't login to download new version #219032
    Ralf
    Keymaster

    Please check the reply two posts above yours, the support FAQ or for the latest cutting edge version the 24.1.0 post on the frontpage.

    in reply to: Ralf I know you mean well.. #218994
    Ralf
    Keymaster

    The start room is actually highly useful for seasoned users like you as well, just not in the same way for every single game. It doesn’t just display beginner’s hints, but also any game specific hints I or any user profile author might have added to their profiles, also interactive tutorial slides for motion controller gestures a profile might support.

    Providing information about supported motion controller gestures would be essentially impossible without a system like this. And considering how often essential game specific hints are overlooked when just being shown on the monitor, the in-headset-instructions are pretty much a necessity too.

    BTW: IIRC you mostly use the desktop viewer. If you see the start room when launching the desktop viewer, try to reset the profile to default in the vorpX menu. That should disable the start room for the desktop viewer.

    in reply to: Cyberpunk VR Update Thread #218988
    Ralf
    Keymaster

    Please reinstall the mod to reset the mod settings and then use the native Quest Link for a Quest. You don’t have to change any input settings at all.

    in reply to: Cyberpunk VR Update Thread #218982
    Ralf
    Keymaster

    The motion controllers should be set to gamepad emulation mode per default in the vorpX menu. If you changed them to keyboard/mouse, change them back to gamepad emulation, otherwise you will have to manually edit the mappings. No need to do that though, the default gamepad mapping is all you really need.

    in reply to: Cyberpunk VR Update Thread #218979
    Ralf
    Keymaster

    You can switch to a secondary button mapping on your motion controllers with the left grip button. That way e.g. the left sticks becomes a d-pad, which should get you going.

    BTW: The slides and the instructions panel in the vorpX launch room explain stuff like this.

    Ralf
    Keymaster

    You can disable the y-axis lock on the Direct VR page of the menu. Consider leaving it on though, native VR games handle that the same way for a reason. Helps to keep the VR horizon in sync with your real world horizon.

    Ralf
    Keymaster

    Whenever vorpX handles resolution in a game, there is a ‘Resolution Quality’ setting in the menu that lets you adjust the resolution.

    in reply to: Cyberpunk VR Update Thread #218948
    Ralf
    Keymaster

    The mod handles FOV and takes care of this engine limitation. Don’t tinker with FOV manually. Don’t make your life harder than it has to be for no reason.

    in reply to: “registration did not complete” #218940
    Ralf
    Keymaster

    Please make sure that the name field looks exactly like in the e-mail. The name followed by the mail address in parantheses. Use copy and paste. Do not type manually.

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