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RalfKeymasterTwo or three threads above this thread at the time you posted the question…
Note that it’s a BETA version in the true sense of the word. I.e. in development and not everything may work as expected. Only download if you are comfortable with that.
RalfKeymasterThat’s an easy one: switching to SteamVR on the ‘General’ page of the vorpX config app should get you going.
RalfKeymasterTook a bit longer than anticipated to get this to a release worthy state, the next beta containing the virtual monitor will be out this Thursday.
RalfKeymasterJust a heads-up that there will be a new beta on Thursday, in case you are wondering what happened to the ‘this weekend’-release that I mentioned in another thread ten days or so ago. Bringing the virtual monitor stuff to a point that I consider release-worthy (as always) took somewhat longer than I thought it would originally.
RalfKeymasterThat would be really nice, but looking at my work schedule I realistically have to say: unlikely for the time being. :( May come at some point, but currently I have to prioritize other things.
RalfKeymasterYou need the latest version of the standalone mod (alternatively the vorpX 23.1. Beta linked in this sub forum) AND the latest Cyberpunk version. If the mod doesn’t switch to FullVR there almost certainly is a version mismatch between Cyberpunk and the Cyber Engine Tweaks modding framework. Each CET version only works with one specific Cyberpunk version.
RalfKeymasterDepends on the game. Some games on Game Pass are compiled as UWP (Universal Windows Platform) apps instead of as ‘normal’ Windows programs. The latter work perfectly fine, Game Pass or not, but UWP apps run in a sandbox that shields them from the OS and thus they can’t be hooked. Most games on Game Pass are normal Windows applications though.
TLDR: Game Pass or not doesn’t matter per se, normal Windows program vs. UWP does.
RalfKeymasterYou answered your question yourself. Just no website posts regarding the last updates.
That aside, in case you want something new to play with right away:
RalfKeymasterWorks beautifully, at least technically. Not sure how many games actually use different shaders for rendering the view model, so this might be of limited use, but since it only took a few hours to implement, I’d consider it worth it anyway.
In the long run a decent authoring UI for the automatic viewmodel detection might make more sense. I haven’t forgotten about that, there are just so many other things…
RalfKeymasterProvided this actually works as planned, you’ll be able to tweak the perceived weapon scale with the ‘Weapon FOV’ and the ‘Weapon 3D-Strength’ settings in the menu, just like in games that currently have weapon hide functionality.
RalfKeymasterI’ll add an extra shader type for weapons and viewmodel stuff instead. That’s a better solution since it would allow to disable the shader definition if both viewmodel shader definitions and auto weapon hide are enabled in a profile. Might prove useful once I finally get the UI for the weapon hide ready…
Technically the viewmodel shader type actually exists already, was added for future use ages ago. It just doesn’t do anything currently, hence it can’t be selected in the UI. Shouldn’t take too long to make it change the stereo separation instead of doing nothing, so that will definitely make into the next beta.
Edit:
Better idea: Why not use the viewmodel shader definition as a manual flag for the auto weapon hide feature. Not quite sure whether that will work out, but I’ll try that first and if it doesn’t work out, it will be handled as described above.
RalfKeymasterActually this is quite useful for video capturing too, although not with the physical monitor disabled. While that’s the main purpose, I’ll also add an option to the vorpX tray icon that let’s you enable the virtual monitor manually while the physical monitor is on. That way you can run games on the virtual monitor (only visible in the headset) while your actual desktop is free for OBS and any other apps you may have running during the capture process.
Should be a good way to capture games that let you select an output monitor manually in their options (which are probably most not older than 10 years or so). vorpX even has the ability to force games to a specific monitor from a time before VR headsets were its own device class for Windows. Might make sense to utilize that again for the virtual monitor.
On a sidenote: The virtual monitor is also a good starting point for an internal video capture function. Don’t hold your breath for it, but *maybe* I’ll add that later.
RalfKeymaster
RalfKeymasterKeyword: “intercepting res. values” ? … Or is that even covered already ?
It actually is, but only works in a handful of games. Ancient DX9 feature, but still functional where it works. DX9 Skyrim is one of the games where it worked. You can still check it there. Not on the fly, but it has an ‘Internal Resolution Upscale’ option in the vorpX menu that does precisely that: intercept the actual resolution at various locations in the code (when creating the D3D device, when passing parameters to shaders etc.) and changing it to a larger one.
There are a few more DX9 profiles that have this option enabled, which I don’t recall currently, but in the end the fairly complex endeavour wasn’t really worth it. The more complex games got, the more difficult it became.
Having a monitor (real or virtual) with higher resolutions is the better solution to the same problem, requires a lot less unreliable and generally hacky stuff.
RalfKeymasterThat’s not good advice. The game works perfectly fine with DirectVR head tracking. Even allows for basic room scale gameplay.
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