Ralf

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Viewing 15 posts - 1,051 through 1,065 (of 10,051 total)
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  • in reply to: Cyberpunk VR Update Thread #212435
    Ralf
    Keymaster

    That sounds off. The game framerate should be just slightly lower compared to running the game on your monitor with the exact same settings, maybe 15% or so.

    Not really sure what to recommend. If you happen to have other mods installed, try without. Also please uninstall/reinstall the mod to make sure everything is at default settings.

    Just in case: external FPS counters may display wrong values since only every other frame is shown on the monitor with DirectVR (alternate frame) 3D. Always use the built-in ALT+F counter.

    in reply to: Changing the Vertical Position of the Screen #212422
    Ralf
    Keymaster

    Using both a letterbox mode and the zoom setting doesn‘t make too much sense. The letterbox modes are technically the same as the zoom setting, just with predefined values. Both are largely meant as a last resort if vorpX doesn’t handle FOV automatically and there are also no other means to match a game’s FOV to the headset FOV.

    TLDR: leave these settings alone unless they are required to get the FOV right.

    in reply to: How to turn Xbox controller sensitivity down #212353
    Ralf
    Keymaster

    Like said above motion controllers emulate mouse/keyboard or a gamepad. They should just work. You can see the current mapping on the controllers and configure it in the menu.

    BTW:

    The next update will add gestures. Still not like native games, but that will allow to add certain gestures to actions in the game:

    vorpX 22.1.0 Preview: Motion Controller Gestures

    in reply to: Deathloop #212350
    Ralf
    Keymaster

    If you don‘t want/need tracking, you can disable the ‚X-Box Gamepad Override‘ option and set the head tracking sensitivity to 0. That way you get native gamepad support.

    Unfortunately quite a few games can‘t handle simultaneous mouse and gamepad input. So whenever that is the case the only way to get mouse based tracking and gamepads working at the same time is hijacking the gamepad and translating its input to mouse/kb input. That‘s a feature, not a bug. :) Isn‘t necessary though if you don‘t want head tracking (or vorpX provides other head tracking methods than mouse emulation or a game can deal with simultaneous mouse and gamepad input).

    in reply to: Fallout 4 Keeps Crashing (Reasons Unknown) #212339
    Ralf
    Keymaster

    I don‘t really think the issue is related to ModManager per se, more likely some feature or option you have enabled or your general setup. I don‘t recall any similar issue and given how long Fallout 4 is supported, a general ModManager issue would certainly have come up.

    Trying a different mod installer is one way to proceed, an entirely fresh install with a default ModManager setup might be another.

    in reply to: Fallout 4 Keeps Crashing (Reasons Unknown) #212332
    Ralf
    Keymaster

    Shouldn’t be the case, but maybe ModManager itself interferes. It does a few weird things, e.g. redirecting .ini paths, and to do that hooks into the game. Might be worth a shot to try a fully clean install without script extender and mod manager to rule any potential ModManager related problem out.

    That’s a bit of longshot, but if you already thoroughly checked for external tools/utilities that may hook into the game, that’s pretty much everything left to recommend.

    If you can‘t find the problem, create a trouble shoot data archive in the config app and send it as an e-mail attachment to support at vorpx com. No promises, but I‘ll take a look at your config and logfiles. Maybe I can spot something unusual.

    in reply to: How to turn Xbox controller sensitivity down #212331
    Ralf
    Keymaster

    IIRC the profile has vorpX’s gamepad > mouse/kb emulation enabled for a bunch of reasons. You can configure its snesnitivity and button mapping on the ‘Input’ page of the vorpX menu.

    With TrackIR enabled the gamepad > mouse/kb emulation *might* not be be necessary. Not 100% sure, but try to set ‘X-Box Gamepad Override’ to ‘Off’. That will enable native gamepad support. if you still have working head tracking afterwards, you can leave it off.

    BTW: You can also play with motion controllers if you want. vorpX can emulate both mouse/kb and a gamepad with motion controllers. Also fully configuarble in the menu.

    in reply to: Is there a way to bind edgepeek to a xbox button? #211513
    Ralf
    Keymaster

    The main reason for not having two button actions for menu/edgepeek per default was/is that they are too hard to discover. Shouldn’t be a big deal to add them optionally though. No promises, but I’ll take a look at that.

    in reply to: Crytek engine #211486
    Ralf
    Keymaster

    Arma III works great in FullVR mode, even with decoupled walk/look (via head tracking > TrackIR conversion). Setup is largely automated, you pretty much just have to dial in graphics details and resolution that you consider the best compromise between performance and fidelity on your machine.

    in reply to: GeForce Now Profile #211471
    Ralf
    Keymaster

    Awesome. Thanks for the hint.

    BTW: I have added a nickname to your forum profile to avoid your mail address being exposed to harvesting bots. You should still be able to login with your mail address as user name.

    in reply to: Cyberpunk VR Update Thread #211469
    Ralf
    Keymaster

    The right way to set the resolution is using the ‘Resolution Quality’ option in the vorpX menu.

    BTW: If you haven’t done so already, take a minute to check the brief instructions shown when you start the game. Stuff like that is explained there.

    in reply to: Cyberpunk Mod – Can’t enter game #211377
    Ralf
    Keymaster

    Ah, I see. I interpreted ‘2 screen presentation’ as the two screens in the start room, and hence thought you couldn’t enter the actual game. Top candidate for the most funny misreading of the month. :)

    Sounds indeed as if both mods are active at the same time. The other one probably puts a dxgi.dll (or maybe d3d12.dll) in the game’s binary folder ([CP2077]\bin\x64). Removing that should suffice to disable the mod.

    in reply to: Option to disable all vorpx popups and help screens #211373
    Ralf
    Keymaster

    Not sure why you can’t close the message, but it goes away after two minutes or so automatically when you don’t close it. It‘s also only shown on the monitor.

    in reply to: Cyberpunk Mod – Can’t enter game #211368
    Ralf
    Keymaster

    Please go through the tutorial once, after finishing it you can enter the game. The tutorial tells you a few basic things and teaches you how to use your motion controllers. Don‘t just skip over it!

    BTW: That‘s only necessary one time, after going through the tutorial once you can enter the game directly.

    in reply to: Using geo-11 with VorpX? #211350
    Ralf
    Keymaster

    May or may not be problematic. vorpX always warns when a potentially conflicting DLL gets detected, but with some luck it may still work.

Viewing 15 posts - 1,051 through 1,065 (of 10,051 total)

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