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RalfKeymasterWith your PC/GPU you won’t really be able to run the game at a resolution high enough to make it look crisp. That requires a current high end GPU. Judging from the usual benchmark sites your GPU is slightly slower than a GTX1080, which I would consider minimum spec.
If you still want to try, follow the suggestion shown in the tutorial on start: set the graphics details to ‘low’ in the game options, then raise the ‘resolution quality’ option in the mod menu as far as your PC allows without tanking performance.
The HUD can be scaled on the image page of the menu. Without a high resolution that doesn’t really make sense though.
RalfKeymasterPersonally I wouldn’t consider no antialising looking better, but if it’s OK for you, that’s a viable option, of course.
RalfKeymasterDisable DLSS if you have that enabled. DLSS makes the AFR glitches far worse. The easiest way to get going is following the suggestion in the mod tutorial: select ‘Low’ graphics details in the game options and then raise the ‘Resolution Quality’ option in the mod menu as far as your PC allows without tanking performance.
RalfKeymasterEncountered the ‘Evelyn at Lizzie’s bar’ glitch too during testing. Just a guess, but after fumbling around a while to get that resolved my final conclusion was that maybe the level designer who scripted the sequence forgot to set some some flag. Essentially the game doesn’t seem to report a player state change after the conversation ends, hence the mod is still in conversation mode while walking to Judy’s room. Fairly weird. When you save/reload later in Judy’s room, the state is reported correctly and thus the mod correctly is in gameplay mode.
RalfKeymasterNot by choice, but if you force me to do so, then probably yes. :)
RalfKeymaster@ Endlessdescent :
G3D means that the game is actually rendered from two perspectives, once for the left eye, once for the right eye. That’s ‘true’ 3D like it works in real life.
Z3D is a post process effect where the game is only rendered once as usual when playing on your monitor. The 3D effect is created afterwards based on depth information the game creates during the rendering process.
In a nutshell Z3D looks less natural, but is a lot faster.
RalfKeymasterSure, at 180fps the issues become less obvious. But that’s purely theoretical for newer, more demanding games. Most people without super highend GPUs are lucky if they can run demanding games at 60 (i.e. 30 per eye with alternate frame 3d). At such a framerate there are a lot of highly uncomfortable situations.
There’s a reason why no aftermarket 3D injector (let alone any native 3d game) over the course of 25 years ever worked that way. The very first private vorpX builds 10 years ago, when the whole VR gaming community was maybe a few hundred enthusiasts large, used alternate frame rendering because it is so much easier to implement. Didn’t even make it into the first public release… Just mentioning that I plan to do that caused a backlash big enough to send me back to the drawing board.
Besides: the starting point for vorpX back in the day was my wish to play Descent in VR, an ages old, fast paced shooter. In a game like that with constant fast motion alternate frame 3d is fairly sickening even at twice the display refresh rate. I have that on good authority. ;)
RalfKeymasterAwesome. thanks for sharing.
BTW:
If you’d rather play with a gamepad: there are two ways to resolve the gamepad/headtracking conflict, which occurs whenever a game can‘t handle simultaneous mouse (emulated for tracking) and gamepad input.
You can either switch on the ‚X-Box Gampad Override‘ option, which actually is a fullblown, fully configurable gamepad > mouse/keyboard mapping tool. With some luck only overriding the offending axis (‚Partial’) is enough, but more likely it will be necessary to map the axes as well as the buttons (‚Full‘).
Alternatively you can resolve the conflict by making head tracking emulate a gamepad instead of the default mouse emulation. That‘s fairly laggy since games typically apply heavy filtering to gamepad input, so it’s not really well suited for FullVR, but it can be good enough in immersive screen/cinema mode.
RalfKeymasterYep, in principle 6DOF tracking can be enabled in every G3D game, but in games with modern deferred renderers that may cause fairly heavy shadow glitches. In such cases it’s often better to stick to 3DOF although technically 6DOF would be possible.
As far as official profiles are concerned: if 6DOF isn’t enabled per default, it’s almost certainly better to leave it off.
RalfKeymaster2022/03/08
A new build is available with the below changes:
- Cyber Engine Tweaks modding framework updated to latest version.
- Optional grenade throwing gesture: move your left (or right in left handed mode) hand to your chest and then make a throwing move in the viewing direction. The original gesture still works too.
RalfKeymastermaybe some settings issue. Try to delete your user config file for the game. you can find it in:
C:\Users\[Username]\AppData\Local\CD Projekt Red\Cyberpunk 2077
The AppData folder may be hidden. Enable ‚Show hidden files‘ in Windows Explorer if you can‘t see it.
Apart from that I‘m out of ideas I‘m afraid.
RalfKeymasterSounds as if the HUD shaders aren’t identified correctly. Very weird. Are you 100% sure that both the game and the mod are up-to-date?
The latest mod version available here:
DownloadJust in case, without insinuating anything: if you happen to use some ‚inofficial‘ version of the game, make sure to use the official Steam/GOG version.
RalfKeymasterVery weird. What happens when you change the HUD scale option in the mod settings menu?
RalfKeymasterGreat. The good thing about the cache is that now you shouldn‘t have to run another scan until Valve updates the game next time.
Not possible for every game with memory scanner support unfortunately, but e.g. all Source Engine (Portal, Half-Life etc.) scanner values are cacheable.
RalfKeymasterNot a silly question at all. Just a silly programmer who doesn’t show an option to clear the cache directly when you run a new scan. :) The ‘Empty Cache’ button is on the DirectVR page of the menu.
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