Ralf

Forum Replies Created

Viewing 15 posts - 1,231 through 1,245 (of 10,047 total)
  • Author
    Posts
  • in reply to: Cyberpunk VR Update Thread #209956
    Ralf
    Keymaster

    May or may not work, didn‘t try. If not: vorpX (and thus the mod) has some post processing filters built in that cover typical Resahde use cases: top notch FSR sharpening/upscaling as well as gamma/saturation controls. You can configure them on them on the image page of the menu.

    More complex (and thus demanding) shader chains aren’t really a good idea in a game as demanding as Cyberpunk anyway.

    in reply to: Cyberpunk VR Update Thread #209952
    Ralf
    Keymaster

    @ Amidream:

    Please install the latest mod version:

    Download

    If it still doesn’t work afterwards, install the latest CET manually:

    https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/installing

    in reply to: Cyberpunk VR Update Thread #209943
    Ralf
    Keymaster

    Yep.

    in reply to: Cyberpunk VR Update Thread #209941
    Ralf
    Keymaster

    I actually bought a criminally overpriced 5K from some original Kickstarter backer to get Pimax support up and running as soon as possible back when everyone assumed that might become the new hot shit…

    Can’t remember currently how I set sync settings for Pimax per default. I think I do something super conservative because of the PiTool weirdness. You might want to tinker with that. vorpX works as intended when the ALT+F FPS counter shows XX/90 (provided your headset runs at 90Hz). That way the Pimax interpolation doesn’t get in the way. Better to sacrifice a few game FPS for stable headset FPS. True in general, but even more so for Pimax.

    in reply to: Cyberpunk VR Update Thread #209938
    Ralf
    Keymaster

    That sounds as if the mod doesn’t really kick in. Will probably happen every time the game recieves an update. While that doesn’t affect the mod itself, the Cyber Engine Tweaks modding framework that the mod uses apparently requires an update after each game update.

    Please first make sure that your Cyberpunk is up-to-date, including today’s hotfix. Then install the latest mod version from the link above. If it still doesn’t work afterwards, install the latest CET manually:

    https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/installing

    in reply to: Cyberpunk VR Update Thread #209929
    Ralf
    Keymaster

    2022/02/28

    An updated installer for the latest Cyberpunk hotfix is now available. Note that the mod itself hasn’t been changed, the installer just includes a new version of the Cyber Engine Tweaks modding framework. Hence you will see a ‘version newer than expected’ warning. The mod works fine despite this warning.

    Latest version available here:
    Download

    in reply to: Xbox EliteController no input #209927
    Ralf
    Keymaster

    Don’t have a Elite controller here, but IIRC it comes with a special remapping software/control panel? Just a guess, but imaginable that it somehow interferes with vorpX’s input handling. Never heard of that before, but possible.

    Ralf
    Keymaster

    You can disable it globally in the steam options.

    in reply to: Standalone Cyberpunk VR not launching with steamVR #209925
    Ralf
    Keymaster

    PiTool should be no problem. Pimax headsets do work normally, so it has to be something else.

    Potentially interfering tools include pretty much everytjing that can display an overlay in games.

    If you have other mods installed, it may also be worth a try to remove them.

    Ralf
    Keymaster

    That’s weird. If the uninstaller failed for some reason remove the following file manually:

    [CP2077]\bin\x64\plugins\vpxCP2077.asi

    If you don’t have any other mods installed that use the Cyber Engine Tweaks modding framework, you can also delete [CP2077]\bin\x64\version.dll.

    in reply to: Cyberpunk VR Update Thread #209920
    Ralf
    Keymaster

    Thanks for the heads-up.

    The latest Cyber Engine Tweaks update from today will almost certainly help. I’ll check right away and if necessary upload a new installer that includes it.

    Installing the latest CET manually should also do the trick. Let me know if not.
    https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/installing

    in reply to: Cyberpunk VR Update Thread #209913
    Ralf
    Keymaster

    My memoirs will be out in about 25 years or so. They may contain an interesting story involving the last week.

    in reply to: Cyberpunk VR Update Thread #209906
    Ralf
    Keymaster

    General hint first: some of your remarks/questions are covered in the tutorial slides when you launch the game with the mod installed.

    To answer them individually:

    While aiming down sights you can already aim with your hands.

    You can change controller mapping and gestures to left handed on the motion controller page of the menu.

    You can recenter the view any time from the menu.

    All gamepad buttons for the functions you are missing are available via a second mapping set. Hold the left grip button to switch. The controllers have an interactive overlay that shows the current mapping.

    You can install vorpX where you want already. Like most installers the vorpX installer lets you choose an install folder. The standalone Cyberpunk mod has to be installed in the Cyberpunk folder though.

    Uninstalling (both regular vorpX and mod) is super easy via the normal Windows ‘Add/Remove Programs’ dialog.

    in reply to: Cyberpunk VR Update Thread #209895
    Ralf
    Keymaster

    Just before any legends arise: in an apples to apples comparison at comparable settings and resolution there isn’t really a difference performance wise.

    Might also be worth pointing out that ironically vorpX in this particular case is a lot more of an actual mod. And when I say a lot I mean that.

    The vorpX mod uses the Cyber Engine Tweaks modding framework, which exposes the game’s internal scripting functions to modders. Only vorpX uses such a mod script. Now you may say: what do I care how it’s done, I just want to play a game. Legitimate question, the answer is that with the ability to interact with the game logic instead of just the rendering part there are more and better possibilities for a lot of VR specific funtionality and tweaks.

    So there are quite a few things happening based on gameplay state. E.g. weapons obstructing less of your view while carrying them, VR optimized in-car camera positions, the hood cam, various aiming down sights tweaks, auto EdgePeek in cutscenes for better comfort, or switching between different motion controller gesture sets based on gameplay context, obvious example: car steering in a car, bike steering on a bike. And the above is not all by any means.

    Maybe I should start bragging a bit more about what a big shot I am. ;)

    in reply to: Cyberpunk VR Update Thread #209861
    Ralf
    Keymaster

    The Cyber Engine Tweaks modding framework that the mod uses has an option to turn off AA. The mod doesn’t touch that, but maybe you did earlier?

    Either:

    Open the CET menu with ‘Page Down’ (key the mod sets, may differ if you used CET before and assigned another one). In the CET menu you can enable/disable AA.

    Or:

    If that doesn’t work out, e.g. because you forgot your CET menu key: uninstall the mod, then delete the entire [CP2077]\bin\x64\plugins folder and reinstall the mod.

Viewing 15 posts - 1,231 through 1,245 (of 10,047 total)

Spread the word. Share this post!