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RalfKeymasterNot PD, but the Cyberpunk mod only works with Cyberpunk. While it uses vorpX’s rendering pipeline to display the image and its input handling for motion controller support, the 3D conversion and a lot of other things are done via a mod script based on the Cyber Engine Tweaks modding framework and the vorpX mod API that had been added a while ago.
RalfKeymaster@ Burglecutt:
If you don’t need the flexibility of adjusting HUD elements individually, you can also scale the entire HUD to your liking on the ‘Image’ page of the settings menu.
RalfKeymasterSounds like it could be a version mismatch between your Cyberpunk version and the mod version. Both should be the latest ones. Just checked the most recent Steam and GOG versions of the game with the latest mod version, so that combination should definitely work.
If you are sure everything is up-to-date and you you happen to have other mods installed, check whether the issue also occurs without other mods.
Also the regular vorpX should be paused or turned off while using the standalone mod.
RalfKeymasterAwesome. Thanks for the upload.
RalfKeymasterWorth mentioning that in contrast to some VR mods (including the vorpX Cyberpunk mod) regular vorpX G3D like in Far Cry Primal and most other vorpX G3D games correctly renders both eyes at the same time instead of one eye per frame.
Forcing 3D to flat games by only rendering one eye per frame is *A LOT* easier than doing it right, an order of magnitude (more likely two) is no exaggeration. However, no native VR game would ever do that, since it can be fairly jarring with fast motion. Some of these issues can be tricked away, but a lot of weird issues remain. ‚Normal‘ vorpX G3D does that right.
@ Avery:
You probably have a 1080p monitor? Check the thread linked below, it explains how to add resolutions to your PC that are higher than your monitor can display (at least for nVidia GPUs):
RalfKeymasterThe vorpX logo and the version info are there to let you know that vorpX successfully hooked into a game. Both go away after a minute or so.
Regarding the actual issue (quote from a few posts above yours):
Try a ‘SAFE MODE’ restart of the game and also try to run it windowed. Trying a few times should get you in the game usually.
I also get this here occasionally and am 99% sure that its related to the RockStar overlay fighting with vorpX. When the issue occurs, it alway occurs shortly after the R* start message pops up in the upper right corner of the game window. I have yet to find an entirely reliable solution for this conflict, unfortunately the game refuses to launch when the R* overlay gets removed.
RalfKeymasterI had originally decided against that since I figured the main hand throwing move would be more intuitive for those who don’t check the tutorial carefully.
Meanwhile the gesture system has multi gestures though that let me easily assign more than one gesture to an action (used e.g. for melee), so that’s actually a good idea. If it doesn’t conflict with some other gesture, I’ll add that for the next build. You’d then be able to use both.
RalfKeymasterGuys, I understand how frustrating the whole EAC thing is, but I would still appreciate if you could stick to vorpX on the vorpX forums, it’s meant for vorpX support and not for general VR chats. I’m managing this all alone and administrating the forum is enough work already. Sorry and thanks!
For in-depth discussions and tips regarding other software, please use their forums.
Mar 4, 2022 at 9:49am in reply to: possible to use controller to motion controller remap for native VR games? #209990
RalfKeymasterThat might be possible in one or the other game technically, but currently there is no way to create a stripped down game profile that only hooks into input functions. Also there would be no access to the menu with the rendering pipeline disabled. So not as straight forward as one might think. Maybe something to check on a rainy Sunday, but no promises. I have a fairly huge list of rainy-sunday-nice-to-haves…
RalfKeymasterThe default immersive screen distance (1.0) means about 80cm. If you want a more cinematic feel with a larger screen farther away you can do that with the scale/distance controls under ‘More Screen Settings’. Goes up to about 10m wide 15m away in immersive screen mode.
RalfKeymasterYes, motion controller gestures are also coming to other games. Typically with less gestures per game (e.g. shooters with shooting gestures, driving games with driving gestures etc), but there also are two more BIG titles where vorpX has a dedicated mod portion similar to Cyberpunk that gives me the information necesssary to know whether e.g. the player is currently driving a car, holding a gun etc: GTA V and Red Dead Redemption II. So those will get the full treatment with different gestures based on gameplay state in the next vorpX update.
RalfKeymasterLunch Lady appears to be Unreal Engine 4 if the internet is to be trusted, so there is a pretty good chance to get actual G3D working when you use another UE4 profile as a base profile. The “User Profiles” section in the help lists a few good candidates. Try more than one if the first one doesn’t do the trick right away. There are several revisions of UE4.
The Evil Within uses a custom engine as far as I’m aware, so nothing useful I can suggest here unfortunately.
RalfKeymasterGame updates usually break the Cyber Engine Tweaks modding framework that the mod is based on.
If the latest mod version doesn’t already inlude the latest CET, you can install it manually:
https://wiki.redmodding.org/cyber-engine-tweaks/getting-started/installing
RalfKeymasterGreat, thanks for the post.
If it doesn’t have any effect on your framerate, setting the ‘Clarity’ option in vorpX to ‘Medium’ will give you another subtle image quality boost since it enables a higher quality (yet more demanding) upscaling algorithm. Doesn’t change much, but if it doesn’t have any effect on FPS, it can’t hurt either.
RalfKeymasterThanks for checking. Not really an issue luckily, everything that makes sense in respect to enhancing image quality via post fx is built-in already.
Using the internal FSR (‘Super Resolution’) upscaling is actually the best way to do it anyway since it is applied at exactly the right point time during the rendering process, so that instead of first applying an image enhancing upscaler/sharpening filter and then degrade the image quality again by doing another (bilinear) scaling operation later, there is only one scaling operation performed with the FSR upscaler.
One of the things where a fully custom built rendering pipeline has its advantages over building something on top of existing components.
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