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RalfKeymaster2022/02/19
Version alpha6a is now available. This update adds compatibility with today’s Cyberpunk hotfix update. No other changes.
RalfKeymasterGame updates apparently each time break the Cyber Engine Tweaks modding framework. Please either wait ten minutes until I have uploaded a new version of the mod that includes the latest CET from earlier today or install it manually: https://wiki.redmodding.org/cyber-engine-tweaks/getting-started
RalfKeymasterThat was my first guess too when Demuse posted his issue originally, but I have done that several hundred times since then without a single crash. Also apparently this seems to have started with patch 1.5, I don’t recall any reports like this before. Auto-EdgePeek handling hasn’t changed at all since the original release.
If it’s indeed related to some settings, it might be worth a try to reinstall the mod and afterwards not change anything in the mod settings aside from potentially the resolution. There is no need to tinker with settings normally anyway.
Graphics settings wise I have mine at medium. So that should definitely work. Alternatively medium + DLSS auto (no raytracing).
If you had other mods installed before, please also try whether the issue occurs when you start a new game with only the VR mod and no other mods.
RalfKeymasterDuh. That’s a lot of questions.
vorpX can change settings for about 200 games, and yes, it creates backups which you can restore. They are also restored all at once when you uninstall vorpX or do a factory reset.
The resolution a game runs with is one of the things covered by auto settings. You basically choose a preset and then vorpX figures out an according resolution and aspect ratio, which may vary based on various factors, e.g. whether you play a game in cinema or FullVr mode.
Why does that require a game restart sometimes? vorpX usually changes the config files of games, but games only apply these changes when they read these config files, which happens on launch. Since some of these config changes (typically FOV and resolution) depend on factors vorpX can only know 100% for sure while a game is running, it’s safer to apply them from ‘inside’ the game instead of taking potentially wrong guesses.
If no restart is required (e.g. when the FOV is adjusted in realtime by the DirectVR memory scanner instead of with an .ini change), then, yes, vorpX is intelligent enough to know that.
Head rotation is usually bound to body rotation. There are exceptions though (e.g. GTA V, RDR 2, Cyberpunk, Arma III). These exceptions are fairly rare though.
Weapons: There is a feature that allows you to do that, but it’s only available for a fairly small number of games currently.
Re-authorization is required when you make significant changes to your PC, that’s not an issue though.
RalfKeymasterI see. Then it might be a conflict with some other program that also hooks into games.
If you haven’t done so already, please first try the trouble shooting options that pop up in vorpX’s ‘Attaching To…’ dialog after a minute. Install a hook helper or switching to alternative hooking can often help to resolve hooking issues without having to get to the bottom of the matter.
If that doesn’t help or you don’t see the dialog at all, you have to dig deeper. The pinned trouble shooting post on top of this sub-forum has more details on the matter.
RalfKeymasterDefinitely something weird going on. Even with SteamVR you should see much better performance, it’s “just” a bit juddery with WMR headsets, hence OpenXR is the better choice for WMR.
Just in case: if you happen to have any mods installed, try without. Also if you have any tools or utilities running that potentially hook into games, try to disable them.
BTW: The developer tools aren’t required anymore these days. The WMR portal app will complain at launch if WMR is not set as OpenXR runtime. if the WMR portal doesn’t complain, OpenXR should be set up correctly.
RalfKeymasterCrysis Remastered is not supported, that’s probably the issue here. Try the good old regular Crysis.
RalfKeymasterTry to disconnect/reconnect the controller. If the game continuously checks for connected gamepads (most newer than 10 years or so do), that might help.
RalfKeymasterThe list is shorter currently than I’d like it to be, will check some more first person games shortly together with adding gestures. Got somewhat shoved to the backseat when I started to experiment with gestures. Same for the related authoring UI.
With the current detection mechanism my guess would be that it should be possible to add the feature to maybe half the G3D first person games. Additional manual authoring based on shaders or buffers is thinkable and would probably be able to catch most of the other half, but would also require more work per game than the current mechanism. So no promises in that respect.
Current games with auto weapon hide:
Aliens: Colonial Marines
Black Mesa Source
Crysis
Fallout 4
Half-Life 2 and episodes
Halo MCC (tested only on the first campaign)
Portal 2
Skyrim SE
Titanfall 2
RalfKeymasterIf it still occurs with a fresh game, let me know. I guess then it’s time for an even closer look. Would be *really* weird if in some way the mod could trigger an inventory crash that only occurs with certain graphics settings.
RalfKeymasterDo you have Oculus Link enabled in your Quest? That is necessary to connect the Quest to the Oculus PC-Software.
RalfKeymaster@ Demuse
Just did another round of testing. Fast traveling from V’s appartment to half a dozen locations around the city and each time back to the apartment afterwards. After each fast travel I changed weapons and gear in the inventory, openend other menu screens and did occasional panic clicking in and out of the menu 10 times or so within a few seconds. With gamepad, motion controllers and mouse/kb to rule out an input related issue. No crash, so I’m really at a loss concerning your issue. As far as I can tell, it’s not related to the VR mod.
@ drowhunter
I uploded another build (no version change) that locks the cursor to the game window. Didn’t really check whether that’s necessary, but just in case. Can’t hurt.
@ kia:
You probably just got unlucky and tried in exact the same moment when I uploaded the new build.
RalfKeymasterWith your rig you should be able to easily get largely stable 60FPS, BUT: you can’t run the game with all graphics details cranked up to ultra. For a 3080 medium with high texture details should work fine.
The best way to find your personal sweetspot is going the route suggested by the ingame instructions: start with graphics details set to “Low” in the game options, then raise the details and/or the resolution to find the compromise between graphics fidelity and performance that works best for you.
What I personally do with a 3080 is this:
Either:
Graphics details medium and ‘Resolution Quality’ in the vorpX menu at ‘Nicer’.
Or:
Graphics details medium + DLSS at ‘Auto’ and ‘Resolution Quality’ in the vorpX menu at ‘Phenomenal’.
RalfKeymasterNot exactly sure what that does (or whether it does anything at all since vorpX loads its own SteamVR input profiles), but the values vorpX uses internally are 75%/5% of what SteamVR reports as grip sensor force, i.e. incidentally the same amount for activation and even less for deactivation.
There is a flag I can set to lock the cursor to the window if necessary. I was under the impression the game does that by itself. Some do, others don’t. I’ll check again whether that flag is required before the next update.
RalfKeymasterCan’t replicate that here for the life of me. Neither the mod-script nor the vorpX internal game handling do anything special when exiting the inventory/menu except turning EdgePeek off and that hasn’t changed since the very first release. Also I can’t even imagine how that could potentially crash the game. I’ll check again tomorrow.
Are you 100% sure that the issue only occurs with the mod? Might make sense to try a few more times without. Maybe it was just coincidence that in your prior tests it only happened while the mod was loaded.
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