Ralf

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  • in reply to: Cyberpunk VR Update Thread #209677
    Ralf
    Keymaster

    22/02/17 Version alpha 6 is now available

    This is the “official” build for Cyberpunk 1.5. Aside from the 1.5 mod compatibilty it also contains a variety of smaller (mostly gesture related) fixes and improvements based on reports and suggestions that came in over the last days.

    Download

    in reply to: Cyberpunk 2077 vr config #209672
    Ralf
    Keymaster

    No matter what GPU you have, the game will not run well with ultra raytracing in VR at decent (crisp) resolutions.

    You will find it more enjoyable when you trade raytracing effects for a higher framerate/resolution.

    in reply to: Cyberpunk crashing on load #209669
    Ralf
    Keymaster

    Please redownload the latest version of the mod, then uninstall the one you have currently installed and reinstall the latest version. Your rig is almost identical to my main dev machine, incidentally I even have the Reverb G2 connected currently. So everything should work fine normally.

    If you happen to have other mods installed, please remove them and try with only the VR mod installed.

    Just in case: make sure that Windows Mixed Reality is your OpenXR runtime. Unfortunately SteamVR also tries to make itself the system’s OpenXR runtime, but that is not what you want with a WMR headset. SteamVR should not run at all.

    in reply to: Cyberpunk 2077 vr config #209668
    Ralf
    Keymaster

    Please read the ingame instructions that are displayed when you start the game.

    Performance (‘no vertical sync’):

    The game is extremely demanding. Start with graphics details set to ‘LOW’. If that works on your PC, try something better. But start with ‘LOW’

    Sharpness:

    For a really crisper image the resolution has to be set higher (‘Resolution Quality’ in the menu). The clarity option helps, but it’s not the same as raising the resolution. Keep mind thogh that a higer resolution is more demanding, so you have to find the right balance for your PC.

    Controllers:

    You have to move them a few centimeters before the mod considers them active.

    in reply to: Cyberpunk VR Update Thread #209665
    Ralf
    Keymaster

    If you don’t know where the setting is (DirectVR page) all is well. Please just leave everything at default. Don’t tinker with settings in the vorpX menu aside from changing the resolution. That is not necessary.

    Make sure that the game runs in the foreground (i.e. has input focus) by clicking in the window once if head and hand aim in ADS mode don’t do anything.

    in reply to: Cyberpunk VR Update Thread #209662
    Ralf
    Keymaster

    Great. Glad you got it sorted.

    in reply to: Cyberpunk VR Update Thread #209660
    Ralf
    Keymaster

    @ mstmorse

    Sounds more like some gamepad input issue. Please double and triple check that the game’s gamepad bindings are at default and the motion controllers are set to ‘Gamepad’ in the vorpX menu.

    Also check whether you maybe have any tools installed that potentially interfere with gamepad input. E.g. Virtual Desktop might, not sure whether it actually does, but it might be a potential candidate.

    @ Raph129

    Thanks! You’re welcome. Certain aspects of this mod like some gestures will also come to regular vorpX profiles soon. Also occasionally there will be games that get more attention than others, currently e.g. GTAV and RDR2 also already have game specific mod portions.

    @ Julio Alberto Hernandez

    You need the latest verdion of the mod for Cyberpunk 1.5. Please redownload, uninstall the current version and then reinstall the newly downloaded one.

    @ Cybersiggi

    Can’t replicate that here. Please redownload, uninstall the current version and then reinstall the newly downloaded one. Just in case there is some Cyber Engine Tweaks version conflict or something similar.

    in reply to: Cyberpunk VR Update Thread #209651
    Ralf
    Keymaster

    No worries, wasn’t meant too serious.

    Just in case: gestures rely on default gamepad bindings in the game options, also the motion controllers have to be set to ‘Gamepad’ in the vorpX menu. If you made any tweaks in that respect, revert them.

    Apart from that: do other gestures work? E.g. the ‘Interact’ gesture. Although unlikely I can’t entirely rule out that the melee detection fails with that particular weapon. The mod switches between multiple gesture sets based on gameplay context. The ‘Interact’ gesture is a good test candidate for checking whether gestures work at all since it’s almost always active.

    in reply to: Cyberpunk VR Update Thread #209649
    Ralf
    Keymaster

    Don’t get that here, neither with the Steam nor with the GOG version. My first reflex would be to remove all other mods if any are installed and see wether the issue still occurs afterwards. Sounds as if you already did that, but I don’t really have any other useful suggestion, I’m afraid.

    in reply to: Cyberpunk VR Update Thread #209647
    Ralf
    Keymaster

    @ drowhunter:

    Not sure if that’s what you meant earlier in regard to punching, but I uploaded another small update that now let’s you also perform the punch gesture with a gun equipped, not just with a melee weapon. I had missed that one before.

    in reply to: Cyberpunk VR Update Thread #209643
    Ralf
    Keymaster

    Use the ‘Resolution Quality’ option in the vorpX menu to change the resolution as suggested by the ingame instructions, which I mistakenly thought would finally be completely impossible to ignore. ;)

    Not sure about the gun pointing issue. That sounds really weird. Does that happen while you are walking around normally or when switching to aiming down sights?

    Make sure to not turn your actual body after recentering! The mod is supposed to be played front facing. To turn your ingame character use the right thumbstick (or the mouse).

    in reply to: Cyberpunk VR Update Thread #209641
    Ralf
    Keymaster

    Feels certainly more real to be able to change the view with your hands. Although when you super consequently aim down sights like you actually would in reality (i.e. hand and head rotation synced while looking around) head aim only isn’t too shabby either since you can’t really tell whether hands or head govern the actual change.

    Still a lot nicer now, just feels more correct this way.

    in reply to: Cyberpunk VR Update Thread #209637
    Ralf
    Keymaster

    There was a weird issue earlier in the thread where someone couldn’t download an updated build because their internet provider or their browser or whoever still had an older version cached. Just in case it’s the same for you it might be worth a shot to download with a phone via your mobile connection.

    Also try to uninstall the mod before reinstalling, shouldn’t really be necessary, but can’t hurt.

    in reply to: Cyberpunk 2077 vr config #209636
    Ralf
    Keymaster

    I’m really out of ideas. Under normal circumstances you should just have to install the mod and select OpenXR in the config tool.

    in reply to: Cyberpunk VR Update Thread #209631
    Ralf
    Keymaster

    Thanks! Got even nicer since an hour or so with hand aiming while aiming down sights.

    You have to download it manually from the regular mod download page. That always links to the latest version. I think I’ll add an update check with the next larger release, the 1.5 Cyberpunk update probably wasn’t the last that breaks the mod.

    Download

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