Ralf

Forum Replies Created

Viewing 15 posts - 1,336 through 1,350 (of 10,045 total)
  • Author
    Posts
  • in reply to: Cyberpunk VR Update Thread #209531
    Ralf
    Keymaster

    Do you have some mod installed that removes the game’s intro screen? Normally there should be a screen before the menu that requires you to press the menu button to get to the main menu.

    Either way I’ll check wether I can easily add a little delay until game input gets enabled when leaving the start environment. No promises, but unless I have to spend a whole day for it, that’s actually a good idea anyway.

    in reply to: Cyberpunk VR Update Thread #209527
    Ralf
    Keymaster

    That’s weird. Works for me. The controller type should either be ‘Auto’ or ‘Oculus Touch’ for Reverb G2, not ‘Windows Mixed Reality’. That’s somewhat confusing admittedly, guess I should find a better solution for that. The ‘WMR’ controller type is for WMR gen 1 controllers. The Reverb G2 controllers are more or less Oculus Touch replicas and work just fine as such.

    Whether an actual gamepad is connected shouldn’t make a difference. Provided you have four hands you should even be able to use both at the same time. ;)

    in reply to: Cyberpunk VR Update Thread #209525
    Ralf
    Keymaster

    @ luris:

    You’re welcome.

    @ RobCram

    Thanks for the video. Curious what you had to remap. You shouldn’t have to, but maybe I overlooked something.

    Just in case: motion controllers should be left at ‘Gamepad’ mode in the vorpX menu, which is essential for smooth steering. Changing the motion controllers to keyboard mouse makes steering just as awful as steering with an actual keyboard. With motion controllers in gamepad mode and the game’s gamepad bindings at default everything should just work.

    in reply to: Cyberpunk VR Update Thread #209520
    Ralf
    Keymaster

    Yep, there have been several tweaks to aiming in ADS mode. Prior switching to/from ADS was a bit weird when you were looking into another direction than you were walking in. That’s fixed now.

    in reply to: Dying Light 2: Stay Human #209518
    Ralf
    Keymaster

    Caching a scan result between sessiions only works under certain circumstances. The scanner is able to detect whether caching a result makes sense or not and only caches results in games where it does make sense.

    Might be a little bit annoying to do that every time you launch a game, but on the other hand the scanner is very hard to break by game updates. Most FOV fixes and other things that work in similar ways have to be redone after each game update, which is a mission impossible with games being updated as often as they are these days if you have dozens of games to maintain.

    in reply to: Cyberpunk VR Update Thread #209516
    Ralf
    Keymaster

    Sorry. I didn’t check OpenXR anymore after making a small change to the controller handling. The latest hotfix should resolve the issue.

    Alternatively switching to SteamVR should do the trick, but that’s not ideal with a Reverb G2 for other reasons.

    in reply to: Cyberpunk VR Update Thread #209514
    Ralf
    Keymaster

    Thanks!

    Maybe try another browser if possible or download with your phone via mobile. Recently someone couldn’t grab a quick hotfix because their browser/internet provider or whoever still had the prior version cached.

    in reply to: Cyberpunk VR Update Thread #209511
    Ralf
    Keymaster

    Please redownload, should be fixed now. A little last minute optimization that entirely nuked OpenXR motion controller support…

    Thanks for the heads-up!

    in reply to: Cyberpunk VR Update Thread #209508
    Ralf
    Keymaster

    There is a tutorial in the launch room that shows and explains each gesture.

    in reply to: Cyberpunk VR Update Thread #209505
    Ralf
    Keymaster

    Didn’t try, but I can’t really imagine any reason for issues in that respect.

    in reply to: Cyberpunk VR Update Thread #209498
    Ralf
    Keymaster

    2022/02/12

    Version alpha 5 is now available. This is a major update that mainly adds a brand new feature: several common game actions can now be triggered with natural motion controller gestures, adding a whole new level of gameplay. Try it!

    You can download it here:
    Download

    Changelog:

    • Motion controller gestures added.
    • Launch environment with help/tutorial screens added.
    • Various fixes and improvements.
    in reply to: Cyberpunk VR Update Thread #209494
    Ralf
    Keymaster

    @ mr_spongeworthy:

    The gestures work in cinema/immersive mode as well and will also come to other games, beginning with the next regular vorpX update in a few weeks.

    @ steph:

    The game allows so many ways to play it that I can’t really say how using gestures will affect you exactly. Dealing with the game’s spongy driving model becomes actually easier once you get used to it for example since you have more fine grained control than with a thumbstick. A slow paced stealthy game style also works great, super hectic run and gun style might lend itself better to button mashing. So it’s a bit up to you how using the gestures will affect difficulty.

    The gestures work seamlessly on top of the regular motion controller gamepad emulation, so you can mix both at any time and in any form you like. If you encounter situations were you’d rather press buttons, you can simply do so.

    in reply to: vorpX 21.3.5 Available Now #209490
    Ralf
    Keymaster

    Not yet. The Cyberpunk mod is a bit of a proving ground for the gesture system. It is designed as a general vorpX subsystem though and will make its way to other games too beginning with the next larger vorpX update 22.1.0 in a few weeks.

    Gestures have to be selected and configured per game though, so expect a small number of games with gesture support initially. The library will grow over time.

    in reply to: Cyberpunk VR Update Thread #209488
    Ralf
    Keymaster

    Dev update:

    Release of the next version will be tomorrow (Saturday), at least unless some show stopper comes up during the final tests.

    In a first step there will be nine gestures covering various typical actions in the game. I have some ideas for more, but I think for now that should suffice. Gestures are designed to closely mimic the action they are bound to, so they feel quite natural.

    Most importantly: playing this way really is a whole new level for mods without full motion controller support. If you never used your motion controllers with vorpX so far, now – well, tomorrow actually ;) – is the time!

    in reply to: Dying Light 2: Stay Human #209480
    Ralf
    Keymaster

    Please make sure to run the DirectVR scanner. If you happen to have disabled automatic settings, also re-enable them. Auto setting are important for various tweaks including a correct FullVR FOV.

    Make sure to definitely run the scanner! Tracking feels fairly snappy with mouse based tracking too, but for one memory scanner tracking is guaranteed to be 100% 1:1 without tweaking and secondly this is one of the games where mouse based head tracking and gamepad input don’t play along. With memory scanner tracking that’s not an issue and you can use gamepads natively. Same for motion controllers in gamepad emulation mode.

Viewing 15 posts - 1,336 through 1,350 (of 10,045 total)

Spread the word. Share this post!