Ralf

Forum Replies Created

Viewing 15 posts - 1,366 through 1,380 (of 10,140 total)
  • Author
    Posts
  • in reply to: Cyberpunk VR Update Thread #209742
    Ralf
    Keymaster

    You can temporarily disable/enable the mod by moving vpxCP2077.asi from [CP2077]\bin\x64\plugins to your desktop and back.

    As far as the issue is concerned:

    First and foremost: please try without any changes in the mod settings aside from potentially changing the resolution. There is no need to tinker with settings, the mod works as intended without any changes in the settings menu.

    That aside:

    If that doesn’t help, it would be great if for testing purposes you could start a new game with no other mod installed than the VR mod and check whether the issue also occurs with that new game, especially if you had other mods installed before, Most importantly: please let me know whether that helps or not.

    I’m totally in the dark as far as this issue is concerned and unfortunately haven’t gotten any feedback in that respect so far. Since the issue popped up out of the blue after the 1.5 patch without any actual changes to the mod aside from some gesture related fixes, it’s possible that the issue isn’t actually triggered by the mod, but by a corrupted savegame, e.g. from some pre 1.5 mod that stored settings in the savegame that the patch 1.5 doesn’t like.

    Long story short: To help you I need your help.

    in reply to: Standalone Cyberpunk VR not launching with steamVR #209738
    Ralf
    Keymaster

    The file on the server is the correct one, but if you just downloaded the file very recently, your bowser, internet provider or whoever may still have cached the older one.

    Try with a different browser if possible or with your phone via a mobile connection.

    Alternatively just installing the latest version of the CET modding framework should also do the trick this time. That’s what today’s Cyberpunk patch actually broke, not the mod itself.

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

    in reply to: Standalone Cyberpunk VR not launching with steamVR #209735
    Ralf
    Keymaster

    A new version with support for today’s Cyberpunk hotfix is now available:

    Download

    in reply to: Cyberpunk VR Update Thread #209734
    Ralf
    Keymaster

    2022/02/19

    Version alpha6a is now available. This update adds compatibility with today’s Cyberpunk hotfix update. No other changes.

    Download

    in reply to: Cyberpunk VR Update Thread #209732
    Ralf
    Keymaster

    Game 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

    in reply to: Cyberpunk VR Update Thread #209730
    Ralf
    Keymaster

    That 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.

    in reply to: Newbie questions before first launch #209725
    Ralf
    Keymaster

    Duh. 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.

    in reply to: Am I missing something? (Windows 10 Reinstall) #209716
    Ralf
    Keymaster

    I 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.

    in reply to: Cyberpunk crashing on load #209715
    Ralf
    Keymaster

    Definitely 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.

    in reply to: Am I missing something? (Windows 10 Reinstall) #209712
    Ralf
    Keymaster

    Crysis Remastered is not supported, that’s probably the issue here. Try the good old regular Crysis.

    in reply to: Farcry 3 + Direct VR Scan disables PS4 controller #209711
    Ralf
    Keymaster

    Try to disconnect/reconnect the controller. If the game continuously checks for connected gamepads (most newer than 10 years or so do), that might help.

    in reply to: List of games with Weapon Hiding #209702
    Ralf
    Keymaster

    The 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

    in reply to: Cyberpunk VR Update Thread #209701
    Ralf
    Keymaster

    If 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.

    in reply to: Quest 2 Not Connecting #209700
    Ralf
    Keymaster

    Do you have Oculus Link enabled in your Quest? That is necessary to connect the Quest to the Oculus PC-Software.

    in reply to: Cyberpunk VR Update Thread #209696
    Ralf
    Keymaster

    @ 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.

Viewing 15 posts - 1,366 through 1,380 (of 10,140 total)

Spread the word. Share this post!