Ralf

Forum Replies Created

Viewing 15 posts - 1,381 through 1,395 (of 10,045 total)
  • Author
    Posts
  • in reply to: VorpX + openXR + Witcher 3 = not working. Why? #209282
    Ralf
    Keymaster

    WMR OpenXR is a bit iffy in respect to whether the headset is initialized before or after the first game frame. I have made some changes to the init sequence recently, hopefully that will help with the matter.

    If you still exeperience this issue after the next update, let me know again.

    That said: With literally thousands of games there always is a chance that for one or the other you will have to resort to SteamVR instead of OpenXR for WMR headsets. Can’t entirely rule that out even with the aforementioned changes in the next vorpX version.

    in reply to: Need a clock on wall for Cinemas Mode. #209280
    Ralf
    Keymaster

    Clearly fluff, but nice fluff! No promises, but I’ll keep the idea in mind. Would be easy enough to not take away much time from more important things.

    in reply to: Manually add game to vorpX #209279
    Ralf
    Keymaster

    For DX9-11 vorpX tries to hook everything automatically. For DX12 that isn’t the case yet, so if you have a DX12 game, you will have to a create copy of an existing DX12 profile in the config app and assign the main .exe the game you want to try to the profile copy.

    Potential candidates that can be used as a bsse profile are e.g. Horizon Zero Dawn or Cyperpunk 2077.

    If you want to learn more about creating user profiles, check the ‘user profiles’ section in the help. Covers the most important basics.

    in reply to: Cyberpunk VR Update Thread #209278
    Ralf
    Keymaster

    @ dursty :

    The VR mod relies on Cyber Engine Tweaks itself and installs the latest version from December, so it’s probably some kind of conflict with your particular setup. Maybe you have an older version of CET installed that doesn’t work with the mod? Just a guess.

    Your best bet would indeed be to first try the VR mod alone and then add back your other mods one by one (or in small batches if you use many) to find the offending one. If you are able to identify the offending one, it would be great if you could let me know which one it was.

    Ralf
    Keymaster

    Thanks for the heads-up. I’ll check whether maybe I can somehow separate the scope detection from the HUD. No promises though. Odd indeed that it appears to work in FullVR but not in cinema mode. The shader detection isn’t any different between both modes.

    in reply to: Does Metro 2033 Redux have full Directvr support? #209219
    Ralf
    Keymaster

    You have to restart the came once (or maybe twice). FOV adjustment is done via an .ini tweak in this case. Whenever vorpX changes settings that make a restart necessary, it displays an according message in the headset as well as in the top/left corner of the game window.

    If you happen to have disabled automatic settings, mahe sure to re-enable them. Automated setting often are crucial for FOV adjustment and other important things.

    in reply to: In game menu #209207
    Ralf
    Keymaster

    Games have to run in the foreground for shortcuts to work.

    Also please check wjether you maybe have any tools running that intercept input (e.g. some utility from a keypoard vendor). I’m unaware of any actual cases, but potentially something like that might cause issues.

    in reply to: Another annoying wish-list item, plus question #209140
    Ralf
    Keymaster

    Not sure if I understand the question. Such a chart is pretty much built in, per default the current mapping is displayd as an overlay on the controllers ingame. Or do you mean something else?

    Ralf
    Keymaster

    Not with vorpX alone, but at least for SteamVR there are tools that can display a desktop window in VR. Forgot the names unfortunately…

    in reply to: Cyberpunk VR Update Thread #209138
    Ralf
    Keymaster

    @ Demuse, mr_spongeworthy:

    Settings are supposed to be saved. If you play with mouse and keyboard, you have to use the OK&SAVE button, with gamepads and motion controllers settings should be save automatically when closing the menu.

    If you are sure you actually saved the setings, it would be great if you could check whether you have write access to [CP2077]\bin\x64\plugins\cpxCP2077\Data and let me know whether that’s the case or not. The installer should take care of that, but maybe that failed for some reason.

    @ Zel1984:

    Super weird glitch, luckily only in bright daylight. My personal guess is that the game’s postprocessing pipeline does some kind of light metering, which gets confused by the increased car FOV in VR, so that it assumes a darker environment than it should in cars and then brightens the image too much. Just a theory though. I already adjust the image gamma in cars, but that can only do so much. Good workaround: In bright daylight I usually switch to the hood camera the mod adds. You can do that with the game’s usual camera perspective button.

    in reply to: Cyberpunk VR Update Thread #209106
    Ralf
    Keymaster

    @ spollard:

    I’ll look into that.

    @ smartin:

    Everything what Lawrence1962 said. With a 3070 you just might to want check whether maybe the resolution one notch lower (‘Nicer’) works better for you.

    in reply to: nvidia announces DLDSR, revolution ? #209105
    Ralf
    Keymaster

    This basically is DLSS. Can’t be said often enough: these things aren’t magic. They are useful to a degree, but they can’t do wonders.

    in reply to: nvidia announces DLDSR, revolution ? #209102
    Ralf
    Keymaster

    Random shower thought: I can’t help the feeling that most of the people deveoping these upscalers at AMD and nVidia probably aren’t particulary happy with what there marketing departments do with them.

    in reply to: Cyberpunk VR Update Thread #209083
    Ralf
    Keymaster

    While obviously more immersive in FullVR, in general the gestures can also be used in immersive/cinema mode.

    in reply to: Cyberpunk VR Update Thread #209080
    Ralf
    Keymaster

    Just a little heads-up for anyone waiting for the promised next version today: release has been postponed until next week. The motion controller gesture stuff turned out to be so much fun that I’d like to add a few more gestures and a little tutorial.

    Will be worth the wait. Promise.

    On a sidenote: While gesture support makes most sense in the context of a more in-depth mod like this where I have information about what state the game is in, the general system is also applicable to ‘normal’ vorpX profiles. So expect motion controller steering in some racing games in the future as well as grenade throwing etc. in one or the other first person shooter profile.

Viewing 15 posts - 1,381 through 1,395 (of 10,045 total)

Spread the word. Share this post!