Ralf

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  • in reply to: Cyberpunk VR Update Thread #208906
    Ralf
    Keymaster

    I‘ll check whether something can be done regarding blocking, although I‘m not sure whether there is a way to detect whether the current intention is blocking or ADS, so I can’t promise anything.

    For run and gun gameplay just stick to no ADS. Due to the decoupled look/walk directions that‘s not even possible in the game normally like it is with the mod since the mod allows you easily shoot wherever you look. The less precise hip shooting is the perfect compensation for the much easier head aiming in that context. Being able to run through enemies and shoot them with 100% precision by just looking in their direction would completely break the game‘s balancing. Lucky coincidence that hip shooting is less precise, keeps things leveled as far as run and gun gameplay is concerned.

    To make ADS work differently for pistols and other weapons I‘d have to check what is equipped and on top of that whether a pistol is equipped with a scope or not and handle that in a different way either. Never say never, but for now I‘d say that‘s out of the mod‘s scope (pun intended ;)). The mod brings VR to the game, but is does not alter its gameplay.

    Same for ADS in general. That‘s how the game does ADS. It pulls up the weapon model and zooms the camera, which is the main reason for the model to appear larger. I could easily override the FOV change, but then there would be no point in using scopes. I already make ADS specific changes to the camera that allow you to use ADS with both eyes instead of having to close one eye and aim with the other one as you would have to in reality. Applying a little position offset on top of that sounds like it’s worth a shot, but I think that‘s as far as I‘ll take this, otherwise I could probably just as well start to implement full motion controls.

    in reply to: Cyberpunk 2077 VR Mod Questions – GOG version #208903
    Ralf
    Keymaster

    Yeah, letterbox 1 will lead to a crisper image, because it sacrifices some pixels on the top/bottom of the image in favor of a higher pixel density. If that‘s OK for you, letterbox 1 is a good choice.

    However, if you happen to have DLSS/raytracing enabled, try whether you maybe prefer a lower resolution without DLSS and raytracing. As great as raytracing looks, DLSS can make the image quite blurry since it renders at a lower res and then upscales the image. Personally I‘d consider the benefit of a crisper image without DLSS greater than the benefit of heaving raytracing on.

    Ralf
    Keymaster

    If in doubt launch the game without a desktop streaming app. You can probably ignore the d3d9.dll warning in case of dgVoodoo. That‘s a generic warning shown whenever a potentially conflicting DLL is found in the game folder. I‘m not 100% whether that‘s always true for dgVoodoo, but usually it should work fine.

    Ralf
    Keymaster

    In several ways the best solution to your issue would be switching to the original DX9 Bioshock, for which vorpX provides better DirectVR support.

    If you only have the remastered version:

    Sounds like something is getting severely in the way if not even a hook helper helps. Try to disable everything you may have running in the background that potentially also hooks into games. E.g. any kind GPU utility, chat apps and generally everything that show overlays in game.

    in reply to: Quest 2 Native Desktop Viewer = Yay, VorpX = Slow #208900
    Ralf
    Keymaster

    Try to enable/disable V-Sync in the game. If you happen have a G-Sync/FreeSync compatible monitor, it also make sense to try with and without.

    in reply to: f1 2021 crashing #208899
    Ralf
    Keymaster

    Please try to reset the game‘s graphics settings to default. Since in general vorpX is able to hook the game, I‘d suspect this to be an issue with e.g. DLSS or some other graphics setting.

    BTW: If you happen to have F1 2020, try that too. In contrast to F1 2021 it still supports DX11, which for vorpX means it still had true Geometry 3D. Slower than the post effect 3d in F1 2021, but looks a lot more natural.

    Ralf
    Keymaster

    In FullVR mode the game‘s camera field of view and the headset FOV have to match, otherwise the image will look distorted. For many supported games vorpX can handle that automatically, but for others you have to do it yourself.

    The help that comes with vorpX contains two guides that explain how to do that. the first one is the ‚Essential Hints‘ guide, the second one the ‚1-2-3 Game Setup‘ guide. Read both, the first one is a bit more theoretical, the second is a practical step-by-step guide.

    in reply to: vorpx not running truck sims #208897
    Ralf
    Keymaster

    While vorpX tries to hook into any game, it might not be able to to so for unsupported titles for this or that reason.

    Check whether maybe a user profile exists for your game in the config app on the cloud profiles page. With some luck someone got them working earlier and uploaded a profile.

    in reply to: VorpX not working with Quest 2? #208895
    Ralf
    Keymaster

    SteamVR is not required for a Quest 2. Please follow these steps:

    1. Make sure ‘Oculus’ is selected in the vorpX config app as your headset type.
    2. If you want to use the wired version of Oculus Link, connect the Quest via USB
    3. Launch the Oculus PC App.
    4. Launch Oculus Link (wired) or AirLink (Wi-Fi) in your Quest.

    Afterwards your Quest is connected to the Oculus app and vorpX can send images to it via the Oculus PC runtime.

    Caveat: AirLink requires a fast Wifi 5/6 connection with low latency. If you are unsure about that, better use wired Link via USB.

    in reply to: Cyberpunk VR Update Thread #208886
    Ralf
    Keymaster

    @ Demuse :

    Could you briefly describe how to replicate the melee FOV glitch? As far as I can tell the FOV is only different during melee fighting while ADS is active. The game always changes the FOV during ADS, how much depends on the weapon. I thought about overriding that and keeping the FOV the same with ADS, but that would make sniper rifles and scopes in general pointless. During melee without ADS the game seems to use its normal FOV, at least I couldn’t trigger any glitch in that respect.

    Unless you encounter some issue I don’t get here, you just have to release the ADS button for melee fighting, the FOV will then snap back to the game’s normal non-ADS FOV.

    @ bakterius :

    In case of Cyberpunk G3D is implemented by rendering each eye at a different frame, so per eye you effectively only get half the FPS the game runs with. If e.g. the ALT+F FPS counter shows 60/90 (the second number shold be the refresh rate of your headset), each eye effectively only has 30fps. Some motion can look a bit stuttery due to that. This can be partially tricked away, e.g. for head or controller rotation, but the effect can’t be eliminated entirely.

    If you are willing to reduce graphics details more, you could try whether by setting the ‘FPS Cap’ to ‘Small Delay’ you can reach more than 60/90. The higher the FPS, the less obvious becomes the stuttery motion from the alternate frame 3d.

    in reply to: Cyberpunk VR Update Thread #208883
    Ralf
    Keymaster

    Thanks for the hints. The melee combat FOV change eluded me entirely, more of a stealth player myself… If there’s a way to detect melee, I’m fairly confident that can be addressed. Will check that one ASAP.

    Unless the game does something weird when evaluating the start/menu buttons, you should be able to open the menus with long presses on start/menu after changing the mapping. Using your VR controllers would be another viable method for avoiding the doubly assigned gamepad buttons. On VR controllers that’s not the case.

    Not sure about the scanning/highlighting glitch. Will take a look at that too.

    in reply to: Cyberpunk VR Update Thread #208879
    Ralf
    Keymaster

    For now I‘d like to ensure that defaults are enforced on update. Hence currently settings are overwritten. Will change in a couple of releases when things have matured enough.

    There shouldn‘t really be anything you need to change in the mod settings menu aside from the resolution anyway.

    in reply to: Cyberpunk VR Update Thread #208869
    Ralf
    Keymaster

    2022/01/08

    Version alpha 3 is now available for download with the following changes:

    • Pitch (look up/down) auto-leveling added. If you prefer to play with unlocked pitch, you can disable this on the DirectVR page of the ingame menu.
    • Keyboard shortcut for switching between G3D and Z3D (ALT+K).

    Download

    in reply to: Cyberpunk VR Update Thread #208866
    Ralf
    Keymaster

    Switching between AFR 3D and Z3D will be possible with the default vorpX G3D/Z3D hotkey in the next release (ALT+K).

    Also pitch (look up/down) auto leveling will be available with the next release. If you prefer to play without, you’ll be able to disable it on the DirectVR page of the vorpX menu. Was a bit more complicated here than it normally is with DirectVR games, but now it’s finally working without unwanted side effects.

    in reply to: Cyberpunk VR Update Thread #208846
    Ralf
    Keymaster

    I actually considered auto switching based on player velocity, but that comes with its own oddities, so in the end I discarded the idea.

    Like said above, the hotkey is a good idea though, at least for mouse/keyboard players.

    As usual no comment on future development aside from that there will be future development. I just can’t tell you things I don’t know myself yet.

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