Ralf

Forum Replies Created

Viewing 15 posts - 1,441 through 1,455 (of 10,043 total)
  • Author
    Posts
  • 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.

    in reply to: Cyberpunk VR Update Thread #208843
    Ralf
    Keymaster

    Big yes from me, but that’s subjective, of course. Neither Z3D nor AFR 3D are pefect. Both have their strengths and weaknesses.

    Z3D can only do so much until its own artifacts become too strong. Hence the scale of objects close to the camera is off, at least if one wants to avoid that half the image becomes a glitchy mess. For everything more than two meters away or so Z3D is just as good as G3D. This kind of unrealistc 3D at close range is something one has to get used to. On the upside Z3D doesn’t come with any time related issues.

    AFR 3D realistically shifts the camera for 3D and thus produces realistic 3D even at close range, but its major downside is that it can become fairly uncomfortable with fast motion since the images for both eyes aren’t rendered at the same time.

    in reply to: Unravel & Unravel 2 Issue. #208841
    Ralf
    Keymaster

    You can create a trouble shoot data archive with logs and system infos in the config app and send that via mail to support at vorpx com.

    in reply to: Fallout 4 Pipboy Problem #208840
    Ralf
    Keymaster

    That should definitely not be the case. I’ll check tomorrow whether maybe a recent game update has broken some shader definitions and let you know. That can happen potentially when shaders are changed in a new game version.

    What you could check right now if you have mods installed is whether the issue also occurs without mods. A mod causing the issue is another possibilty.

    in reply to: Cyberpunk VR Update Thread #208839
    Ralf
    Keymaster

    AFR 3D is implemented by manipulating the game’s camera in this case not on the Direct3D level, so except for the TAA shimmer it can’t really introduce glitches that aren’t present in the game engine itself.

    The hotkey sounds like a good idea.

    Ralf
    Keymaster

    I have changed your mail address to the one you used to register here and resent your key.

    Let me know if it still didn’t reach you.

    in reply to: Cyberpunk VR Update Thread #208832
    Ralf
    Keymaster

    Unfortunately the method comes with inherent issues that have nothing to do with „when done properly“. If you guys consider that good enough, I‘ll follow, but you should be aware that AFR 3D is more of a stopgap than anything else. Some of the problems that arise from rendering each eye at a different point in time can be tricked away under certain conditions, others can‘t. If this really was a good way to do 3D, everyone would do it all the time just because it’s so much easier.

    Ralf
    Keymaster

    Currently not, but I’m considering to implement something like that in a future build. No promises though. That’s not trivial to do since for vorpX the desktop viewer is largely just an application it hooks into, and settings are stored per application.

Viewing 15 posts - 1,441 through 1,455 (of 10,043 total)

Spread the word. Share this post!