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Ralf
KeymasterNo problem here with Chrome and Firefox. If you happen to use any other AV program than Windows Defender, check whether that might cause the problem.
Also please try this page for downloading, not any direct link.
Ralf
KeymasterDepending on the game you may have to restart a game once or twice until the FOV is set up correctly. When the FOV is set by changing .ini files vorpX can’t do that before it knows the screen resolution, hence the required restart, sometimes even two.
Whenever vorpX wants you to restart a game, it displays an according message in the headset and the top/left corner of the game window.
Ralf
KeymasterI’ll consider an option for linked head-body-turning, at the very least you will be able to turn the game specific mod-stuff on/off when the mod gets included in the next vorpX.
Try driving a car with and without the mod. Lets talk more afterwards.
Ralf
KeymasterI perfectly understand that not everyone will agree with adding VR to a game “halfway”. But there are technical limits as well as time contraints, even more so for a free mod. Adding VR to flat games is a lot harder than you probably imagine and this is by far not the only mod working in this fashion.
However, being fully aware that some only want everything or nothing, I even added a little question to the beginning of the installer that is supposed to make everyone aware of what to expect in a funny way.
Ralf
KeymasterSorry for not meeting your needs. Yes, decoupled walk/look direction is a feature since that isn’t possible with vorpX normally, even more important for driving than for walking BTW. If you dislike that, you should indeed stick to the normal vorpX profile.
The mod will be included in the next vorpX version, where you will be able to turn the mod-specific part on/off if you wish to do so.
Ralf
KeymasterIt’s not really a roomscale mod, the mod does not alter the gameplay. You can play seated or standing in place, that’s up to you. You should maintain your forward direction though. Turning is handled by the controller/gamepad, not via actually turning yourself around.
Ralf
KeymasterTry the standalone mod: https://www.vorpx.com/cyberpunk-vr-download/. Will be included in the next vorpX, but currently is only available as an extra download.
Comes with game specific 6DOF-tracking incl. decoupled walk/look. Since that doesn’t require mouse emulation for head tracking, controllers are set to gamepad mode per default, which works without key mapping.
Ralf
Keymaster@ all
Happy New Year!
@ xtraa
Is your Cyberpunk 2077 up-to-date (1.31)? With an older game version the mod would behave that way. Your PC indeed is not really strong enough unfortnately though. :( For an enjoyable experience you need a GTX1080/5700XT and to make it look really good a current highend PC is heavily recommended.
Ralf
KeymasterDifferent base paramaters during authoring. I’ll revisit some more Z3D profiles from time to time over the next weeks/months and make similar changes to them either.
In RE8 and other newer Z3D profiles everything more than about 1.5 meters or so away looks practically the same as with G3D in respect to realistic 3D. Even ‘more 3D’ really doesn’t make sense anymore though due to excessive glitches.
Ralf
KeymasterYou can exit or pause vorpX from its tray icon‘s right click menu.
Ralf
KeymasterDoesn’t the Oculus PC app work with DK2 anymore? vorpX works with any Oculus headset that works with the Oculus PC app. Haven’t checked a DK2 in a while, but the only headset that never worked with the final Oculus runtime version was the DK1.
Ralf
Keymaster@ Lawrence:
Please try to reset everything to default by reinstalling the mod. Might be related to you tinkering with Zoom/FOV settings. Please don’t. Also as always: if you have other mods installed, try without. If you have a mod installed that affects the camera in any way, it may (probably will) break things.
@ drowhunter:
My first shot at a decent pitch lock was a miss yesterday unfortunatly. I’d rather do that by directly manipulating the camera than by messing with input. That’s always better. Unfortunately more complex in case of this mod than it is for games where rotation is handled via the DirectVR memory scanner. I’ll try again later and if all fails I’ll check how well messing with input works.
@ all:
Good news re head aiming for ADS: I was able to crack that one earlier today. I’ll do a few more tests and some finetuning and upload an update with head aim ADS Sunday.
Ralf
KeymasterSBS 3D also works in immersive screen mode. Either that or cinema mode is also the default, not 100% sure which one. Try to reset the profile to default.
The profile should work well with default settings and enable the game’s SBS 3D mode automatically. The only thing you might want to adjust is the strength of the 3D effect in the game options since the game’s defaults don’t really work well on an extra huge screen like the vorpX cinema screen. vorpX suggests some values in the top/left corner of the game window.
Ralf
KeymasterInventory item descriptions/tooltips positioning appears to be borked at non-wide resolutions with or without the mod. The game always shows the inventory screen in 16:9, but apparently doesn’t consider the black bars it adds to that screen when it calculates the description positions, that’s my guess at least. Seemingly noone at CD Projekt Red ever really tried a non-wide resolution… I’ll see whether I can do something about that, but can’t promise anything. You can work around that by setting a 16:9 res manually, but that’s not a good solution, since that way many pixels have to be rendered that will never show up in the headset.
HUD wise I’d say it’s best to leave the size at 0.5 as per default. That’s how I play it here. To gather the most important info like your health status or the position on the minimap you can glance into the corners, which works fine regardless of HUD corners being within the lenses sweetspot or not. And if I occasionally need a closer look at something, I briefly switch to EdgePeek. Happens rarely (read: almost never) for me though.
Ralf
KeymasterNot sure if I’d consider scaling the HUD up good advice. With a scaled HUD hacking etc. works perfectly well without having to switch to EdgePeek mode. Might make more sense to customize the HUD instead if you dislike how it works when scaled. You can turn some stuff off in the game options, and for total control over what is displayed under which conditions there is a mod named ‘Limited HUD’.
DLSS does something on auto. However, my personal recommendation would be to go without DLSS and raytracing. While occasionally raytracing can look awesome in the game for sure, the crisper image without DLSS IMO has the greater overall benefit. That’s fairly subjective though, of course.
The framerate cap is better left on indeed. Makes it easier to run the headset render thread at max speed, which is important for the best possible frame interpolation.
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