Ralf

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Viewing 15 posts - 1,471 through 1,485 (of 10,092 total)
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  • Ralf
    Keymaster

    Do you mean the opposite? bFull Screen is supposed to be 0.

    That is normally handled by vorpX automatically.

    Ralf
    Keymaster

    That’s not how it’s supposed to work. Under normal circumstannces vorpX sets a windowed resolution for the game. When the resolution quality is to the max value, you should see a window with the correct aspect on your desktop, just cut off at the bottom.

    Just checked whether maybe something broken in that respect with the game. Works perfectly fine here with a similar setup (3840×1600 ultrawide).

    In case you are using a mod manager, try whether the issue also occurs without. I’m aware of at least one mod manager that redirects .ini paths. Usually not an issue, but who knows, maybe somethings like that breaks the windowed .ini change vorpX applies.

    in reply to: f1 2021 crashing #208954
    Ralf
    Keymaster

    Should work with default settings. Profiles are usually done with a game’s default settings.

    I’d like to check your logfiles. Please create a trouble shoot data archive in the config app and send that to support at vorpx com. No promises, but maybe I can spot something useful.

    Ralf
    Keymaster

    Not much else I can suggest that I didn’t suggest above already.

    Not really a big deal if you can’t make it work in this case. Just use the original DX9 version instead. ‘Remastered’ may sound like ‘better’, but that’s not the case in terms of vorpX here. The original is the better choice.

    in reply to: Cyberpunk VR Update Thread #208945
    Ralf
    Keymaster

    2022/01/10

    Version alpha 4 is now available with the following changes:

    • Improved melee/blocking handling.
    • Glitches in regard to using cameras while hacking fixed.
    • Glitches during scanner vision fixed.
    • Aiming down sights tweaks.
    • Confusing notification after Z3D/G3D switch fixed.

    Download

    Ralf
    Keymaster

    @ yonkiman:

    Reset the profile to default, then use the ‘Resolution Quality’ option on the DirectVR page of the vorpX menu to adjust the resolution. The highest value there will roughly yield 2400p.

    Don’t touch any of the zoom etc. settings. That is not necessary at all, the profile works perfectly well without tinkering. You just make it harder for yourself otherwise. All you need to do is setting the resolution quality option.

    Whenever that is possible for a game, vorpX displays an according hint in the to/left corner of the game window. Doing it that way is always preferable if the feature is available.

    in reply to: Cyberpunk VR Update Thread #208937
    Ralf
    Keymaster

    @ mr_spongeworthy :

    The scripting part of the mod almost certainly won’t work with older versions. Too many changes in the cyber engine mod framework.

    @ steph12 :

    Being such a long time regular here, I thought you had noticed that I have a somewhat unhealthy tendency to work seven days per week far too often. ;) So, yes.

    in reply to: VorpX not working with Quest 2? #208926
    Ralf
    Keymaster

    That is not necessary anymore. There is a switch in the Oculus app since quite a while.

    in reply to: VorpX not working with Quest 2? #208922
    Ralf
    Keymaster

    In the vorpX config app, on the ‘General’ page. The option is called ‘Device Selection’. Both ‘Oculus’ and ‘OpenXR’ work with Link/AirLink.

    If you want to use OpenXR, you have to make sure that Oculus is your system’s OpenXR runtime. You can do that in the Oculus PC app.

    in reply to: Cyberpunk 2077 VR Mod Questions – GOG version #208920
    Ralf
    Keymaster

    Instead of using the aspect setting, you can seemlessly adjust the image height with the ImageZoom option.

    Sorry, overlooked the other question. You can either uninstall the mod from the normal Windows Add/Remove Programs dialog. Or if you just want to temporarily disable the mod move the [CP2077]\bin\x64\plugins\vpxCP2077.asi somewhere else.

    I’ll add an on/off toggle to the little config utility for the next release.

    in reply to: Cyberpunk VR Update Thread #208912
    Ralf
    Keymaster

    Dooh. Thanks for the heads-up. After a brief check I think it’s just the notification that wrongly says Z3D, at least for me the actual switch does work. When you walk up close to something, you should be able to tell the difference easily. Would be great if you could let me know.

    in reply to: Cyberpunk VR Update Thread #208910
    Ralf
    Keymaster

    Headset runtimes use predicted values for their frame interpolation. When you run a game with low framerates (in case of AFR the actual framerate per eye is half the game’s framerate) these prediction algorithms may overshoot a little occasionally. To get totally rid of effects like that you would have to run AFR 3D at 180fps on a 90Hz headset, which in case of Cyberpunk probably is a good goal to aim at in 2077. ;)

    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.

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