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Ralf
KeymasterIf you play with the mouse, you can try the ‘Try Pitch Lock’ option on the input page of the vorpX menu. Two caveats:
1. This is a general option, I’m not sure whether it actually works in FS 2022.
2. If it works, it will also lock y-axis mouse movement in menus, hence there is a shortcut that temporarily unlocks the y-axis when needed (CTRL+SHIFT).Ralf
Keymaster@ Fairweather:
No promises, but I’ll look into that.
@ lipplog:
Walk and look direction are decoupled in the mod. You can walk/drive in one direction and look into another.
Ralf
KeymasterPlease make sure that the second number in the ALT+F fps counter shows the refresh rate of your headset.
If you can’t stomach the alternate frame 3d method in general, also consider switching to Z3D. All other benefits of the mod like 6DOF tracking or decoupled walk/look also work with Z3D.
Ralf
KeymasterThat’s unrelated. A bit confusing, but these entries are related to the DirectVR memory scannner, a feature of the regular vorpX that is used in some other games, but not in the mod.
Something I didn’t mention before: the mod only works corectly with the current Cyberpunk 2077 version (1.31), not with older versions.
If that also is not your issue, please send your [User]\AppData\Temp\vorpX.log file via mail to support at vorpx com. I’d like to check wehther it shows anything unusual in respect to head tracking.
Ralf
KeymasterAnd you have definitely no other mods installed that may affect the game’s camera? Maybe some leftover from a prior install of the game in the same folder.
if in doubt, please delete the [CP2077]\bin\x64\plugins folder and then reinstall the VR mod.
Ralf
KeymasterJust to make sure I understand your issue? Can you look around in the game when you rotate your head or not?
Ralf
KeymasterDid you change any settings in the vorpX menu? If so, please uninstall and then reinstall the mod to reset all settings to default, just in case.
In the config app, make sure that Oculus is selected as your headset type first. If that doesn’t work, try the other options (OpenXR, SteamVR).
Ralf
KeymasterEdgePeek is supposed to be disabled automatically once the game starts. If you have any mods installed, please try without. Maybe one of them breaks the detection that determines when EdgePeek is to be turned on/off.
if that is the case, it would be great if you could let me know which mod triggers the issue.
Ralf
KeymasterSounds like something I’ll have to look into. Thanks for the heads-up.
A potential workaround might be switching to EdgePeek mode. Would be great if you could let me know whether that helps or not.
Ralf
KeymasterSwitch to native Oculus in the config app instead of SteamVR. No need for SteamVR with an Oculus headset at all. Unfortunately SteamVR hard-overrides the menu button on Touch controllers. Weird decision, as that probably breaks a plethora of native VR games too.
Ralf
KeymasterDo you maybe have any other mods installed? If so, please try whether the issue also occurs without any mods. Especially mods that hook into the graphics pipeline by placing a d3d12.dll or dxgi.dll into the game folder might cause problems.
In a similar vein, avoid running external tools that can hook into games. That means basically anything that can show an overlay in games.
Ralf
KeymasterYou can also switch to Z3D if you want. Makes a lot of sense actually if you can‘t stomach the alternate frame 3d.
Ralf
Keymaster@ xtk4 :
Does this also happen for you when you rotate with the gamepad (respectively the VR controllers)? Provided the second number in the ALT+F fps counter is your headset refresh rate, gamepad/mouse input can be properly factored into the frame interpolation. That might work a bit better for gamepad input than for mouse input.
@ onetoo :
Change the resolution with the ‚Resolution Quality‘ option in the vorpX settings menu, not in the game options.
@ Stanley :
With the second number in the ALT+F fps counter being your headset‘s refresh rate turning with the gamepad should look as smooth as turning your head does normally.
@ Lawrence :
Alternate frame 3d has more inherent problems than just the turning interpolation. And those can‘t be addressed so easily. Not everyone can really get used to that.
Anyone who finds this too uncomfortable to play should consider switching the ‚3D-Reconstruction‘ to Z3D: less natural 3D, especially objects at close range will be out of scale, but on the other hand there are no uncomfortable frame disparities. All other benefits of the mod like 6-DOF tracking, decoupled walk/look etc. also work with Z3D.
Ralf
KeymasterUse OpenXR instead of SteamVR for WMR headsets (with WMR being your system’s OpenXR runtime). That should fix this.
Ralf
KeymasterSounds as if vorpX can hook into the game in general, but something goes wrong in respect to sending the image to the headset. No way to tell what without further information, but if you create a trouble shoot data archive in the config app (Trouble Shooting page) and send me that via mail to support at vorpx com, I could check whether I see something unusual in the log file or your system config.
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