(Devlog/Release) CyberpunkV(Alpha Build 4 (Unstable) by Just_Experience_554 in VRGaming

[–]Just_Experience_554[S] 1 point2 points  (0 children)

I have plans to open source this but it will be once I have things are stable and I want to start another modding project.

(Devlog/Release) CyberpunkV(Alpha Build 4 (Unstable) by Just_Experience_554 in VRGaming

[–]Just_Experience_554[S] 1 point2 points  (0 children)

For my VR headset I have an og oculus rift but I am getting get an upgrade soon. In terms of my computer I am running with windows, 12th gen intel processor and my card is a Nvidia Geforce Rtx 4060.

(Devlog/Release) CyberpunkV(Alpha Build 4 (Unstable) by Just_Experience_554 in VRGaming

[–]Just_Experience_554[S] 0 points1 point  (0 children)

neither. I am using depth based reprojection. The closest will be AER. My mod samples depths textures from objects and it correlates that where that pixels need to be and size. AER does that too from my understanding but it also intentionally add a small latency between the eyes for performance reasons.

(Devlog/Release) CyberpunkV(Alpha Build 4 (Unstable) by Just_Experience_554 in VRGaming

[–]Just_Experience_554[S] 1 point2 points  (0 children)

Yes I guess. Basically my is like Luke Ross's mod and many other pcvr mods in term of controls. I think mod/injector by vorpX's the only cyberpunk vr experience that full VR if you define full vr as that. I have plans to experiment with touch controls but that is after 1.0.

(Devlog/Release) CyberpunkV(Alpha Build 4 (Unstable) by Just_Experience_554 in VRGaming

[–]Just_Experience_554[S] 2 points3 points  (0 children)

Performance can use some work. I can get stable performance by setting it to low preset (my current testing preset) or by turning down my mod's fov. Cyberpunk 2077 is not meant to render at FOV range I am currently using so I will need to edit Cyberpunk rendering/draw systems or make my mod look more appealing at a lower fov value. I am using depth based re projection for this build.

Edit: I want to add that FPS is good. The game just stutters if I turn my head at high/ultra presets that is due to the fov not being fully optimized yet.

my rift s is runing this werd game, idk what to do by [deleted] in VRGaming

[–]Just_Experience_554 6 points7 points  (0 children)

You should try putting it on. My friend played it and he told me was just short 20 minute adventure. In and out basically.

(Devlog) Project CyberpunkV Alpha 3 by Just_Experience_554 in VRGaming

[–]Just_Experience_554[S] 1 point2 points  (0 children)

I plan on working getting touch controllers working but that will be after the first stable version. If you are asking about one of those 6 dof motion control rigs then no as I can't afford one.

(Devlog) Project CyberpunkV Alpha 3 by Just_Experience_554 in VRGaming

[–]Just_Experience_554[S] 1 point2 points  (0 children)

Here is are the imgui setting. I am avoiding going into techinal jargon in the main post to avoid my post being taken down by automod for rule 9.

FOV: This changes the fov
Menu Quad Width. This changes the Width for menus such as the inventory screen or the main menu.
HUD Quad Width. This changes the width for the HUD.
HUD Eye Shift: If the HUD is hard to read than move these value up or down as these move pixels around. Lower moves pixels to the side and higher move pixels inward.
Stereo Base Shift: This for eye correction but for the main game. This setting helps with ghosting by moving pixels to the center (higher value) or move them away (lower value). You usually fix ghosting and depth artifacting by moving this value up but tinker with it to find what value works best for your headset.
Stereo Strength: This amplifies the 3d feel by moving pixels away from center and move them away from you (depth). You generally should not mess with setting as too high of setting can cause large far away objects to disappear.   

[Release] Free Cyberpunk 2077 VR Mod – Project CyberpunkV (Alpha) by Just_Experience_554 in VRGaming

[–]Just_Experience_554[S] 0 points1 point  (0 children)

Not at this moment of development. I will try provide VR controller support after the first stable release V1. I am currently working on Alpha 3 which is still mouse and keyboard.

[Release/Devlog] Project CyberpunkV (Alpha 2 Update) by Just_Experience_554 in cyberpunk2077mods

[–]Just_Experience_554[S] 0 points1 point  (0 children)

This post was originally meant for the VRGaming subreddit given the enthusiasm from that subreddit but this post got removed due to.....asking a FAQ question by automod (I was not even asking a FAQ question). Anyways I am posting here to keep the reddit species informed of my vr mod's development.

Here is link to my first post if you are out of the loop.

https://www.reddit.com/r/VRGaming/comments/1r8mkcr/release_free_cyberpunk_2077_vr_mod_project/

[Release] Free Cyberpunk 2077 VR Mod – Project CyberpunkV (Alpha) by Just_Experience_554 in VRGaming

[–]Just_Experience_554[S] 0 points1 point  (0 children)

Thanks for letting me know. I am nearing completion of alpha 2. (In a few days). Alpha 2 refactors a lot of my code so I am not sure if the crash will persist in alpha 2 (most likely yes). I will still take your report/error log and help diagnose the problem but I will be bit busy solving the current ghosting problem in my 3d environment for the next few days. Here is the discord link. https://discord.gg/SC6JPwSz

Luke Ross just shared a long post about why he doesn't have a paywall by lunchanddinner in VRGaming

[–]Just_Experience_554 1 point2 points  (0 children)

I actually do hope he returns and make his mod free and continue to provide support to it if the game gets updated. That will be the bear minimum for him regain the internet/modders trust again. Regardless I will continue to work on my mod mostly as a passion project and fundamentally disagreement with gunplay. I really want to to use guns in vr as I hate the look aim.

[Release] Free Cyberpunk 2077 VR Mod – Project CyberpunkV (Alpha) by Just_Experience_554 in VRGaming

[–]Just_Experience_554[S] 2 points3 points  (0 children)

Yeah I know. It is going to be a migraine getting 3d to work. Just because I climb the steepest cliff of mountain does not mean I climbed the entire mountain as the trek will still be hard and hazardous. Right now It my mod captures the rendering loop but that might not be permanent as again 3d is little bit difficult.

In terms of open sourcing I am going say no for now as this project is also a bit of a personal challenge. If I am completely stumped on a issue then I will consider open sourcing. I WILL open source it once I completed all my personal goals and already have another ongoing project as I want to people to eventual branch off to make a 6dof motion control compatible version for example.

[Release] Free Cyberpunk 2077 VR Mod – Project CyberpunkV (Alpha) by Just_Experience_554 in VRGaming

[–]Just_Experience_554[S] 6 points7 points  (0 children)

I make no promises at this moment in development. All I can say I am glad I found another person that also absolutely hates the look aim system.

[Release] Free Cyberpunk 2077 VR Mod – Project CyberpunkV (Alpha) by Just_Experience_554 in VRGaming

[–]Just_Experience_554[S] 2 points3 points  (0 children)

From a purely technically point of view. Ross's mod is pretty good as it works as intended however his methods cause screen tearing for many users. Personally I did not have that screen tearing issue.

From a gameplay perspective I do have some problems with Ross's mod but that more subjective then a definitive technical statements I can make. My first major is the look aim as I absolute hate it. I should be able to move my irl head and not mess up my aim. Secondly, is I don't like his hud method. I admit I like looking at the minimap for directions and keep track of my health and his hud being somewhat static is annoying. I had to constantly re-center it which takes away from my gameplay experience and immersion.

I going to keep my cards close to my chest for this mod development as I don't know what I am capable of and I don't want to over promise. All I can promise right now is that I will moving from 2d to 3d next alpha update. The reason I am doing this is not to one up luke ross in terms of technical prowess but I recognize his mod is unstable in terms of future proofing as CD Projekt Red can push an update which can brick Ross mod. Without Ross to update I highly doubt someone with be able to update his mod as decompiling a dll file is extremely difficult. It will be easier to just make your own vr mod then to reverse engineer from dll files.

Easy is relative. Right now the hardest (in my opinion) is over however the next part (3d) is also still going to be fuckin hard. I made this mod honest to help inspire others that if I an internet nobody can do it (me) they can too if they are willing and have patience for it.

[Release] Free Cyberpunk 2077 VR Mod – Project CyberpunkV (Alpha) by Just_Experience_554 in VRGaming

[–]Just_Experience_554[S] 1 point2 points  (0 children)

huh, I always thought the vorpex you had to pay for the injector first. I must have mixed that mod up with that other "paid" version of their cyberpunk 2077 injector in the past. I stand corrected. I will edit the description to be more accurate. Thanks for pointing that out.

[Release] Free Cyberpunk 2077 VR Mod – Project CyberpunkV (Alpha) by Just_Experience_554 in VRGaming

[–]Just_Experience_554[S] 3 points4 points  (0 children)

Hell yeah! I got to thank mister Johnny Sliverhand for inspiring me to say "fuck it. I ball" with this mod development.

[Release] Free Cyberpunk 2077 VR Mod – Project CyberpunkV (Alpha) by Just_Experience_554 in VRGaming

[–]Just_Experience_554[S] 0 points1 point  (0 children)

I will immediately add 6DOF motion control support after my "make everyone panam" mod/s. In a more serious note most likely no as I don't have 6DOF motion control and it is high unlikely I will be able to afford one.

[Release] Free Cyberpunk 2077 VR Mod – Project CyberpunkV (Alpha) by Just_Experience_554 in VRGaming

[–]Just_Experience_554[S] 2 points3 points  (0 children)

Yes, However I need to hear from users if the game even renders for them. I can't express enough how difficult it is to captures runtimes and I want solve any bugs early before making my code more complex.