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I am honestly curious to see how openXR gonna perform compared to openVR, so I am looking into documentation once in a while, but I spent a year fixing rendering issues for Linux, so I just not too enthusiastic to work with the backend again, especially rewriting the whole thing from scracth.
As for ALVR, it keeps improving. I play over WiFi. They recently added client side upscaling.
I have a mid range gpu, but I made it work quite nicely.
I use HEVC encoding, lowered buffering, including weight. Quality preset is speed, NVENC is P3 and lossless. The only post processing I do is full resolution multi pass and temporal quantization. Also foveation encoding, both on server and clients and 1.7 upscale factor from 2016x2112 resolution.
for 2 reasons
1. Blurring lags for wifi - when I first tried it was the worst in 2022 I believe
2. Its kinda confusing - theres way too much stuff for me to do on ALVR its kinda annoying
but I will give it a shot again and see if my opinion will change with it maybe not.
@StickGuy, for now on Linux it works only with ALVR
Sorry deleted your message by accident
other then that i really like this one of the resions i dont have to keep touching hide near hmd
i just love smashing doors open its so funny to me especly how i can just grab what ever i want and just yeet the thing oh and this version guns actuly work
Sometimes considering reasonable suggestions from others such us making weapon menu accessible with one hand, but not like "whaaa some stuff from the other vrmod is missing".
So it's hard to say exactly what's gonna be added. I want to add quite few things, but will I be able to deliver, while keeping the performance? Don't wanna lie to people.
For example I want to prevent hands from clipping into a wall,it brothers me, but realistically speaking we need to do calculations every single frame than forcing offset that is binded to the real time input which adds latency and cause jitter.
also ive been wondering what exactly is planning to be added
Just tried it for the first time and it's the smoothest GMOD VR experience by far, thanks for all your work and keeping it alive!
I do have a kinect 360 tho...but I need to write my own driver for Linux and make it compatible with ALVR... or rewrite vrmod backend in order to support WinVRn (I've heard somebody made it work with that). Either of these two options still probably gonna be faster than waiting for this project to generate funding to get some compatible trackers.
Now you will not see kick melee related errors, as I disabled that option until I will, if ever, get FBT.
As for bringing stuff back, I updated description, so I won't have to explain myself every time.
Feel free to post these type of requests in a suggestion thread. If enough people will request the same feature, I might consider.
P.S. If you are going to have the same attitude as "Рука Яйца" and demand things with a huge font, you will be purged out of here.
Also if you have sudden offsets, delete vrmod_weapons_config.json. Might need to manually move your offsets from the vrmod/viewmodelinfo.json in case you have plenty.
There is no need for any performance settings, this vrmod sets optimal settings (specifically for the x64) and reverts them back after you exit. Not only this prevents players from screwing up, but also I don't need to rely on 3rd eye in order to guess what settings player has when reading a bug report. You are not gonna squeeze more, unless doing stuff like lowering the details of the textures and such. There are addons for that, such as FPS booster, which I don't support here, so at your own risk.
However, i found a new bug with melee
Basically, the hit boxes for the hands are inverted.
Punching with the left hand activates the hitbox on the right hand. Binds are fine. Also any chance you can get the foregrip mod added into this one? TacRP works nearly perfect with it
it is glorious.
This is a much better experience than perscors ver, almost.
I do think you should bring back a lot of removed settings, however that is my only gripe.
Like, not being able to change where the flashlight shines from is annoying. Same for changing between viewmodels and world models.
The lack of changing offset is also sad, as that can quickly fix alot of weapons that otherwise wouldn't work well.
add those back and this is kino.
btw, has anyone tested FBT with this yet or no?
I just wanted to make VRmod run on Linux on Gmod x64, ended up optimizing the whole thing instead. Catse did a great job, would be a shame to let it go to waste.
In general, thank you very much for your work on this! I'm indebted to Catse for the creation of the original VRmod, I wouldn't have been able to make my series in 2020 without it, and I was always resigned to its technical limitations just being something I'd have to deal with forever. This version seems to be a massive step forward and will be a huge boon to our production.
Is there a way to switch back to the old one, or could you implement that? I use VRmod for a YouTube series where we play through Half-Life with some key changes, but keeping the illusion of it actually being the real game is always important. I used to be able to switch weapons with my hand outside of my vision with the old menu, this is literally impossible with the current tiny-left-hand weapon switch UI.
so urs is better
has more and is easy to sue and better for performance. alr cool
On semi official the author just adds more stuff and floods workshop with "backups". If you are lucky you will guess which one is working.
What’s better is for everyone to decide for themselves. DIY kit with 30 fps or something more playable out of the box.
I just added another setting in rendering tab - scale factor . Try it out.
If it won't help you can also try to reduce bars by proportionally decreasing FovX and FovY scales and if it's get's distorted you can increase view scale proportionally to the Fov scales .
Or just decrease view scale without touching fov.