You can read more about what to expect from the Cyberpunk 2077 mod here. Unfortunately it appears motion controller support isn’t available (yet?), as shooting follows your gaze and arms are still the same canned animation from the flatscreen game. Whilst not recording, Ross was able to maintain 80-90 fps. The video, linked below this update, was shot using a Core i9-9900K and RTX 3090, playing at native 2700×2700 resolution, and recording to SSD on the same PC at 2160p 60 fps. I hope that everything will work correctly by then, but even if it doesn’t, most of the game will be playable in VR.”Īs you’d expect, running Cyberpunk 2077 in VR will require a hefty PC. I am worried steamvr and steam is another layer on top of what I am running, which might impact performance. I like to switch to steamvr to access cockpit size adjustment plus the OVR tool. “No matter how things turn out, at this point I’m going to release by the end of next week. So far I have only used Oculus VR as the openxr for MSFS. close (ahem),” Ross writes in a Patreon update. “I still want to polish a few rough spots here and there, and some missions need more testing, but as you can see from the video we’re getting R.E.A.L. Just in time for the Cyberpunk 2077 sale on Steam, VR modder Luke Ross showed off a five-minute teaser of what’s to come, something the modder says is coming “very soon now.”
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