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Viewing 15 results - 151 through 165 (of 1,133 total)
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  • Vuth
    Participant

    In FNV I find the centre of the hud/crosshair to be angled way too high for where I wear my headset. I’m constantly having to tilt my head down to keep the horizon “level”.
    Is there any way to lower the angle it sets the crosshair too? I haven’t been able to find any mods outside of vorpx to help either.

    #205098

    In reply to: Feature request

    mr_spongeworthy
    Participant

    Most passive 3D displays work better with Half-TAB due to how the polarizing filters are oriented.
    Frankly I don’t know why we don’t have a common/standard format based on color space.
    The idea is you will lose details unless all of your software and hardware in the chain supports Full-SBS/TAB.

    Yeah, ‘back in the day’ I ran all industry-standard HDMI 1.4a stereoscopic rendering on a 720P DLP (projector) using frame-packing (hence my familiarity with TriDef for quite some time, as it supported this format). This meant I was getting a full 60hz 720 display at 30hz per eye. I put this together very carefully as driving stereoscopy was really fringe back then, and the power to do so meant that driving 720p was way easier than driving 1080p. The quality, even at 6 feet wide was BETTER than any HMD I’ve ever seen because you were getting (except for 2d elements) a different set of 1280×720 pixels in each eye. In many ways the entire VR craze has been a step backwards for me. It’s been great for a few things, like racing SIMS where it’s absolutely the bee’s knees, but in the end the VAST majority of what I like is really more about stereoscopy and CLARITY than ‘VR’. It’s why I had to wait for a relatively high-quality HMD before I could invest; I absolutely cannot tolerate the blurry mess of anything below the Pimax 5K+ resolution; and it’s only barely enough. Even with this I have to push the in-game rendering resolution as close to 4K per eye as possible to get the clarity I consider minimally acceptable (for VR mode. For virtual cinema mode 2560×1440 is good enough.) I can’t wait to get something better. Someday.

    Anyway, the difference between SBS vs Top and Bottom is enough to make me use SuperDepth3D instead of vorpX in every possible case where it works on my current 3D display (unless vorpX were to happen to have a working G3D profile for a game I suppose, but so far only Fallout 3 has worked well for me in G3D mode and I play that on my HMD.) In general, you don’t really get a quality degradation over ‘flat’ 1080p anywhere except in 2D elements, where it can be very apparent. But if you are rendering 2 different sets of pixels, each at 1/2 1080p resolution, and presenting those different pixels to each eye, then your brain basically reconstructs them as just as high-quality as 1080p.

    I would hope that adding support for a number of other 3D formats wouldn’t be that big a deal? In the end it would be great to use vorpX alone for many of these titles.

    BTW, while I’m being a nagging pest and asking for features; being able to use ReShade with vorpX would be *huge*. ReShade can downright *fix* many problems with modern games. Fallout 4, for example, has two AA modes; ‘jaggy’ or ‘vaseline all over the lens.’ Can be completely fixed in 5 minutes with ReShade and can’t really be fixed without it. Not being able to use ReShade in combo with vorpX is a pretty big bummer, at least in some titles. It’s great to have the basic vorpX adjustments of course, and they are very much appreciated; sharpness, saturation, etc., but in the end they are limited compared to ReShade.

    #205080
    Ralf
    Keymaster

    That’s because you apparently also set Fallout 76 to run as admin. Normally the game doesn’t run with admin rights. When you run a game as admin, vorpX also needs admin rights to access it, of course. Most (almost all) modern games don’t run with admin rights normally though.

    #205078
    NightbladeCH
    Participant

    Ok, so I read the tips about various programs and such and I did have two that were mentioned to cause issues, teamviewer and Nvidia control panel. I disabled them from startup and restarted my pc. I also took Vorpx off of admin permissions however when i attempted to launch after that it said that Vorpx didnt have access to Fallout76 and suggested I try giving it admin perms. Doing so of course just causes it to crash. Thoughts?

    #205051
    mr_spongeworthy
    Participant

    Fallout 4 VR unfortunately requires motion controllers. It’s a bummer because I would like to play that title also, but don’t have motion controllers. Every six months or so I check to see if there has been a change, or if someone has released a mod to enable controller support, but as far as I can tell that’s never happened.

    You can run the regular version of Fallout 4 though vorpX however, and it’s not too bad! You’ll probably have to use Z3D mode because the G3D mode isn’t quite right yet (issues with light sources etc,) but in the end it’s not too bad in Z3D mode, especially if you will be happy with virtual theater mode rather than full VR mode.

    BTW, Skyrim VR will work with an XBox controller, so you could try that game instead. I like the Fallout series much better, but Skyrim is OK (lots of fetch quests and boring characters. Get ready to mod the heck out of it if you want a truly interesting game.)

    #205020
    dunno
    Participant

    Software: Steam VR: Pitool:
    Hardware: Pimax 5K: Xbox and PS4 Controllers.
    Current VR game without VorpX: Elite Dangerous Horizons (Works flawlessly).
    I don’t own hand wands.

    I bought Fallout 4 VR from steam and it starts perfectly but I’m stuck at character customisation because I don’t have Hand wands, I bought VorpX hoping to get Fallout 4 VR to play with my console controllers.

    Any ideas as to how I get VorpX to play Steam’s FO4 VR with Console Controllers ?.

    Many thanks.

    mariametro
    Participant

    Hi team,

    I’ve been using vorpx for a few years now across a variety of different machines and headsets and have never had any issue. Within the last couple of days I have been plagued by some oddball behaviour on games that have always been working fine for me.

    Fallout New Vegas:
    DirectVR scan causes freeze and crash to desktop.

    Metro 2033 / Last Light Redux:
    About 1 in 3 game startups won’t crash. Once in game, everything looks fine but DirectVR scan crashes to desktop.

    Some other titles work perfectly fine (Mirror’s Edge / Dishonored) and DirectVR scan as intended. I use windows defender as my AV and have changed no settings on that side of things. I also added vorpx to its exclusions just in case some windows update made it overzealous.

    I went the nuclear option and did a fresh install of win10 and the issues persists. I have also tried doing clean re-installs of vorpx inside and outside of the c: programs folder. No difference was discovered.

    I’m using a valve index on a AMD 5950x, 64gb RAM and a RTX 3090 on Win10 64bit (21H1 OS Build 19043.1052)

    I’m curious if anyone else has encountered similiar issues.

    #204836
    mr_spongeworthy
    Participant

    Interestingly I too am having the head-tracking issue with Outer Worlds. No problems with Fallout 3, the head tracking there after a DirectVR scan is perfect, but in Outer Worlds all I can say is that it feels too slow and definitely a bit ‘wrong’ for lack of a better word. It’s not awful, and if I wasn’t playing any other VR games at the same time I could probably get used to it and it wouldn’t bug me, but switching from Skyrim VR natively, or Fallout 3 through Vorpx, into Outer Worlds through vorpX and the difference is distinct. It’s almost as if my head is too far back, I don’t know, it’s a hard sensation to describe. I do think that being able to increase the head rotation multiplier manually even after a DirectVR scan might be able to fix things.

    #204689
    Ralf
    Keymaster

    21/06/17
    vorpX 21.2.1 has been released.

    Originally this was supposed to be just a maintenance update, but in the end became an almost-major-release due to two huge additions in the form of vorpX connection mods for GTA V and Red Dead Redemption 2 that provide a great out-of-the box FullVR experience for both games. Both are still somewhat beta, but good enough for a first public release.

    The connection mods implement perfect 1:1 headtracking, decoupled walk/look/aim, auto switching to EdgePeek in cutscenes and menu screens for improved comfort, and unique VR optimized cameras for both games that get rid of nauseating head bobbing and whenever possible the equally nauseating moments where the games briefly take away control, e.g. when entering a car or mounting a horse.

    They also add Alternate Frame Geometry 3D for both games. If you are sensitive to the comfort issues inherent to AFR 3D, vorpX’s built in 3D methods are still available without losing the other benefits of the more direct connection like positional tracking and decoupled walk/look.

    Nice detail: For the heck of it GTA V got an additional driving view that mounts the camera on a car’s hood, similar to what you may know from many racing games. Turned out to be the most fun and immersive way to cruise through Los Santos you may have ever experienced.

    Full changelog:

    • Dedicated connection mods (BETA) for Red Dead Redemption 2 and GTA V to provide a great out-of-the-box FullVR experince: VR optimized cameras, decoupled walk/look, auto EdgePeek handling, alternate frame G3D, and more.
    • The shader authoring tool can be used on top of official profiles now.
    • Profiles can now be restored to default from within the game, having to switch to the config app for that was always a bit clunky.
    • Internal frame interpolation can handle alternate eye rendering without relying on support provided by headset runtimes.
    • Fallback hooking mode that improves compatibility with some mod loaders (e.g. Resident Evil 2)
    • ‘Loft’ cinema environment (finally) finalized.
    • Some textures were blurry in cinema scenes since earlier this year.
    • OpenXR now working for games that utilize nVidia Ansel, e.g. SW: Battlefront 2.
    • DirectVR memory scanner caching didn’t always work as intended.
    • D3D9: Fixed a regression that could cause heavy flicker in older fixed function pipeline games (e.g. GTA: Vice City with the D3D8>D3D9 wrapper)
    • Head roll wasn’t always applied as intended (e.g. Resident Evil 7)
    • Some Epic Launcher and EA Desktop related improvements
    • Elder Scrolls Online: HUD shader fixed for latest game release.
    • Fallout 4: Lightning shader fixed (thanks RJK)
    • Skyrim SE: Some effect fixes (thanks RJK)
    • Mass Effect: Legendary Edition: ME1/2: G3D/Z3D profiles added, note that G3D performance isn’t exactly great due to a somewhat ineffecient D3D9 to D3D11 conversion. Especially for ME2, which doesn’t look that much better, the DX9 original is still recommended.
    • MPC-HC/VLC: some default settings tweaks,
    takatori
    Participant

    FYI this was solved by:

    1. Deleted all Fallout 76 ini files from C:\Users\myaccount\Documents\My Games\Fallout 76
    2. Configured VorpX to run as Administrator
    3. Launched Fallout 76 as Administrator

    #204510
    Pressstart
    Participant

    Edit, i managed to get good view in tes online after pressing alt + f4 1 – 2 times.
    Still can’t seem to be able to attach vorpx to fallout 76, game won’t start ( also tried the steam version in the meantime, same result )

    #204509
    Pressstart
    Participant

    Hello,

    I’m having issues when i try to run Fallout76 or TES online with vorpx.

    Fallout 76, running via the besthesda launcher, stops booting when vorpx is trying to connect with the game.
    TES online, i get the view of the logo before the main menu through my headset like normal, but when the menu has loaded i’m having a black screen but i can hear the music and see the mouse cursor.

    Anybody here who can tell me what i can do to make it work?
    Thanks!

    #204290

    In reply to: The Forest

    forlaunchcast
    Participant

    Afraid I don’t have a solution, but wanted to empathize with your plight. I wish developers could have VR modes but leave the original controls (mouse and/or game pads). There are many games (Forest, Fallout 4, Valheim VR mod, etc) where I’d just like to kick back on the couch and play as the game intended but in VR perspective (first or third person). This is basically why vorpx has been a lifesaver. If developers didn’t have to worry about GUI or controller adaptation in VR, I think we would have a lot more VR modes.

    thierry
    Participant

    j’ai eu aussi le probleme .contourner le systeme !!!
    -1- lancer Fallout 76 en mode fenetre sans bordure
    -2- lancer Vorpx en mode desktop viewver
    -3- repasser sur Fo76.
    surement un probleme de pilote ???.(carte nvidia 1080 ?)
    bon jeux a tous !

    takatori
    Participant

    I’m having the same issue with my Vive Pro Eye, regardless of headset type selection.
    Using Revive for Oculus compatibility layer gives the same results as SteamVR.

    Faulting application name: Fallout76.exe, version: 1.5.2.31, time stamp: 0x607c7eb5
    Faulting module name: ucrtbase.dll, version: 10.0.19041.789, time stamp: 0x2bd748bf
    Exception code: 0xc0000409
    Fault offset: 0x0000000000071208
    Faulting process ID: 0x935c
    Faulting application start time: 0x01d74bcd67598429
    Faulting application path: C:\Program Files (x86)\Bethesda.net Launcher\games\Fallout76\Fallout76.exe
    Faulting module path: C:\WINDOWS\System32\ucrtbase.dll
    Report ID: 7ca3e856-bc84-47d1-baa2-bd01b97eaf08
    Faulting package full name:
    Faulting package-relative application ID:

Viewing 15 results - 151 through 165 (of 1,133 total)

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