I’ve been enjoying Fallout 76 in VR thanks to VORPX for the last few months and have sunk over 100 hours into the game.
Getting started has been a little bit of a ritual, which is to plug in game pad, fire up the game, and then when I get into gameplay mode, run DirectX VR Scan. Once I do that, everything magically falls into place – headtracking starts working, the XBox Gamepad is perfectly assigned, etc.
But since the update, the XBox Gamepad settings are not syncing correctly. I run the DirectX scan as usual, and the head tracking works, but the gamepad is still assigned incorrectly. It’s this kind of half gamepad/half keyboard & mouse hybrid setup, which doesn’t really work.
Any advice, Ralf?
I did try turning off the Headset Sync feature as well and am still experiencing the same issue.
Today i installed Hellblade 1. This game is native VR. I was stunned. The games has two options,, regular and tabletop. The image is crystal clear and grafics close to perfect. This game is inline with aliens, ethan carter and the forest. Playing those games i easily can play three to four hours without getting dizzy and having severe stomach pain.
Are other VR titels like syrim VR and fallout4 VR the same? Why cant vorpx not offer this standart? The last thing i want to know can one use mods and animation mods like we have on non VR games? THX for input.
Tenpenny … Fallout 3 … ;-)
One more observation: apparently there are situations where the current headset sync mechanism holds back things massively, way beyond the 10-15% that are to be expected. You will see huge benefits in some DX11 games when the GPU is the limiting factor, not the CPU. Typically this would be Z3D with high resolutions. With this combination the performance gain can be up to 40% compared to the prior default. Measured on a GTX 1080 Ti in Fallout 4 and AC:Origins at 4K resolution and 3D at ‘Z-Normal’.
Don’t expect something like that with every game at 4K/Z3D, but with some the difference can be huge under these conditions.
Vive pro
i7-3770k
Gtx-1080ti
Windows 7
FPS: Game 30, Headset 90
At the moment, I get a frame rate of 27-33 while moving. If you stand on the floor, then 45. The fact is that by reducing the screen resolution or the settings by half, I get an increase of only 10-15%. Is this normal for my system?
My monitor acer max1920x1080
My VR Vive Pro
Windows 7
I set the resolution to 3840×2160 in the ini file. Install full screen. Vorpx settings – cinema mod – z normal.
The game starts with the desired resolution, everything is fine. But in the game menu, as well as on the map, as well as in pipboy, the mouse cannot move further than half of the screen to the right and down. It feels like she is moving within the resolution of my monitor. How to fix it, otherwise it turns out on the map not how not to move to the right side?
When i think of high res HMDs like the Vive Pro and Fallout 4 for example, every single percent can be helpful. Nice to hear that you got something cooking.
I’m using vorpx with the 8K+. It works really well.
I upgraded to the Pimax after using the rift-s but there was a massive gap between me using the two headsets so any impressions I have over image quality is maybe not the best. FOV is obviously better, colour production maybe the same or maybe the smallest bit not as good as the Rift-S.
I’ve only really gotten vorpx to work at the ‘normal’ or ‘small’ fov on the pimax, but only because I deliberately stuck with the default settings and couldn’t be bothered drilling much deeper into things to get that extra percent of FOV (which is typically distorted anyway) on games that really aren’t optimised for VR. As others have pointed out, the ‘small’ setting is still wider than quite a few HMDa already.
Oddly, I found vorpx with pimax needs less hand holding in setup for certain games than the Rift-S. Half-life 2 was a bit of a nightmare under the rift-s. There was a convoluted start-up procedure I had to maintain otherwise it would CTD. On first successful launch of HL2 under the rift-s, I also had to do a directVR scan and dial in some settings. Via the pimax, it launches no problem and works right out of the box. Maybe there was push-pull issue previously with oculus home and steamVR wrestling for control.
The only other thing I would say is to run games at full-res (or beyond for super-sampling) to get the most out of the pimax displays can be a bit heavy on performance in G3D. Frame rate and FOV is more important to me than image fidelity, so I’m happy to take a small hit on resolution to maintain those two other things. As such, I also found oculus’s asynchronous motion smoothing to be cleaner than what is used by steamvr/Pimax. I noticed this the most when playing a heavily modded fallout NV.
Finally, if vorpx is your main port of call for your HMD, I would recommend the deluxe audio strap mod for the pimax. It makes quickly getting in and out of the headset (or otherwise peaking at real world surroundings) for misc tasks (like finding your keyboard/mouse/gamepad or misc windows tasks) easier and is a nice quality of life improvement.
In summation, I’m very happy with the pimax and don’t really see myself going back to the rift-s (which I still think is a very good bit of equipment).
Other game like that is Fallout 4. In G3D it runs at 20FPS via SteamVr but with Generic VR and no SteamVR it runs G3D locked 60fps
this is an amazing find if working like you say.
Yes, I did try that myself. Quite regularly since five years when SteamVR support was first added to vorpX. I also programmed both modes, so I’m well aware how they work, what performance cost is involved and why.
I understand that to you it must look as if you have found some great trick and I’m happy that it works for you. Your results however are not normal at all. Under normal circumstances the difference between ‘Generic VR Headset’ and ‘SteamVR’ is about 10-15%.
Your GTX980 only has 4GB, which almost certainly is not enough for modern games at cranked up detail settings without maxing out memory. G3D in itself requires more memory, rendering to the headset via SteamVR even more, so assuming that you hit some memory limited with your card in SteamVR mode is a reasonable theory.
My brief Fallout 4 test seems to support that theory, but of course it’s just a theory. Should I be able to replicate your findings later with other games, I’ll let you know.
Did you try yourself switching from steamVr to Generic VR ?
My performance issues don’t seem to be related to VRAM. When you run out of VRAM usually what happens is that game starts to chug and stutter not that it lowers FPS consistently. I also did test a lot Witcher 3 and Fallout 4 before and changing setting to even low didn’t help. It improved performance overall but it wasn’t close to non SteamVr performance.
What is your performance in Fallout 4 or any of those games in Steam VR ? By comparing FPS we should be able to see if my performance in SteamVR in those games is actually normal or not. Because from what i read a lot of people have issues running G3D in Fallout 4 and by default even your profile uses Z-buffer, for performance reasons i assume.
Just a brief follow up: Might well be related to graphics memory with your GTX980. I just tested Fallout 4 and on Ultra settings with Geometry 3D the overall memory required in SteamVR mode would exceed the 4GB of GPU memory on your card by ~500MB at a fairly low res of 1920×1080. That would become even worse with higher resolutions.
I’ll do some more testing later. For now I would recommend to not crank everything up to the max in case you did that before. Judging from the brief FO4 test maxed out memory on your GTX980 sounds like a reasonable theory.
Thanks again for testing. None of that looks how it should look. Normally you would see a 10%, maybe 15% in some cases, difference between ‘Generic Headset’ and ‘SteamVR’.
Might be worth a shot to reset your vorpX settings as well as your SteamVR settings. I don’t really have a idea what might cause this for you, but your results are not how it should look. Also check whether maybe some performance related parameters have changed when switching between SteamVR and ‘Generic Headset’, e.g, the game resolution, that might for example be the case in Fallout 4 where vorpX sets the resolution and FOV automatically.
If you have all graphics settings cranked up to the max in the games you tried, it’s also worth a try to reduce them for testing, just in case your GPU runs out of memory with game+vorpX+SteamVR.
I’m moving this thread to the technical support sub-forum, I think it fits better there. Looks more like some technical problem than a performance enhancing trick.
I’ll check this and let you know if I can replicate the behavior somehow.
Other game like that is Fallout 4. In G3D it runs at 20FPS via SteamVr but with Generic VR and no SteamVR it runs G3D locked 60fps
First and foremost: use purchased games. Who knows how your cracks work and what they do. Some may for example use different .exe names than the legit game or call some other .exe that vorpX is unaware of. Both cases would prevent vorpX from working correctly since it would not be able to recognize a game. And there are almost certainly more potential issues a crack could cause that I’m unaware of.
That said:
Please try a full factory reset in the config app. There is no cloud profile required for Fallout 4.
Apart from that in case of hooking issues most likely there is a conflict with some other program. In the vast majority of cases that is the problem. You can find more detailed information on the matter in the trouble shooting post on top of this sub forum.
Also checking the ‘Alternative Hooking’ option in the config app is worth a shot. Caveat: even if it helps with a particular game, don’t forget to switch back. It’s not better per se, and some games definitely require the defauzlt method.