If you are into lock picking and your locks are invisible (note: its not a vorpX problem, its a games problem) make the following ini changes to make them visible again.
Edit My Documents\My games\Fallout 4\Fallout4.ini
Change sResourceDataDirsFinal=STRINGS\,
to: sResourceDataDirsFinal=STRINGS\, INTERFACE\
under [Interface] add:
fLockPositionY=100.0000
fUIPowerArmorGeometry_TranslateZ=-18.5000
fUIPowerArmorGeometry_TranslateY=460.0000
tested with Borderless FullScreen up to 3200×2600
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I just bought a 2060 to playfallout 76 problem i have is gpu only reaches 45 percent and 1350 mhz core speed at lower resolutions ie 1600 by 900 med res i only get 18 fps whereas in 2d 1440 res i get 90percent gpu and 1950 mhz. So how do i get better performance in fallout 76 vr?
Hi there, i think this is the ultimate help to tweak Fallout 4 to best performance. Site has nice visual comparance.
https://www.geforce.com/whats-new/guides/fallout-4-graphics-performance-and-tweaking-guide
These games have full DirectVR FOV support, which means that vorpX constantly overwrites the game’s camera FOV. Not 100% sure, but this might affect how your ini changes work. Unfortunately there is no way to disable the dialogue camera entirely like in Fallout 4/76.
BTW: I would recommend to switch to EdgePeek mode in conversations anyway. IIRC the camera rotation is fixed during during dialogues. EdgePeek will remedy that and let you look around, making NPC conversations a lot more comfortable. Also with EdgePeek the zoom isn’t really an issue.
Hey all,
I’m running into trouble with the zoom-in when initiating dialogue with an NPC. Essentially my problem is that it works exactly as it should. I’m trying to eliminate that zoom. Using the few fixes one can find online, I was able to stop the zoom when playing on monitor, but once I put my headset on it comes right back. Is launching from VorpX somehow making NV pull from a different ini that I don’t know about? For anyone interested, the changes I applied that got it working on monitor are below (made changes in fallout.ini, falloutprefs.ini and falloutprefs.ini.vorpxbak in documents\my\games\falloutnv and also in fallout_default.ini the game directory):
This one was set at 600, had to edit–> fDialogMinDistance=1200
This one was fine as it was–> fDialogMaxDistance=2000
This one was set at 55.0000–> fDefault1stPersonFOV=75.0000
This one I had to add to ‘interface’–> fDlgFocus=16.0
I guess i have to live with it :-( Just one last note, the vorpX attaching window opens quite a few seconds after the game itself already has started and stays “attaching” until i shut down FO4. – Oh and when doing some debugging Fallout couldnt find a few api-ms-win-core-sysinfo-l1-2-1.DLL files, not shure if that would effect vorpx though. Thanks for your help so far.
One more thing: make sure that Fallout4Launcher.exe is on the excluded programs list in the config app. Only Fallout4.exe is supposed to be hooked. Per default that is the case, but maybe your exclude list is corrupt for some reason.
Thanks Ralf,
This is a bit weird. Ive tried one or two other games like Trine2 and Darksiders and they both hook right away. No matter which way i start them they always hook. ( either through the steam client or directly ).
Perhaps i am doing something wrong because i am new to steam.
(steamVR is already running befor i start a game, but is deosnt seem to make a difference if not)
One thing ive notice is that when starting a game through the steam client i get that grey box saying “this game doesnt support vr and will be displayed on desktop” (is that supposed to happen ?).
When starting the two other games directly the message does not appear, but when starting fallout 4 directly the message comes up too. The VorpX window “Attaching” is in the background but nothing happens. Perhaps another windoes 7 issue ? Ill keep trying out though. :-/
It should just hook fine by starting it frm Steam. It’s also not really known to be a trouble maker in this regard, quite the opposite in fact. Maybe try launching fallout4.exe directly instead of using the launcher (although I think that just brings you back to the launcher IIRC).
vorpX shortcuts don’t work with most Steam/Uplay/Origin etc. games due to the way the clients overtake the start process.
Can’t really recommend anything else than checking for the usual hooking issue suspects, although that would be a bit odd comsidering how regularly you use vorpX. Still: try to disable absolutely everything running in the background that you even remotely suspect to potentially interfere.
Please dont lough. Need some hints whats the best resolution for Fallout 4. The game let me choose only 16:9, guess i would have to tweak the ini to 4:3 ? (or does DirectVR compensate or ignore that in this game ?)
I need help to understand why I can’t use VorpX, I decided to buy it because I watch the video of Sweviver about Fallout 76… he never mentioned this problem at the center of his Pimax
Maybe is because of my monitor 21:9… (infact I don’t know what monitor he has, maybe a normal 16:9 and that’s why he hadn’t my problem)
I followed his and your suggestions
As DEVICE SELECTION I chose: SteamVR (Vive, WMR, Pimax etc)
and already turned on Pimax and steamVR, but the problem remains always, why?
Can you help me please?
Now I tried only Desktop Viewer (not yet the games), and it seems amazing, but I see the image distorted, I tried parallel projection, different FOV…
I try to explain you what I see
There are two invisible vertical lines in the center of the Pimax 5K+ everytime I launch VorpX
Can you tell me if it happens because I have a 21:9 3440×1440?
PS
And this obviously affect also Whirligig player if I want use it, I have to restart anything
vorpX 19.1.1 has been released.
This is a maintenance release that mainly adds support for Pimax 5K/8K headsets. Also some semi-critical bugs have been addressed and various profiles for popular games have been updated to support the most recent game versions.
New/Changed:
- Support for Pimax 5K/8K which require special treatment in various regards. Make sure to check the vorpX help for recommended PiTool/SteamVR settings.
Bugfixes:
- Gamepad emulation button ‘press & hold’ did not work for trigger axes.
- DirectVR scanner FOV wasn’t changed correctly when switching play styles.
- Launching games with vorpX shortcuts only worked for lowercase .exe names.
- Control and config app could crash after updates on Windows 7.
Game Profile Changes/Fixes:
- Middle-Earth: Shadow of Mordor: profile wasn’t visible in config app
- Watch Dogs: profile wasn’t visible in config app
- World of WarCraft: graphics API was not set to correct value for WoW 8.1.5
- Skyrim SE: pre-cached DirectVR FOV updated for latest game version
- Fallout 4: pre-cached DirectVR FOV updated for latest game version
- GTA V: HUD/map shader fixes, VSync wasn’t set correctly with latest game version
I can’t really answer all of your questions, what I can say is that I would consider some of the profiles for games you mention pretty good.
Fallout 3/NV/4/76 for example have full support for a unique set of features subsumed under the heading DirectVR that handle everything from resolution over FOV to perfect 1:1 head tracking by writing head tracking data directly into the game’s memory. You can play these games and many other first person titles like actual VR games, including VR controller support, which can be configured either as kb/mouse or gamepad.
In official profiles shadows and other effects that might not work well in stereo can usually at least be disabled. In a similar manner HUDs/menus are individually defined as scalable with stereo depth if possible. You also often can switch between Geometry 3D and Z-Buffer 3D.
Last but not least vorpX has a multitude of smaller features that you will find handy for some games. E.g. a built in gamepad to kb/mouse mapper, a function to deal with HUDs/menus/cutscenes that can’t be scaled (EdgePeek), a magnifier for small text in cinema mode (very useful in Dragon Age Origins), basic image processing (gamma/saturation/sharpness), a freely configurable 4×4 virtual hotkey menu that allows you to execute hotkey functions by looking at a floating ‘button’ in front of you, and more.
Stereo 3D as you know it isn’t even half of what vorpX can do.
I’ve been stereoscopic gaming for nearly a decade now, mostly on a 720p DLP in frame-packing mode (TriDef) but more recently moved to a 1080p display (so using top/bottom, mostly through TriDef as well). Since I already played in 3D I didn’t feel the need to hop into VR right away. Now that a wide-fov HDM is available at a reasonable price (Pimax 5k) I plan to hop on the VR bandwagon, and will definitely be using vorpX since the vast majority of my games are not VR titles.
My primary tools are TriDef (now defunct) and SuperDepth 3D for games which either don’t work in TriDef (few) or for which performance through TriDef just isn’t satisfactory, or for a handful of other reasons. (Unfortunately ReShade disables access to the depth-buffer during online play, so that makes SuperDepth 3D unusable in games like Fallout 76. We need to convince Crossire to allow this to work.) As such, I’m relatively familiar with tweaking 3D profile settings for games etc.
Anyone here make a similar transition and have advice to give as to what problems to watch out for? I’m just looking for some general advice / tips if anyone wants to share.
I mostly play character-and/or-world-driven RPGs (Dragon Age Origins = my favorite game of all time) and Racing SIMs with a dedicated racing seat and FFB equipment (T500) (Assetto Corsa = my current go-to). In fact, I’ll almost certainly want to go back and play all of my long-time favorites again as soon as I get the rig working properly: Dragon Age series, Mass Effect series, Fallout 3 and newer, etc. As such I imagine that I’ll largely be using an HMD with traditional controls (I have a Nostromo, so I can effectively keyboard & mouse without having to use the regular keyboard itself). How hard has it been adjusting to use of traditional controls when you can’t see them? Or does vorpX do such a good job of mapping VR controllers that even for games like Dragon Age Origins I should just bite-the-bullet and adapt?
And how are the vorpX profiles? If I see that a game is supported does this mean the profiles are excellent, or are there issues like the frequent lighting/shadow depth problems TriDef had, that have to be discovered and worked-around?
As I’ve been using VorpX, I’ve really enjoyed using the Oculus Touch controllers and have come to realize how useful the Mode Shift button is for being able to bind a lot of keys to the controllers. I started wondering if it would be possible to add more mode shifts based on the controller’s location in 3D space?
If you held your controller down at your right waist, you could have one set of mappings and another set when you hold the controller over your right shoulder. If you had left and right waist and left and right shoulder regions, you could mimic the weapon swapping behavior of RoboRecall in just about any FPS by mapping the trigger to the number key that switches to the different weapons in each region.
If you had a region that was out in front of your body, you could bind the trigger to the “interact” key in most games so you could actually reach forward to open doors and push buttons. While it obviously wouldn’t be as accurate as the motion controls of a native VR game, I think it could increase immersion in a lot of games.
In games like Fallout, you could assign the trigger to holster your weapon when your hand is at your right waist and bring up the pipboy on your left waist, for instance.
I don’t know if VorpX even has the controller location data to do something like this, but I just thought I’d mention it.