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Vive – Vorpx
So, two issues:
First issue – New
After a week break or so from FO4, I started up a fresh game and I’m finding this weird issue where it keeps moving the camera from normal to seven feet zoomed in, instantly back to normal, back to zoomed in. It happens when I use scopes or workshops, and I haven’t changed anything since I played like a week ago. I know they updated their runtime but does anyone know what caused this or what a fix would be? Assuming that’s what changed, but I dunno. I’d really hate to think they’re purposely throwing a wrench in how their game works so it screws over Vorpx to force people to buy their VR version of the game, because I’m interested in the mod scene.
Second issue – Longstanding Issue
My eyes seem to be rendering shadows separately? Out of one eye someone will have a shadow across their face, and out of the other eye their face will be completely lit up. It’s very jarring, any idea how to fix this?
Topic: Rift Online
Has anyone had any success in getting RIFT online working in 3D?
I got it working within the game with no glitches by copying the Gamebryo engine profile for Fallout 3. But can not get 3D support working?
Anyone has got this working?
Hey Guys –
I’m a long time vorpX owner and after reading an article recently, thought I’d try it out in Fallout New Vegas. I installed version 1.4.0.52 from a standalone source (not steam) and ensured vorpX was up to date. I found out that I’d have to perform the first part of the game where you set up your character without vorpX, but that wasn’t a big deal. Once in the game (out of the Doctor’s office), I saved, closed the game, relaunched it with vorpX started, then did a DirectVR scan and it worked great – except for one thing…
When playing Fallout NV with vorpX, I have no sound at all. When launching the game without vorpX, the sound works great – using vorpX, no go. The rift’s audio works great in other titles.
Below is what I’ve tried to resolve the issue…
– Alt-tabbing from Fallout NV and manually setting (Windows) audio device to Oculus Rift
– Verifying volumes are up in Windows, Fallout NV, & by hitting menu on right Oculus controller in game
– Verifying game produces sound when launched outside of vorpX
– Verifying Rift audio works in other titles
– Rebooting PC / relaunching game
– Deselecting global vorpX option for “Use built-in audio” (and ensuring Windows audio device was set to Oculus Rift), applying, then relaunching vorpX & game
– Setting the default audio device in vorpX Config’s Troubleshooting section to the Rift for Fallout NV then relaunching vorpX & game
– Selecting option to run vorpX as administratorThat’s all I could think to try so thought I’d post. Any suggestions? Thanks!
Topic: FallOut 4, PipBoy Bug
After DirectVR scan PipBoy is very close, and upside down. https://ibb.co/ca3jZ7
Anybody know how to fix it?
THXHaving had the PC version of Skyrim for a few days now here are some quick thoughts on how it compares to my Vorpx experience and whether or not it’s worth buying.
I run Skyrim VR on a Win10 1080ti pc and Vorpx Skyrim in the original 32bit version.
Firstly, the main impression I have inside SkyrimVR is that the scale is excellent. Objects, buildings, people and landscapes all feel life-size. Distant areas feel like you can judge that distance accurately just by looking. Roomscale and positional tracking is really convincing.
These elements of scale and tracking are by far the most positive features.
Performance is excellent. It seems that they have optimized textures to give a smooth framerate. Unfortunately they have decided to crop objects at the extreme field of vision, which means you might notice this while turing during gameplay. I did, and it is quite distracting.Combat is in all honesty not good at all. The bow angle is wrong [as in PSVR] and will not feel anything like bows in VR archery games like Apex Construct. The melee weapons don’t seem to be able to block reliably, if at all. Swords and shields are not the way to play this version of Skyrim if you want to feel like you are there. Hitboxes [where you are judged to have connected with a character in combat] are unpredictable and don’t appear to move with you in roomscale. Swords go right through solid objects and stone. No hitting a dungeon wall and seeing sparks fly. This, while expected in VR, is still jarring.
Magic feels good and this combined with archery is probably the best way to play for now.
Even though there is a character generation screen you cannot, as I can in Vorpx, look down and see my character’s body. If your hands are empty of weapons you see your controllers. No 3rd person option, which is possible in Vorpx.
Mods seem to work surprisingly well! Apart from ones that involve complex scripts or SKSE.
In comparison to Vorpx:
I have a heavily modded Skyrim build created with Mod Organizer. 254 plugins and over 400 mods. Also using enb injector for memory. Surprisingly stable with all that.
Vorpx Skyrim looks far better with all those wonderful mods. The world is more interesting and engaging. The detail is fantastic. It is unlikely that the SkyrimVR will ever achieve that level of detail [especially with script heavy mods] that Vorpx can achieve.
It took me a long time, first following the STEP guide, then adding many mods upon that, to get what I have now in Vorpx. I don’t relish the prospect of doing that again. Although it should take far less time knowing all I know now.
Combat in Vorpx is far better than in SkyrimVR because things connect. Swords spark off walls, block enemy blows, scatter objects etc. I suspect it would be like playing with a playstation type controller in SkyrimVR, which is a choice in the menu. I have not tried that yet.
Interior locations in Vorpx look far better graphically and almost indistinguisable from SkyrimVR in terms of scale.
The only real change is outdoors, where SkyrimVR feels better because of the scale and positional tracking. If I could get positional tracking working in Vorpx without the flicker…My Vorpx Skyrim also jitters slightly outdoors, but I suspect that is the ridiculous amount of mods, textures etc.
It’s hard for me to compare performance because my Vorpx Skyrim is so modded, and it would be unfair when SkyrimVR is quite stripped back in terms of textures. SkyrimVR also uses TAA which blurs things beyond what some people might find acceptable.
Conclusion:
SkyrimVR has bugs and I’m hoping it will be better with a few patches. It is expensive given it is one game that and Vorpx gives you far more value for your money with VR for many.
If you are never going to mod SkyrimVR then buy it. If you are planning to mod, but money is a factor, wait for a couple of patches. It is already in a far better state than Fallout4 VR was. If you are deciding between Vorpx and SkyrimVR buy both!
The odd thing is that I am now using SkyrimVR as basically a baseline template to minutely adjust the Vorpx settings to get it as close as possible.
I would certainly not just migrate away from the modded Vorpx version, SkyrimVR is not that good. Once the magic of scale has diminished you will be hungry for something that will allow you to add world detail and new adventures. For that Vorpx is still king.
And of course, for Vorpx there are many more games than just Skyrim :)
Vorpx has been incredible, and Fallout: New Vegas is a blast. I really like using the positional DirectVR, because when I zoom in I know my gun is centered. The only problem is, I often can’t see the front sight because the back sights block my line of sight.
Would it be possible to add a setting where one of the eyes is centered and the other is not? That way, when I zoom in, I can close one of my eyes and use the other to aim.
Thanks for this incredible piece of software. DirectVR in particular is a dream to use.
Thief 2014, GTA 5 and Fallout 4 wont launch.
I7 8700K
GTX 980 TI
windows 10 version 1709 16299.248