There is no need to tweak any vorpX settings for Fallout 3/NV. Please don’t use cloud profiles for games like Fallout 3/NV if you are just starting with vorpX. If a profile already exists in the local database, there usually is no need to use a cloud profile. With default settings these games have full Geometry 3D (the scene is rendered twice exactly like native VR apps) and also do not open in cinema mode. Direct VR provides a perfectly calculated field of view and perfect, low latency 1:1 head tracking without you having to adjust any settings at all in these games.
Might make sense to do a factory reset before you proceed. You can do that in the config app (trouble shooting page). Both the vorpX ingame menu and the config app have tooltips for most settings that briefly explain what a setting does. Do not tweak too much though, it’s very easy to do more harm than good as a beginner.
If you have trouble with vorpX attaching to games or the Direct VR scan running successfully, please check for potential injection conflicts with other programs on your PC, that is by far the most likely cause for such an issue. Typical candidates are first and foremost overzealous virus scanners, also any GPU/CPU utility, video recording/streaming software, messengers and generally everything that can display notifications in games.
Last, but not least: if you have modded your games, please try a fresh, completely unaltered install to make sure that no mods interfere. Then add your mods back one by one. Some mods (e.g. graphics mods like ENB) have a high potential of causing conflicts with vorpX since they hook into the rendering pipeline the same way that vorpX does. Others, e.g. camera mods or memory optimizing mods, may interfere with Direct VR head tracking and/or FOV adjustment.
Ahhh baloney! It does NOT work out of the box. It’s not even VR 3D, its 2D in cinema mode! My normal FONV works fine both standalone and through ModOrganizer. I’m using 17.3.2. I’ve tried every other profile in the cloud, and those don’t work either (not that there is a lot of them). As the original poster mentioned, the profiles are all binary files, so there is no “tweaking”, you make a change in the game, save it, exit, export it. The help is practicaly non-existant as far as documentation and what each setting might possibly do. The Skyrim game works (ish… lots of black flickering), Deus Ex HR works sort of, can’t adjust the vertical centering, just the horizontal. Dishonored has an inverted picture flickering in the upper left corner of the left eye (taking up 1/4 of the viewing area). Still haven’t been able to even launch Fallout 3 GOTY! It just sits in the task manager after vorpx “attaches” itself to it. I have a HTC Vive with Fallout 4 VR, and it works fine (Alienware system 16 gigs of ram with Radeon RX 580 and latest drivers). In other words, it’s not the system, it’s the software. I expected to have to tweak some settings, but they are not even close for FONV! The DirectVR mode doesn’t work either, in fact it makes things worse (in just about every game). So far I’m not impressed in the slightest.
Didn’t you ask that twice already? Can’t remember 100%, but I believe so. There is no other answer to this question than the last two times: for using the PipBoy please switch to EdgePeek mode, which is very easy to do (mouse wheel click, right thumbstick button click). The PipBoy is an extra screen in this game with a different FOV etc. There is no way for vorpX to change how the game engine handles the PipBoy display, that would require access to the game’s source code.
The purpose of the EdgePeek function is to provide an easy way to use menus that (obviously) are not optimized for VR by the game designers since the games were made to be played on a monitor. Using menus this way is also a lot more comfortable than having a menu screen (in this case the PipBoy) glued to your face like it is without EdgePeek.
Weapons are a somewhat related matter. They often are rendered as a separate ‘scene’ by games to look good on a monitor, which might not always be the same as looking perfectly right in VR. In the Fallout games you can adjust the weapon FOV separately in the vorpX menu to mitigate that somewhat, but that may have unwanted side effects, so it’s not really recommended.
I fixed this with a mod the last time I played, but I’m not sure it will play well with DirectVR. How are the hand models in FO3 and NV with DirectVR?
Hi,
I tried to search the forum but could not find issue for this.
The Witcher 3 in VorpX I crash for browsing around invetory for more than 1 min. I can see from Process Lasso how Witcher3.exe starts to eat up memory while I stay in inventory (I have 32GB, it crashes around 28GB).
– If I exit inventory. It will not crash but does not free memory, so if I stayed 30sek it resered 20GB it still keeps this and I can continue to play, if I re-enter inventory is same game instance then it starts to go up 20GB – 25GB etc and will crash. Reload game – reload save game and good to go again…
Easy to replicate. No need to do anything it just eats memory while stayin in inventory.
This problem does not happen if I disable VorpX and play normally. No problem here. This is clearly VorX issue.
My VorpX is in default settings (Configure VoprX -> Full Factory Reset).
Otherwise VorpX work perfectly with Batman, Fallout 4, Skyrim etc. No similar problems. Also other vice Witcher 3 works great, just have to avoid merchants etc.
Sorry if this has already been posted. Please redirect me to right thread if this is the case.
Thank you in advance for your support! And thank you for great product (VorpX)!
Best reagrards,
Aki
u need atleast to have a little knowledege how to use your computer. Actually nowadays everyone wants to have a programm that works by pressing one button.
As for voprx i dont know any better programm for playing in 3d. All games excluded the original oculus or other headset native one , like fallout 4 skyrim vr are only z-buffer like so just crap.
Gt used to the program hit some more butoons and enjoy vorpx games…LOL
You don’t have to care about the resolution aside from choosing a preferred quality. You can be sure that vorpX chooses a resolution that works well. I hope it’s undesrstandable that I can’t explain every single detail that vorpX does. If you want to revert the changes made by vorpX, you can restore the prior state in the vorpX config app with a single click (‘Restore Game Settings’ page).
Partially cached in case of FalloutNV means that the DirectVR FOV does not have to be scanned every time since it is cached. DirectVR head tracking requires scanning after entering the game.
For the Pipboy please switch to EdgePeek mode like described above. The purpose of EdgePeek is to help with menus that are hard to see/navigate otherwise. It’s also more comfortable since it let’s you look around instead of having the Pipboy screen glued to your face.
Thanks for the quick replies! I just got my Rift and vorpX so I’m still very new to this.
I was able to get Direct VR Scan to work when I launched a vanilla version of FNV, so I’m making progress. Modded version launches and runs fine except it fails Position when I do a Scan. Getting away from the walls didn’t seem to help, but for now I’ll just try to get the unmodded game working right.
Along those lines, I have a few questions:
1) vorpX added iSize lines in falloutprefs.ini to change screen resolution from 1920×1440 to 1703×1362. That’s not an Nvidia resolution on my PC – do I need to make a custom resolution for it? Is 1703×1362 a reasonable resolution? You don’t normally see odd numbers for horizontal resolution.
2) What other fallout.ini / falloutprefs.ini values does vorpX change? I’m often tweaking those files so it would be good to know what’s getting overridden.
3) Do I need to do a Direct VR Scan every time I start the game, or does it remember once a scan completes successfully?
4) What does “partially cached” mean?
5) Since Direct VR Scan works for unmodded FNV, is there a way to somehow apply that setting to my modded FNV?
6) My PipBoy is still enormous. I’m pretty sure I could change that with fPipboy1stPersonFOV, but every time I launch the game vorpX changes fPipboy1stPersonFOV back to 47. Is there a way for me to change the FOV?
Thanks again
First: for Fallout New Vegas you literally don’t have to do anything apart from running the Direct VR scan when you enter the game. That’s one of the games that pretty much have all the bells and whistles that are possible. The HUD overlay can be scaled further in the vorpX menu if the default scaling is not what you prefer. For the Pipboy use EdgePeek mode (mouse wheel/right thumbstick/right VR controller grip button click). That is the best method by far to using the PipBoy.
Direct VR is a collection of technically very different features that all have the goal of making automated changes for better VR. That includes automatically adjusting the resolution, optimizing the camera FOV, providing the best possible head tracking or applying tweaks that are useful for VR. The Direct VR scanner for example can provide FOV adjustment and perfect 1:1 head tracking by directly accessing a game’s memory.
What DirectVR features are available for a game (if any) is shown on the Direct VR page of the vorpX ingame menu.
All you need to know about custom resolutions is explained in the “Custom Resolutions” section of the help. It contains a list of resolutions to add and step-by-step instructions how to add them. For FO:NV that is not required, but for many other games adding custom resolutions helps Direct VR to automatically choose the best possible resolution for a game by making resolutions available that normally aren’t.
I want to say right off that vorpX is an amazing accomplishment. I’ve got the basic view working in Fallout New Vegas (the game I bought vorpX for) and it is fan-freaking-tastic. Overlays, Pip-Boy, Weapons, etc. are still a mess, and I’m trying to get them dialed in (that’s what prompted this post).
I may have missed something, but I’ve looked through all the FAQs and I don’t see a clear overview of how vorpX works and what the different settings do. There’s lots of “try <this thing> if you have <this problem> with <this game>”, but ideally I’d like to have a better understand of what’s going on so it will be easier for me to figure out my own problems without spamming the forum.
For example: It seems like a “Direct VR Scan” is a really good thing to do. Why? What does that set-up/enable? Why does it always fail when I try to do it with Fallout New Vegas? Is there something I can do to make it more likely to work?
Is there any way to view the contents of a Game Profile? When I export one, it’s a binary so I can’t see or compare settings.
Essential Hints (READ THIS!) says “If available for a game, use vorpX’s Direct VR feature to automatically set the FOV to the correct value.” How do I know if Direct VR is automatically setting FOV or if I need to set it in my game?
Game resolution should be 4:3 or 5:4, and there are some good instructions on how to create custom resolutions, but I also saw that vorpX may override the resolution chosen. How do I know if it did? If it did, why did it?
I’m sure I’ll figure some of this out over time by osmosis and trial and error, but I’d appreciate having a better understanding of the Big Picture so I can flail less and start shitting my pants from being attacked by life-size Deathclaws more.
Cheers!
DirectVR is a collection of multiple features that help to make games a better experience when you play them on the headset, it is not linked to the kind of stereo 3D that is available for a game. It can take care of resolution, FOV, settings-tweaks and head tracking. Which of these four potential DirectVR options are available varies from game to game.
Oculus Touch/Vive wands work with almost every game, that is unrelated to DirectVR. You can use the VR controllers to either emulate mouse and keyboard (freely configurable) or a gamepad.
Games that have all four potential DirectVR features are for example the ones below, a lot more have support for at least one of the potential DirectVR features.
Skyrim (original DX9 version is usually the better choice)
Fallout 3
Fallout New Vegas
Fallout 4
Portal
Portal 2
Far Cry 3
Far Cry 4
Far Cry Primal
Left 4 Dead 2
Mirror’s Edge
Bioshock (DX9)
Bioshock 2 (DX9)
Bioshock Infinite
Borderlands 2
Borderlands Pre-Sequel
Dishonored
Deus Ex Human Revolutions
Black Mesa Source
Half-Life 2
Half-Life 2 Episode 1
Half-Life 2 Episode 2
Aliens Colonial Marines
Dear Esther (Source engine version)
The Stanley Parable
After running the Direct VR scanner the gamepad works natively and the vorpX menu is auto-mapped to one of the thumb sticks.
Resolution: you can set the resolution in the vorpX menu (Direct VR page). For Fallout NV that should allow resolution higher than your monitor allows.
You can further enhance this functionality by adding custom resolutions to your graphics driver. Check the “Custom Resolutions” section in the vorpX help for further information. It explains which resolutions to add and how to do that.
Please do not disable head tracking. Your gamepad works natively in Fallout NV after running the Direct VR scan, which you should do anyway since it improves the game a lot.
It’s pretty old. 2015, IIRC (the video). The strange part is that the headset, sensor and my Xbone wireless controller all show up in green and say “connected” and it works fine. I just can’t alter any settings in Oculus, because it wants me to set it up and it won’t.
I can load Fallout 4 VR and it works great and looks fantastic, I just can’t do anything hahaha. Well, other than looking around :D
Hi all.
Firstly, can you look around with the headset when using the DK2 with Fallout 4 using Vorpx?
Also, when using Vorpx does it run at the same resolution Fallout 4 VR does? IE – the maximum the headset will allow? I bought Dirt Rally and the awful fuzzy textures really made me feel ill.
Thanks !