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  • #170487

    In reply to: Vive support is a scam

    nieda113
    Participant

    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

    #170440

    In reply to: Technical Overview?

    Ralf
    Keymaster

    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.

    #170439

    In reply to: Technical Overview?

    yonkiman
    Participant

    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

    #170429

    In reply to: Technical Overview?

    Ralf
    Keymaster

    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.

    #170428
    yonkiman
    Participant

    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!

    #170300
    Ralf
    Keymaster

    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

    #170214
    Ralf
    Keymaster

    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.

    #170207
    Ralf
    Keymaster

    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.

    #170117
    AlienAndy
    Participant

    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

    #170102
    AlienAndy
    Participant

    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 !

    #170024
    SingABrightSong
    Participant

    SteamVR drivers were updated recently, but issues are unresolved. Attempting to run Fallout 4 under VorpX using the Samsung Odyssey still causes my entire machine to lock up. Most other (i.e not VorpX related) SteamVR issues are resolved, however.

    #169766

    In reply to: Outlast 2… holy wow

    destynova
    Participant

    thanks for the advise again wolf8312, i gave it a try and updatet all my drivers with a driver software i bought. i also clean re installed win 10 recently, cause i wanted to get rid of the fall creators update, to improve my fallout4 vr performance… is the win fall creators update nessecary to run vorpx correct? however it didn t fixed the issue for me. do you still have a glitchfree performance in g3d?

    #169763

    In reply to: Fallout 4 issues

    Ralf
    Keymaster

    In that case I would like to take a look at your log files. With “1080p” selected in vorpX the auto-resolution for Fallout 4 normally should be 1442×1080.

    Not sure how that would fail, but one never knows. Please create a trouble shoot data archive in the config app after launching Fallout 4 and send that to support |at| vorpx com. It contains the log file that I’d like to check.

    #169761

    In reply to: Fallout 4 issues

    Ralf
    Keymaster

    The answer above explains how to disable the auto resolution feature if you really want to. There is no reason to do that though. Just let vorpX do it. Judging from your description everything worked perfectly fine.

    Just select a lower “Resolution Quality” in the vorpX menu. The 1680p you apparently selected is too high for Fallout 4.

    Using a normal a widescreen res in the Fallout launcher will waste precious GPU power for nothing.

    #169758

    In reply to: Fallout 4 issues

    Ralf
    Keymaster

    I would highly advise against setting the resolution manually when vorpX can do it. vorpX chooses a 4:3 res for the game on purpose. It always selects best possible aspect ratio for a game that has auto resolution support. Widescreen resolutions are a waste of processing power and should be avoided whenever possible for vorpX.

    You probably should select a lower resolution quality in the vorpX menu though. 1680p is borderline even for a 1080ti in Fallout4, 1280p or 1140p are the better choices.

    If you still want to disable the vorpX auto resolution for some reason, you can do that either per game in the vorpX menu (Direct VR page) or globally in the config app. There is no reason to do that though, on the contrary. vorpX is aware which resolutions work with a game and which do not and selects the best possible one.

Viewing 15 results - 436 through 450 (of 1,130 total)

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