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Search Results
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Topic: Skyrim always around 30fps
Hello, i just bought vorpx and i dont get to make Skyrim work
I ran Skyrim with everything to minimun, 800×600, low graphics, no AA, in game i used Z-Normal instead geometry, and it shows me i have 30fps at start, no matter what i do it always tell me i have 30fps even when i choose higher resolution and high graphics. Also set crystal image to low with no changes at all.
I have a 6600k cpu overclocked to 4.4k and a graphic card sapphire r9 390 nitro with latest driversSo Dying Light isn’t on the supported games list, but I do know that at some point the game had built-in oculus support at one point that you could enable via the video.scr file situated in the game’s folder in your documents directory. This support was later dropped during the switch to newer runtimes and patches as far as I can tell.
I know this game in particular is sort of one of those “holy grail” games that a lot of people would love to support in VR, given the 1st person open world and parkour nature of it. So I’ve been trying to get it in a playable enough state with vorpx.
One of my biggest problems was getting the FOV manipulated. Apparently, you used to be able to change it by editing that same video.scr file, but no matter what I did, the game just wouldn’t adhere to any changes I’d make to that file (despite tons of evidence online that this was how it was done). The game would just load up normally, ignoring said changes, and upon quitting out and checking that file, it would be reset to all the default values (yes, I even tried changing the file attributes to read-only, and still no go).
However, I stumbled into a new way to alter the FOV which works surprisingly well in game (not a lot of problems with the character’s hands being off screen or anything like in some games).
The value you need to change is in the data0.pak file in the game’s directory (I’m using steam). Use a program like 7zip to access the .pak file, and inside is a file called “default_levels.xml”
In there is an FOV value which can be changed!
As a warning however, by modifying this file the game will warn you that you have modded the game and thus will not be allowed to play with others online unless they also have the same modifications.So where I’m at now with Dying Light is that I’ve got everything set up and ready for some actual vorpx settings/profiles, but the problem I currently have is that it doesn’t seem like there is any 3D effect whatsoever. Vorpx allows the standard z-modes (adaptive and regular) but it doesn’t appear that they have any actual effect on the visuals. It’s basically still 2D, blown up into your headset, with a working aspect ratio.
If anyone else can figure out the last hurdle here it’d be much appreciated!
p.s. If anyone on here remembers what Dying Light was like back when it offered the internally supported oculus mode, could you describe what it was like? Did it actually have a pretty functional VR/3D aspect to it? If so, it’s a shame that such support had been lost with the updates/patches.
Topic: Titan Pascal Vs VorpX Skyrim
Hi all,
As promised, This thread will be dedicated to giving you the rundown of my experience with the new Titan X Pascal and Skyrim/Fallout. Expect it to go on for a while as there are a ton of variables to cover.
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Computer:
i7 4790K @4.7Ghz on water
240GB x2 Kingston HyperX Savage SSDs in Raid 0
16 gig of 2400mhz Gskill Trident DDR3 ram
Titan X Pascal overclocked +230/+500
HTC Vive
Process Lasso software using Bitsum Highest Performance preset
——–I’ll start by saying that if you saw the other thread about the 1080, you’ll already know that the Titan Pascal can handle a metric ton of mods IN GEOMETRY MODE and return smooth, playable framerates at an enjoyable level – depending on your tolerance. But to be clear, this card running in the upper 30FPS range feels smoother by far than my old Crossfire 390s running in the 40s. No microstutter is a beautiful thing. The best part is you’ll rarely see under 40FPS even with a ton of mods on the TXP (Titan X Pascal) if you mod smart.
Now to begin with, I loaded a fresh and bone stock install of Skyrim. No ini tweaking, nothing. 100% stock install as Todd Howard intended. No updates beyond those baked into the Steam install. No Nexus patches. Just vanilla/stock Skyrim. With all sliders maxed in non VR at 1920×1080, FRAPS never moved off 60FPS no matter where I went or what I did. Glued. Not really surprising as my 390s would do the same thing. But thats the baseline.
For most testing, I’ll be using my normal three areas. Whiterun/Dragonreach, Whiterun to Riverwood and the forest outside Falkreath. I find they are the most demanding on the system with a ton of draw calls and it makes for a semi-repeatable benchmark. Leave Whiterun, go to Falkreath via Riverwood and you have three of the most CPU/GPU demanding areas of the vanilla game.
To get the basics out of the way, I’ll condense. Bone stock install. No ini tweaks. Geometry mode. Skyrim set in it’s launcher/config to “High” (not ‘ULTRA”) preset. VorpX set to the standard/recommended/Optimizer settings.
With that out of the way, Ill condense a bit more. I’ll refer to the Whiterun (top of Dragonreach stairs)/Riverwood/Falkreath run as WRF henceforth. Or FRW when reversing the run from Falkreath to Whiterun.
With the above settings in place, day or night, WRF or FRW, you get 43-45FPS. And it is smooth like butter.
If you increase the Ambient Occlusion to 16 from the setting of 8 that High provides, you get 43-45FPS. If you Supersample/increase internal resolution to 2.0, while at 16 AO, you get 43-45FPS. The only time you will see a different FPS is on a cell change or a load screen. The Titan, and the CPU, are just cruising with no effort.
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OK so that’s the baseline. If you are crazy enough to go buy a Titan, that’s what you’ll see for FPS playing bone stock Skyrim with no mods and no performance tweaking.
Why not start with Ultra? A couple reasons. One, as Ralf pointed out, the 1080/Titan will handle geometry mode on High settings in different games if you don’t get crazy. And another, because ‘Ultra’ Shadows/draw distances will immediately destroy your framerate and make the game unplayable. (well fix the draw distance problem with a mod a bit later down the road).
So basing everything off of High and moving up as we go along makes more sense to me and it will give those unfamiliar with modding a look at what Skyrim/VorpX can do with a Titan powering it. Ultra Shadow/draw distances combined with the almost non existent multithreading of the vanilla game will ruin your day in VorpX. On a monitor, FRAPS never leaves 60FPS on fully maxed settings no matter what. But it doesn’t take a Titan to pull that trick off. An old R9-290 will do it all day long. But VR is a different animal and modding in it throws conventional wisdom out the window. You basically HAVE to mod your way around issues like this. And you can.
Next up:
Before the weather and lighting mods, the first place most people go is higher rez texture packs. But while the Titan has VRAM to spare, Skyrim’s 32 bit DX9 code, combined with Windows 10’s 4 gig hard limit on it means that 4K textures are best left to the details that make the most difference…Bodies/Armor. And believe me, a supersampled 2K texture at x16 AO is VERY nice to look at even at the standard VorpX/Vive resolutions. In most cases, 4K textures are a waste. Personally, I would rather have 4K people and armor since those are what you see and interact with. The better those look, the easier it is to buy that a world full of talking dragons and plagues of knee-arrowed former adventures and less than photoreal textures is almost ‘real’. And thats what VR is all about in the first place.
For the next test, I’ll be installing the 2K ‘LITE” texture pack from the Nexus, followed by the known FPS killer. Skyrim Flora Overhaul. Conventional wisdom says these should show a very noticeable impact, especially considering that 2.0 upscaling is in effect. But lets see what happens to the framerate before we get into the Ini files to counter it with heavier voodoo.
Stay tuned.

