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  • #168756
    Ralf
    Keymaster

    Gone Home: fixed, + new auto FOV via ini change.

    Fear: no auto FOV of any kind currently (never has been), apparently there is way via an ini edit, I’ll check whether that can be automated.

    Skyrim SE: IIRC there was some glitch that could make the scan fail while a gamepad is connected, which is fixed.

    Dear Esther: always had full Direct VR (Source engine version).

    RtcW: made some changes (again). Should work with current Steam/GOG, probably not with old CD versions.

    GTA V: has DirectVR FOV, which is perfectly correct. Too strong vehicle 3D is fixed, in case that is what you meant, also the infamous semi random no-G3D issue is finally fixed, which only took 30 hours or so…

    Stanley Parable: works fine here. I’m aware of your report re this, but unable to reproduce.

    lipplog
    Participant

    A list of games I’ve tried that no longer work well enough to play. I’m hoping Ralf will include fixes for these in the next update…

    Gone Home: perspective is off

    Fear: perspective is off

    Skyrim special edition: DirectVR rotation fails

    Dear Ester: headtracking?

    Return to castle Wolfenstein: DirectVR fails and perspective is off

    GTA V: I haven’t been able to get the correct perspective in months. Especially with the GTAVR mod.

    The Stanley Parable: word is it stopped working in VR all together.

    #168729
    prinyo
    Participant

    Speaking of the controllers, I really hope the next update will add additional rebinding options or an option to turn off some bindings.
    I really wanted to play using the Vive wands, however there is a camera control attached to the trackpad that can’t be disabled and that makes the experience annoying and disorienting.

    The FO4VR saves are compatible between the flat game and the VR port so I’m planning to switch between FO4VR and VorpX depending on if I feel like playing standing or laying down. Just need to be careful to run the same mods with the same settings on both.
    One thing I’m sure after several hours in the vanilla VR port is that I’m no longer excited about a potential Skyrim port made by Bethesda. I’m hoping that as time goes on and more modders become VR users we will see more VorpX related mods for the older Bethesda games.

    #168716
    alegse
    Participant

    I have been playing Skyrim VorpX sincd DK2 days and now I am playing Falskaar mod which is cool. Jumping from Borvald siege in VR was a highlight. I was looking forward to official Bethesda VR but seems like the releases so far have been not so good. VorpX Skyrim in interiors with direct VR and good resolution/up-scaling is basically as good as any native VR title. Exteriors are sometimes perfect and otherwise good/playable but can never keep a steady 90fps in G3D (even with GTX1080 and intel i7440k). To be honest my experience in Fallout 4 Vorpx was not so good, I found it ran worse and looked worse in both G3D and Z3D compared to Skyrim.

    @Ralf: I am excited about the update and I like the idea of moving hands. As of now I like to disable the floating controllers because they just don’t make sense in the world of skyrim. How will they work with guns/weapons drawn??? It will look kind of odd with a floating hand over the guns in fallout 4 or over the sword/bow in Skyrim? Is there any way possible to make the hands disappear when weapon is drawn? Also is there any plans for customization of hands? Ex. gloves/gauntlets man/woman ect???? Or will they be more like the ethereal blue floating hands from oculus home?

    #168685
    superretro2010
    Participant

    I wonder if it’s possible to make hand movements for games on vorp x that alone would be insanely fantastic especially while playing skyrim or new vagas and fallout 3

    #168674
    erised
    Participant

    Hey all,

    Downloaded and played fallout 4 vr for 2 hours this morning. Ive also played 10 hours of fallout 4 vorpx (ideally configured with custom 8:9 ar resolution.

    Lets compare experiences shall we?!? Im running a gtx 6gb 1060 and am not here to slam vorpx. As you will see, i was actually shocked by how well vorpx competes.

    Visual quality: Pretty much the same across both versions. Fallout 4 vr has the graphics preconfigured to the settings that i found work best in vorpx. A little less jaggies at distance in the vr version but is a little more blurry at longer distances (looks like they are using a pseudo aa technique also found in mankind divided).
    – About a tie as you cant tweak anything in vr version.

    3d effect: vr version depth is a mix between vorpx geometry and v normal in potency. However the depth between objects is much more subtle (a good thing as i find vorpx pops a little unnaturally). – About 30% better in vr version.

    Resolution: vr version uses your monitors set resolution so you arent forced into anything (unlike most vr made games). This is very nice as it allows you to set a custom 8:9 resolution just like vorpx! Max quality with least performance hit. – Tie here.

    Controls: this is where the vr version shines.
    Having complete control over the guns makes combat amazing. Combine this with the movement option for direct movement, and you can pull off intense firefights. Direct movement is similar to skyrim vr. You point your controller in the direction you want to run and press forward. This allows you to look around while running (great immersion) and is great for combat as you can run one way and look over your shoulder to fire. However vorpx gets major points for being able to customize the touch/wands controls (cant do iy in fallout vr)- Vr version wins here but man i miss vorpx tweaking.

    Stability: Fallout vr is buggy as hell. Typical bethesda release but once you get going it is launching, running and closing very consistently. Vorpx unsurprisingly is a little less stable but within striking distance. – Fallout vr wins here but points to vorpx for being close.

    Usability: you cant play fallout vr sitting down, nor with anything other than the vive wands or oculus touch. You cant tweak any major graphics settings or any controls with vr version – Major win to vorpx here

    Overall, id say vorpx fallout 4 is about 80% of the experience of fallout vr, but has some strengths that fallout vr doesnt have. If you took away hand tracking i would actually say they are about even.

    At the end of the day if you put in the time to tweak vorpx fallout 4 to perfection then i would say save your 60 bucks. If, however, having gun presence (no hands, floating guns for some lazy reason) is huge for you (and it is for me, shooters feel so much better and immersive) and you want to support future AAA ports to vr then it is worth picking up.

    Cheers
    Erised

    #168624

    In reply to: Standing Ovation

    Ralf
    Keymaster

    Third person games like Diablo 3 or WoW usually start in cinema mode. You can switch to full VR mode in the vorpX menu (DEL key), but that doesn’t necessarily make much sense for every game. Diablo 3 for example has an isometric camera perspective looking down on the playfield, so it’s best best played in cinema mode. vorpX cannot change the actual game mechanics of a game.

    However, for first person games, especially those with Direct VR (like Portal 2), the experience comes quite close to native VR games. Portal 2 does not run on a virtual cinema screen with vorpX, it takes you into the game exactly like a native VR game, even including basic roomscale capabilities in that particular case.

    Good games to get started (all with Direct VR support) are listed below. Later, when you know a bit better what vorpX can and cannot do and how it works, you will also be able to bring other first person games close to that.

    Borderlands 2
    Borderlands Pre-Sequel
    Skyrim (original DX9 version is usually the better choice)
    Bioshock (DX9)
    Bioshock 2 (DX9)
    Bioshock Infinite
    Dishonored
    Fallout 3
    Fallout New Vegas
    Fallout 4
    Portal
    Portal 2
    Left 4 Dead 2
    Mirror’s Edge
    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

    #168567
    nieda113
    Participant

    HI ,
    i know its alittle late anyways…
    MO works fine out of the box there is actually no need for any implementation of vorpx. BTW one need to use the portable version to be installed. The profiles system does not work and u need to use a savegamemanger found on nexus. The ini files are found your MO2 profiles section. As well there is a default.ini in your skyrim folder. All the tools needed supposingly have to be started from within MO2. SKSE is handling the game .
    I do have a decent stable game using MO2 ….

    #168475
    vassim74
    Participant

    Apologies if posted before, but I wasn’t able to find anything regarding this when I did a search.

    Anyway, Skyrim SE seems to crash for me every 3-5 minutes in-game when using SKSE64. I don’t believe it’s a mod issue as it runs fine outside of VorpX, and it still crashes even with all mods disabled. If I use the vanilla launcher, the game runs just fine.

    Is this a compatibility issue with with SKSE64? I’m using version 2.0.5 if that matters.

    #168473

    In reply to: On screen mirror

    prinyo
    Participant

    Yes, 17.2.3

    But I’m a bit confused. As far as I remember, in 2016 the game (Skyrim) was shown both on the screen and on the HMD. Then after the big update the on-screen mirror disappeared. So I assumed this is the new behavior. I have seen the mirror been shown for other games but until now haven’t tried to disable it.
    So I want to disable it, not to enable it.

    #168469
    prinyo
    Participant

    After one of the latest updates while playing Skyrim (Oldrim) there is a black screen shown on the PC monitor. However when playing FO4 there is a mirror of the game shown there. I tried to find a way to disable it but couldn’t. How do I completely disable the mirroring for all games?

    Demosthenes
    Participant

    Vorpx is not really a virtual desktop application even though it has that functionality. The new Oculus operating system called Dash is coming around Dec 12, so wait and see if that free update fulfils your desktop needs.

    Vorpx’s main purpose and development direction is to allow you to play games that were not designed for VR in the closest approximation to VR that’s possible. Additionally it allows you to play games on a virtual cinema screen in 3D. Almost as good as VR for seated experiences.

    For both of these functions it is excellent. Modded Skyrim / Fallout etc is wonderful.

    There is an alternative for 3D cinema screen in TriDefVR which I also have and I swap between these programs. It offers far more games than Vorpx for the cinema screen 3D experience [ 900 or so ], but no VR. It is subscription based and somewhat crash prone but I find great value in it.

    Vireio Perception is not really an alternative since it requires far more work than the others to get working. Save yourself the time and effort.

    For both Vorpx and TriDefVR you will need a good GPU. GTX970 minimum. GTX1070 / 1080 would be better and you will want it for the next big VR titles. It’s worth the investment.

    For Vorpx you will need some patience because tinkering with settings is part of the process for some games, although a good many will work with the ‘DirectVR’ one click solution in the upcoming release.

    I have noticed that people who just want things to work instantly without a little work are frustrated with Vorpx. It’s not the smooth curated experience of an oculus storefront, but there is realistically no other option when it comes to turning non-VR games into VR. Think of it as beta / experimental software and ‘curb your enthusiasm’ and in time you will see it as some of the best money you’ve spent in VR [no offence to Ralf with the ‘beta’ reference].

    I have both the Vive and Rift [with 3 sensors] so I am invested in VR.
    My advice would be to upgrade your card first then purchase both Vorpx and TridefVR. While the cost might be a little high, and Vorpx itself a little tricky sometimes – especially for people who don’t like tinkering – the rewards are very high.

    Welcome to VR!

    #168400
    Thick8
    Participant

    To keep things simple I use the default Bethesda profile path as the profile path that can be selected in MO paths setting. So the path changes (for me) from %BASE_DIR%/profiles to C:\Users\John\AppData\Local\Skyrim

    #168393
    prinyo
    Participant

    A VorpX profile for SKSE is never used, there is no point in creating one. The SKSE exe file is a launcher that simply starts the game and VorpX (and ENB if you use it) inject into the game’s process.

    If you are more curious about how SKSE works :
    ” skse_loader.exe actually launches Skyrim and then hooks the memory location for loading a main system library to load that original library and our skse library.”

    Since there is a confusion about Ralf’s question: VorpX config makes changes into the ini files of the game that are located in the default and usual location (in My Documents). However MO has it’s own actual copy of those files and the original, default ini files are not used at all. So if you play using MO running the VorpX config app will have no effect. You will need to manually copy/paste the content of the optimized ini files into the ini editor of MO. This is the complication that Ralf is fixing now and it only concerns MO.

    #168392
    Thick8
    Participant

    I copied the Skyrim profile into a new VorpX profile using SKSE as the game EXE. Then I start the SKSE through MO2. All settings and mods load up as expected. I use the STEP:extended mod list with a few extra mods installed. Stioll in the process of swapping out the 4K mod for ones that are a little more VR friendly. Been too busy playing DCS and Elite Dangerous to finish setting up Skyrim.

Viewing 15 results - 466 through 480 (of 2,057 total)

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