I tried using Direct VR but since it doesn’t work with the debug/free movement-cam, I switched back. Now headtracking only works while the vorpx menu is open. As soon as I return to the game, headtracking is completely suspended and I can only move the camera with the mouse.
I have tried factory reset and loading an old save but nothing seems to solve this.
Hi today i gave MO another try because NMM cause my modded game to crash almost every minute. Here is what i did.
The problem is when starting tesv through MO with skse the well known message .. exe or waiting too long appears. The reason is that one needs to pause the vorpx watcher first and than start skse in mo and then resume vorpx watcher . The problem here is, that when starting skse skyrim loads immediately so that one has not time to resume the vorpx watcher it just too fast game start. So I used the enb injector . I first run the enb injector, than pause voprx watcher, than start skse in MO and as fast as possible i resume the vorpx watcher. that did the trick so the enb injector somehow delays the start of tesv.exe.
If someone knows how to delay the tesv.exe through MO that would be more convenient since to get the coursor to the vorpy resume is bit tricky atleast for me..
But anyways MO and 230 mods running as for the ctds i will see tomorrow…..
Erratum: not every game has this issue. I can’t tell from the top of my head which games have it except for Skyrim, that I’m sure of it.
Old Skyrim in G3D works really fine, it seems it’s not possible to drop FPS below 45. (I have never seen FPS above 45/45 though, OR CV1). Resolution I used is 2000×1600+2xMSAA. It gives incredibly addictive image quality, but heavy textures cause memory issues/ctd pretty fast, especially under Win10 where VRAM is also limited.
And I must say, looking closely at well-textured things (clothes on NPC, clutter, wood logs, everything) is so cool that I can’t turn back. So CTD’s became a real problem here. Probably I should install Win7 to unlock VRAM and see what happens.
Compared to the Oldrim’s image SSE’s TAA is pure garbage. Upscaling to mentioned 2000×1600 with no AA looks good but hardly ever hits 30 fps outside (maybe I’ll figure something out though). But SSE is stable and that’s a big advantage.
Tried SSE with no G3D but immersion loss is cathastrophic.
Hope this is helpful, hope someone will share their thoughts.
P.S. spec: 4790K/MSI 1080ti “gaming edition” or whatever it is called.
With Direct VR enabled the gamepad works natively in Skyrim, hence the gamepad emulation is disabled as soon as Direct VR kicks in.
To use the gamepad with Direct VR, all you have to do normally is enabling it the Skyrim options menu. The major benefit of using Skyrim’s native gamepad handling is that it allows analog movement with the left thumbstick.
I found a work-around for this bug.
You can set the view distance of the high detail polygon renderer to the maximum value of 50000.0 in the INI file.
Open the “Ini” folder in the game directory. Make a backup of the “ge3.INI” file. Edit following lines to look like this:
DistanceHigh.fFarClippingPlane_High=50000.0
DistanceHigh.fFarClippingPlane_Medium=10000.0
DistanceHigh.fFarClippingPlane_Low=6000.0
This changes the values of the in game settings slider for the high detail renderer. You can easily switch the view distance during play. 50000 is so far, that you can turn off the low detail renderer completely.
The performance is acceptable, as long as you turn FluidSync off. Still there are a lot of stutters, because the single-threaded engine is streaming all the data dynamically. A GTX 1080 / i-6700 @ 1920×1080 will be way above 45 fps most of the time.
The game is really a gem. To me it looks better than “Skyrim” because of its brilliant use of light and shadows and the fantastically designed open world.
So I can definitely recommend it, if you are not prone to simulator sickness!
Console inteface works just fine, you probably can’t see it because your resolution is to wide for the native 1080 x 1200p display.
Set Skyrim resolution to a 4:3 aspect ratio. Setting resolution directly to 1080 x 1200 would be best pixel-wise but there is a massive problem with some ui elements such as perk and item descriptions. I have yet to find a mod which optimises Skyrim for narrow resolutions.
In any case, you can always use the EdgePeek function (middle mouse button) to look around to screen areas you don’t normally see.
Hi,
I’m going to do my best not to rant, but I am really frustrated. I am trying to play Skyrim (haven’t tested with other games), and as you of course know, VorpX has a wonderful Xbox controller configuration built in, so you can use keyboard and mouse in-game, but use the Xbox controller and set your own bindings.
Well ever since the last couple of updates, it very very often won’t detect the Xbox controller. I lose that menu screen in the Del-menu, and the game just doesn’t respond to Xbox controller input. It can happen several ways:
1. It just won’t find it from the start
2. It will be fine until I do the Alt-L Direct VR setup
3. It will be fine until just randomly it will lose it, literally.
Going out of my mind with this. Note that Oculus Touch is always detected, and the times it does work can be when they are on and when they are off, but, again, the times it doesn’t work is completely random.
Any advise at all will be of great pleasure.
I am using mods, it’s actually an Xbox Elite controller, and I have an i7 7700K and GTX 1080, if that helps.
Thanks
After reading my post I realize I didn’t explain the problem with the head tracking in EP and why it is related to mods.
SkyUI is the most popular and the most important Skyrim mod. You can safely assume that everybody is using it. Given the limited sweet spot of the current HMDs using it with headtracking enabled can be quite problematic sometimes.
Some more requests to add.
I have been reading feedback from users elsewhere on the internet and it seems for most people it is easier to just complain than to formulate a coherent feedback so here it goes.
Revert settings in VorpX config
Right now VorpX Config assumes that once you set up your game for VR you will never want to play it flat again. There is a nice and easy to use interface to apply the VR optimization but there is no way to go back. This is a serious problem for many users and it leads them to do extreme actions like trying to guess what settings were changed and editing them by hand in the ini files. And then they are afraid to go to VR again and they are left with the feeling that VorpX is hard to use and requires a lot of tweaking.
Adding an option to revert the ini files in the VorpX Config interface – one that would use the backup VorpX creates of the ini files in order to switch between VR and flat setup will fix all of this.
No head tracking in EdgePeek
This was already suggested and I think it is really important in order to make EdgePeek usable. If an user is playing in VR mode and switches to EP it is because they have a problem performing a task. In most cases it is because they have a problem dealing with the UI. But the head tracking really limits the usability of the EP and forces the users to switch to flat on-screen and off-VorpX mode in order to do inventory management, buy, sell and so on.
This is somewhat related to the 3rd point:
Mods
Ignoring the existence of mods doesn’t help at all. Since VorpX itself is a mod – a piece of software that modifies the way a game works, working with other mods is only beneficial. Especially for games that rely on mods. For example Skyrim. 90% of the players use SkyUI. But VorpX ignores that. Even mods that obviously help fix problems. For example people complain about “giant hands”. Until the latest update there was an easy answer – use a first person mod. It would not only fix the problem but also add to the VR experience by providing a body for the player character in the best possible way. This is now gone.
And I’m not talking about supporting thousands of random mods. Identify the essential, most used mods, add several mods that would enhance or fix problems with the VR experience. And it is not hard. There are several flat games that people are mos interested to play in VR. Only few of them have essential mods and probably Skyrim is the only one where they are really important. It is easy to identify 5-10 mods that everybody is using and that people recommend to each other in forums online.
I found a work-around for this background / skybox issue.
You can increase the viewing distance of the high poly detail renderer in the INI file.
In the game folder (“Gothic 3”) there is a folder for the INI files (“Ini”). Make a backup of the “ge3.INI” file. Open it and look for these lines and change them to look like this:
DistanceHigh.fFarClippingPlane_High=50000.0
DistanceHigh.fFarClippingPlane_Medium=10000.0
DistanceHigh.fFarClippingPlane_Low=6000.0
These settings manage the option slider values. 50000 is the maximum value. So if you now choose the high option for the high poly quality slider in the in game settings menu, the view distance of the stereoscopic properly rendered world will increase drastically. You can even turn off the low detail renderer completely.
Outdoors the performance framerate hit is about 20%. My 1080, i6700K struggle to keep 45 fps in some areas. But to me it’s totally worth it. It’s not only more beautiful, but I don’t get lost that much anymore and have a much better feeling of being in the world.
“Gothic 3” really is a gem. To me it looks better than “Skyrim”. It has brilliant lighting (very artistic use of light and shadow) and an awesome streaming engine, that makes loading screens obsolete.
The only problem is the single thread code (they had to disable the multi-threading in a patch because it wasn’t thread-safe). That means its performance is heavily CPU bound and it will stutter a lot; especially when you enter a new zone and the engine has to stream new data.
So beware! If you are prone to motion sickness, there will be many occasions of very heavy stuttering that will make you sick.
I personally have no problem with it and enjoy the fantastically designed open world of “Gothic 3” in full 3D.
Tried Skyrim with vorpx, first thing I noticed is I cant get the console to come up once I’m using vorpx.
If you launch skyrim as a desktop game then the console comes up just fine, as it does if you launch it through steam vr
So it seems to be something specific to vorpx, any ideas?
I’m playing SkyrimSE @1920×1440 and works amazing with VorpX
(I7 + EVGA 1080 ftw + ram 16gb + Windows 10 + HDR)
Remember to use fast drivers, I’ll recommend not the latest ones 382.05 but previous 378.92 and do not use any AA, and set the power management mode to maximum performance and textures in performance mode.
so after FO4, GTA5, Skyrim, TW3 run perfect with voprx i started to implement ENB and Reshade.
FO4 enb reshade : Enb (wrapper) GUI works fine and looks like enb is running fine effects changing and reshade is compiling effects.Since i have a main monitor and CV1 i can see the effects of reshade changing the scene. But unfortunately the scene in CV1 is not changing…
GTA5 reshade is compiling and on main monitor all effects available but CV1 no image change…..
Skyrim enb (injector version) gui available but no enb settings work reshade compiling and effects availabel only on monitor
as for skyrim i need the enb for the activating enb boost due to 300 mods installed..
Skyrim is mainly cpu bound, the special edition is slightly more gpu dependent.
If you get low gpu usage its probably because the cpu isn’t powerful enough (even if the cpu usage is low).
Skyrim is poorly optimized, it can’t use multi-core cpu’s efficiently.
Higher resolutions cause more gpu usage, higher shadow resolutions more cpu usage and the rest has no effect at all.
Fluidsync locks the fps to 45, for better asynctimewarp (frame reprojection). It is activated by default, because most people don’t get high fps in skyrim.