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AuthorSearch Results
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Apr 13, 2017 at 4:14pm #127689
In reply to: Skyrim – CPU or GPU dependent?
RalfKeymasterMulticore CPUs seldomly show 100% usage while gaming, with or without vorpX. Games that fully utilize all cores are still very rare, and Skyrim certainly is not among them. What counts more is the single thread thread performance of a CPU since the main game thread almost always will utilize one full core 100% (which translates to only 25% overall CPU usage shown in the task manager with an i5).
Apr 13, 2017 at 1:10pm #127686In reply to: Question about Skyrim and DirectVR..
KarlorParticipantI was able to fix the zooming while sitting problem! One more thing to check off. It really bugged me I couldn’t sit and chill comfortably. It’s not an FOV issue its fNearDistance that’s changing and making a “magnification” effect. TO FIX:
Go into Enhanced Camera ini (SteamLibrary\steamapps\common\Skyrim\Data\SKSE\Plugins)Go down to the fNearDistance section and turn on the override option. Next change ALL the fNearDistance= to 10.0 (the normal 1st person distance) and you should be goo to go! Now no matter whats going on you wont get that weird effect.
Below is my ini settings for Enhanced Camera for people who want to try it out. It has many other tweaks to the stock ini (maxed sitting view limits, constant forced 1st person view/views for all instances, fNearDistance tweaks, Zero headbob, and other tweaks):
[Main]
; Enables a visible body when in first person
; This should be disabled when using Enhanced Camera with Joy of Perspective
bEnableFirstPersonBody=1; Enables a visible body when the console is open
bEnableFirstPersonBodyConsole=0; Enables shadows on the player when in first person
bFirstPersonShadows=1; Adjusts the first person camera height to match your character’s race scale
bAdjustPlayerScale=1; Settings to hide weapons on back when in first person to prevent camera clipping
bHide2HWeaponFirstPerson=1
bHideBowFirstPerson=1
bHideQuiverFirstPerson=1; Settings for hiding the body
bHideBodySitting=0
bHideBodyJumping=0
bHideBodySwimming=0
bHideBodySneakRoll=1
bHideBodyAttack=0
bHideBodyPowerAttack=1
bHideBodyAttackBow=0
bHideBodyKillmove=1; Fixes the oddly positioned torch when sitting in first person
bFixTorchWhenSitting=1; Fixes the missing hands when reading an Elder Scroll
bFixReadingElderScroll=1; Hides the body during the Skyrim Intro
bFixSkyrimIntro=1; Faces the camera forward when mounting a horse
bFixHorseMountCamera1st=1
bFixHorseMountCamera3rd=0; Used to reset camera rotation to face forward after finished crafting
bCraftingResetCamera1st=1
bCraftingResetCamera3rd=0; Used to match camera rotation for 3rd person when switching pov back to 1st person
; X – Up/Down rotation, Z – Left/Right rotation
bSwitchPOVMatchCameraRotX=1
bSwitchPOVMatchCameraRotZ=0; Used to switch the camera back to 1st person after the player is killed by a killmove
bFixCamKillmovePlayerDeath=1; Setting to make camera match head rotation for idle animations when switching pov is disabled by script
; This setting can cause issues with animations from transform into creatures mods
bScriptedIdleAnimMatchHeadRotation=0; Fixes a bug with sheathed custom weapons (e.g. short spears) causes a duplicate to appear when looking down in 1st person
bSheathedCustomWeaponFix=1; Fixes hands not visible during unequip animations when using hand-to-hand or magic
bEquipWeaponAnimFix=1; Fixes the werewolf head appearing during the transformation
bFixWerewolfTransformation=1; Enables an alternative method of detecting if the player is done transforming into a werewolf by checking if weapons are out
; For detecting mods using the werewolf system to transform the player but don’t play an animation
bWerewolfTransformDetectWeaponOut=1; Rotates the camera for werewolf during idle anims (transformation and feeding)
bWerewolfCameraRotateIdleAnim=1; Rotates the camera for werewolf when restrained (Moonlight Tales Essentials animations)
bWerewolfCameraRotateRestrained=1; Holding the SwitchPOV key down while on a mount and moving the mouse changes the camera distance
; This the the minimum distance to detect if player is just tapping the SwitchPOV key
fMountedSwitchPOVDetectDistance=0.03; Enables smooth animation transitions but also adds inertia when moving
bSmoothAnimationTransitions=0; Used to set the amount of inertia
fControllerBufferDepth1stOverride=0.01
fControllerBufferDepth3rdOverride=0.14; Enables compatibility with 360 animations mods
bFix360Animations=0
fDetect360AnimDegrees=20.0; Sets the maximum angle you can look down while sitting
; Valid values between 0 and 90, Game Default: 40
fSittingMaxLookingDownOverride=90.0; Sets the maximum angle you can look down during mounted combat
; Valid values between 0 and 90, Game Default: 30
fMountedMaxLookingDownOverride=90.0; Sets the maximum angle you can look down while dragon riding
; Valid values between 0 and 90, Game Default: 70
fFlyingMountedMaxLookingDownOverride=90.0; Sets the maximum value you can look left/right on horseback
; Valid values between 0 and 180, Default: 120
fMountedRestrictAngle=180.0; Sets the maximum value you can look left/right while dragon riding
; Valid values between 0 and 180, Default: 120
fFlyingMountedRestrictAngle=180.0; Sets the maximum value you can look left/right for werewolf
; Valid values between 0 and 180, Default: 120
fWerewolfRestrictAngle=180.0; Sets the maximum value you can look left/right for scripted forced 3rd person
; Valid values between 0 and 180, Default: 120
fScriptedRestrictAngle=180.0; Enables first person during events where the game normally switches to third person
bFirstPersonSitting=1
bFirstPersonCrafting=1
bFirstPersonKillmove=1
bFirstPersonKillmoveBow=1
bFirstPersonKnockout=1
bFirstPersonDeath=1
bFirstPersonCannibal=1
bFirstPersonVampireFeed=1
bFirstPersonHorse=1
bFirstPersonHorseTransition=1
bFirstPersonDragon=1
bFirstPersonDragonTransition=1
bFirstPersonWerewolf=1
bFirstPersonVampireLord=1
bFirstPersonTransform=1
bFirstPersonRestrained=1
bFirstPersonDontMove=1
bFirstPersonIdleAnim=1
bFirstPersonPairedAnim=1; Sets the percent chance of staying in first person when performing a killmove as a werewolf/vampire lord
; Valid values between 0 and 100, Default: 33
fFirstPersonWerewolfKillmoveChance=100
fFirstPersonVampireLordKillmoveChance=100; Enables first person for when the camera is forced into 3rd person by script
; This also enables compatibility with transform into creature mods
bFirstPersonScripted=1; Forces the camera to stay in 1st person if the view is switched to 3rd person other than by pressing the Switch POV Key
; Can be used to increase compatibility with custom animation mods but there may be bugs
bForceFirstPersonCamera=1; Forces the camera to stay in 1st person during 3rd person only sitting animations added by some mods
; Requires bForceFirstPersonCamera to be enabled
bForceFirstPersonSitting=1; Enables settings for changing fov
bEnableFOVOverride=0; Settings for changing fov
fFirstPersonFOV=130.0
fFirstPersonFOVCombat=130.0
fFirstPersonFOVSitting=130.0
fFirstPersonFOVCrafting=130.0
fFirstPersonFOVKnockout=130.0
fFirstPersonFOVDeath=130.0
fFirstPersonFOVCannibal=130.0
fFirstPersonFOVVampireFeed=130.0
fFirstPersonFOVHorse=130.0
fFirstPersonFOVHorseCombat=130.0
fFirstPersonFOVHorseTransition=130.0
fFirstPersonFOVDragon=130.0
fFirstPersonFOVDragonCombat=130.0
fFirstPersonFOVDragonTransition=130.0
fFirstPersonFOVWerewolf=130.0
fFirstPersonFOVVampireLord=130.0
fFirstPersonFOVScripted=130.0
fThirdPersonFOV=130.0; Enable settings for changing fNearDistance
bEnableNearDistanceOverride=1; Settings for changing fNearDistance
; Decreasing these settings reduces camera clipping but may make mountains flicker
fNearDistanceFirstPerson=10.0
fNearDistanceThirdPerson=10.0
fNearDistanceSitting=10.0
fNearDistanceCrafting=10.0
fNearDistanceKillmove=10.0
fNearDistanceKillmoveBow=10.0
fNearDistanceKnockout=10.0
fNearDistanceDeath=10.0
fNearDistanceCannibal=10.0
fNearDistanceVampireFeed=10.0
fNearDistanceHorse=10.0
fNearDistanceHorseCombat=10.0
fNearDistanceHorseTransition=10.0
fNearDistanceDragon=10.0
fNearDistanceDragonCombat=10.0
fNearDistanceDragonTransition=10.0
fNearDistanceWerewolf=10.0
fNearDistanceWerewolfKillmove=10.0
fNearDistanceVampireLord=10.0
fNearDistanceVampireLordKillmove=10.0
fNearDistanceRestrained=10.0
fNearDistanceDontMove=10.0
fNearDistanceIdleAnim=10.0
fNearDistancePairedAnim=10.0
fNearDistanceScripted=10.0; Enables the head bob when in first person
; Position setting match the camera to head position. 0 – Disabled, 1 – Enabled
; Note: This overrides the camera position and may not be as compatible with some animations
bEnableHeadBobPosition=0
bEnableHeadBobPositionSprint=0
bEnableHeadBobPositionCombat=0
bEnableHeadBobPositionBow=0
bEnableHeadBobPositionBowAim=0
bEnableHeadBobPositionCombatSprint=0
bEnableHeadBobPositionSneak=0
bEnableHeadBobPositionSneakCombat=0
bEnableHeadBobPositionSneakBow=0
bEnableHeadBobPositionSneakBowAim=0
bEnableHeadBobPositionSneakRoll=0
bEnableHeadBobPositionHorse=0
bEnableHeadBobPositionHorseCombat=0
bEnableHeadBobPositionDragon=0
bEnableHeadBobPositionDragonCombat=0
bEnableHeadBobPositionWerewolf=0
bEnableHeadBobPositionVampireLord=0
bEnableHeadBobPositionScripted=0; Rotation settings match camera rotation to head rotation
; Valid values between 0.0 and 1.0 controlling the amount of rotation
fHeadBobRotation=0.0
fHeadBobRotationSprint=0.0
fHeadBobRotationCombat=0.0
fHeadBobRotationBow=0.0
fHeadBobRotationBowAim=0.0
fHeadBobRotationCombatSprint=0.0
fHeadBobRotationSneak=0.0
fHeadBobRotationSneakCombat=0.0
fHeadBobRotationSneakBow=0.0
fHeadBobRotationSneakBowAim=0.0
fHeadBobRotationSneakRoll=0.0
fHeadBobRotationHorse=0.0
fHeadBobRotationHorseCombat=0.0
fHeadBobRotationDragon=0.0
fHeadBobRotationDragonCombat=0.0
fHeadBobRotationWerewolf=0.0
fHeadBobRotationVampireLord=0.0
fHeadBobRotationScripted=0.0; Sets camera position relative to the head node
; Note: Only moves the camera if head bob is enabled, otherwise moves the body
fCameraPosX=0.0
fCameraPosY=14.0
fCameraPosZ=6.0; Sets the camera position for horse riding
fHorseCameraPosX=0.0
fHorseCameraPosY=14.0
fHorseCameraPosZ=6.0; Sets the camera position for horse riding combat
fHorseCombatCameraPosX=0.0
fHorseCombatCameraPosY=2.0
fHorseCombatCameraPosZ=6.0; Sets the camera position for dragon riding
fDragonCameraPosX=0.0
fDragonCameraPosY=14.0
fDragonCameraPosZ=6.0; Sets the camera position for dragon riding combat
fDragonCombatCameraPosX=0.0
fDragonCombatCameraPosY=2.0
fDragonCombatCameraPosZ=6.0; Sets the camera position for werewolf
fWerewolfCameraPosX=0.0
fWerewolfCameraPosY=14.0
fWerewolfCameraPosZ=6.0; Sets the camera position for vampire lord
fVampireLordCameraPosX=0.0
fVampireLordCameraPosY=14.0
fVampireLordCameraPosZ=6.0; Sets the camera position for scripted forced 3rd person
fScriptedCameraPosX=0.0
fScriptedCameraPosY=14.0
fScriptedCameraPosZ=6.0; Moves the body in first person to adjust the camera height
fCameraHeightOffset=0.0; Enables the head node when in first person (may make hair visible)
bEnableHeadFirstPerson=0
bEnableHeadFirstPersonHorse=0
bEnableHeadFirstPersonDragon=0
bEnableHeadFirstPersonWerewolf=0
bEnableHeadFirstPersonVampireLord=0
bEnableHeadFirstPersonScripted=0; Enables experimental third person arms when in first person
bUseThirdPersonArms=0
bUseThirdPersonArmsBow=0
bUseThirdPersonArmsBowAim=0; Fix missing enchantment art when using 3rd person arms (including bound weapons)
bFixEnchantmentArt=0Apr 12, 2017 at 9:51pm #127671In reply to: Skyrim – CPU or GPU dependent?
StreetPreacherParticipantI’ll try and record my system stats while playing skyrim in Vr, but in my experience there is some stuttering in the overworld while the CPU only shows ~85% utilization. I’m running an i5-6500/GTX 1080ti, so I’m not sure if the stuttering in VR is strictly a hardware issue.
Apr 12, 2017 at 6:31am #127667Topic: Why is Skyrim suddenly limited to 45fps?
in forum Technical Support
MarkGParticipantUsed to me that my Skyrim frame rate would vary from 20-80fps and the direct frame rate would be 90. Now, as of this build, it’s limited to 45.
What happened? How do I disable this change?
Apr 12, 2017 at 6:29am #127666In reply to: Skyrim – CPU or GPU dependent?
MarkGParticipantActually, there’s a .ini hack to make physics work at >60fps.
But Skyrim is CPU-limited, not GPU-limited. Even when I was running on a GTX 970, the Vorpx internal resolution scaling made no different to frame rates, but a huge difference to image quality.
Apr 11, 2017 at 10:05pm #127660In reply to: Skyrim – CPU or GPU dependent?
KarlorParticipantHave you tried some of the different memory patches for Skyrim? If your using a lot of graphics mods they are basically mandatory for running Skyrim. I went from crashing non stop to crashing periodically. Bethesda games use their 20 year old engine and it cant run at 90 fps. It CAN but the game wont function properly. The way the game physics work are tied into FPS or something. So you need to cap about 60 FPS with these games. I know it sucks but it’s what the deal is. Try out some of the memory patches they might be what your looking for without the need to rebuild. Ive recently been re-bit by Skyrim and have been spending a lot of time in VR with it.
Apr 10, 2017 at 9:59pm #127646Topic: dear esther dpes not work
in forum General vorpX Discussion
jozeffffParticipantHello, wanted to try dear esther but vorpx does not start when I launch the game. Skyrim, half life 2, RE7 etc all launch and look quit good in vr. Only game not workong is dear esther. Any thought?
Thanks in advance!
JozeffffApr 7, 2017 at 2:01pm #127597In reply to: Any way to change up controller mapping?
hhhqweParticipantAlso not sure why Skyrim since the latest VorpX patch is always complaining about Vsync, even though I have it turned off via the Radeon settings. Right now it is unplayable for me :(
Apr 7, 2017 at 2:20am #127590Topic: Skyrim – CPU or GPU dependent?
in forum Technical Support
hhhqweParticipantHey guys,
I’ve been playing with VorpX here and there, but my machine doesn’t deliver enough power to really enjoy Skyrim. Got an i5 4690K + R390. Now I’m thinking of upgrading my PC for VR games in general (either to a 1080 or even 1080Ti, not sure yet)
Here is my question: does upgrading the GPU only allow me to play Skyrim at 90 FPS? Right now there is a lot of juddering in the overworld and I’m not sure if this is due to my PC or something else (using the cloud profile + game optimized profile at the 1280×720 resolution)
Apr 6, 2017 at 11:53pm #127586In reply to: Skyrim aim offset
edoParticipantok Mea Culpa is in order. After rereading Ralph’s troubleshooting instructions I tried as last resort to turn off Nvidia Stereo and the second monitor. Voila !!!
It solved the aim alignment problem. I never had the problem with my previous computer with those on so I kind of ignored the advice. I haven’t tested to see of on or the other caused the problem. It also affected my Oculus as well as my Viv so it seems a pretty fundamental issue and it only seems to affect Skyrim wierdly.
Anyway all’s well that ends well.
Apr 6, 2017 at 12:54am #127572In reply to: Fallout 3 – HMD Goes Black After a Time
edoParticipantI have the exact same issue with Skyrim and my HTC Viv. I haven’t played fallout much . It may be there too. After a interval which seems always about the same , maybe 45 to hour , it starts blinking an then goes black.
I looked to see if there was a timer option which was trying to tell me to take a break but no such thing apparently. It is almost clockwork in the time frame in which it cuts out. Like you the display once I Task quit the game is on and running fine in the steam world.
Maybe Ralph is just looking out for our health and wants us to quit for a break every hour?
Apr 6, 2017 at 12:47am #127571Topic: Skyrim aim offset
in forum Technical Support
edoParticipantOk Ralph…I tried now for 2 days to solve this without bothering you with no luck. Just got that new computer with I7-770k and a 1080 TI. All is good except… Frame rates still surprisingly low with Skyrim although I blame that on the mods I am using. Its well over 100 in the vanilla version but drops into the 20’s 30’s w stereo and vorpx. So ok, I can live with that…still surprisingly playable.
The main Problem is in Skyrim. I now have a distinct aim offset only when using Vorpx. I have installed a plain vanilla version of Skyrim , tried it with and without the modded version and I get the same aim offset. By offset I mean that the aiming crosshair and the arrow, weapon or just plain walking is offset 20 degrees or so to the left of actual aim, weapon strike / walk direction.
I go back to non Vorpx stereo or non stereo and its fine. It seems to be present with or without direct VR. I have cleaned out pref files, reinstalled both Skyrim and Vorps , used fresh start, clean files and its still there.
Any ideas? I can play it but I have to crab walk slightly sideways and shoot to the right. Wierd!
Apr 3, 2017 at 6:16pm #127533In reply to: Mass Effect Andromeda!!
prinyoParticipantIt is a thread about Andromeda and not about Theater mode. I consider my post to be on topic – is it possible to do something VR-like for MEA? If yes – cool, if not …
I said several times that it is a personal opinion. I can understand people who do not own a 3D TV enjoy having one emulated in VR but for several more years that will be lesser experience. Some people will like it, some will not. That’s the point of having a personal opinion.
Skyrim, Oblivion, FO3/NV/4 are not 3rd person games (only). You can simply play 1st person and almost never have to see your character. There is a camera mod for TW3 and I’m curious if something can be done to make it a cool VR experience.
MEA looks really cool and it would be amazing if it is possible to be played in VR. There will be many “head tracked third person games” released in the future.
Apr 3, 2017 at 6:15pm #127532In reply to: Mass Effect Andromeda!!
prinyoParticipantThis is a thread about Andromeda, so if you don’t like cinema mode why are you even here?
Because what I said earlier in the thread was taken out of the context later on. And because it is a thread about Andromeda and not about theater mode. I consider my post to be on topic – is it possible to do something VR-like for MEA? If yes – cool, if not …
I said several times that it is a personal opinion. I can understand people who do not own a 3D TV enjoy having one emulated in VR but for several more years that will be lesser experience. Some people will like it, some will not. That’s the point of having a personal opinion.
Skyrim, Oblivion, FO3/NV/4 are not 3rd person games (only). You can simply play 1st person and almost never have to see your character. There is a camera mod for TW3 and I’m curious if something can be done to make it a cool VR experience.
MEA looks really cool and it would be amazing if it is possible to be played in VR. There will be many “head tracked third person games” released in the future.
Apr 3, 2017 at 4:09pm #127529In reply to: Mass Effect Andromeda!!
prinyoParticipantI uninstalled MEA after the trial so I can’t test what works and what not.
Since I posted first about Tridef here I want to say that I don’t see it as a product in the same category as VorpX. One of them is specifically useful with 3D TV sets, the other one is VR specific. And while I have no intention in discussing Tridef here, there is something I wanted to say about VR theather mode vs 3D TV.
I feel I (and other users that own and use 3D TV sets) have a different idea of what we value in VoprX the most. For me it is the DirectVR and the way VorpX turns an old flat game into a VR experience. I actually started seriously replaying Skyrim and FO3/NV (TTW) in the past weeks because they feel now like completely different games. And the heavily modded Skyrim playthru I’m doing now is one of the 3 best experiences I ever had in VR.
I completely ignore the existence of the Theater mode. The resolution of the current HMDs, the SDE, the sweets spot issues, the general inconveniences coming from wearing the headset for hours, make me prefer the big 3D TV. In the next few years – until the screens, the graphic hardware, the optics in the VR headsets improve a lot, playing on a 3D TV will be a vastly superior experience to any form of VR theater mode. (I don’t know if providing a 3D SBS stream to a monitor/TV is something that was ever considered as an option for VorpX.)
As as result of all this I consider all the time spent into making a game playable in theater mode in VR to be wasted. As opposed to making a game be able to be experienced and played as a VR experience. It is slower and harder to do I guess, but it is worth it. Just my 2 cents.
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AuthorSearch Results
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Search Results
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Used to me that my Skyrim frame rate would vary from 20-80fps and the direct frame rate would be 90. Now, as of this build, it’s limited to 45.
What happened? How do I disable this change?
Topic: dear esther dpes not work
Hello, wanted to try dear esther but vorpx does not start when I launch the game. Skyrim, half life 2, RE7 etc all launch and look quit good in vr. Only game not workong is dear esther. Any thought?
Thanks in advance!
JozeffffHey guys,
I’ve been playing with VorpX here and there, but my machine doesn’t deliver enough power to really enjoy Skyrim. Got an i5 4690K + R390. Now I’m thinking of upgrading my PC for VR games in general (either to a 1080 or even 1080Ti, not sure yet)
Here is my question: does upgrading the GPU only allow me to play Skyrim at 90 FPS? Right now there is a lot of juddering in the overworld and I’m not sure if this is due to my PC or something else (using the cloud profile + game optimized profile at the 1280×720 resolution)
Topic: Skyrim aim offset
Ok Ralph…I tried now for 2 days to solve this without bothering you with no luck. Just got that new computer with I7-770k and a 1080 TI. All is good except… Frame rates still surprisingly low with Skyrim although I blame that on the mods I am using. Its well over 100 in the vanilla version but drops into the 20’s 30’s w stereo and vorpx. So ok, I can live with that…still surprisingly playable.
The main Problem is in Skyrim. I now have a distinct aim offset only when using Vorpx. I have installed a plain vanilla version of Skyrim , tried it with and without the modded version and I get the same aim offset. By offset I mean that the aiming crosshair and the arrow, weapon or just plain walking is offset 20 degrees or so to the left of actual aim, weapon strike / walk direction.
I go back to non Vorpx stereo or non stereo and its fine. It seems to be present with or without direct VR. I have cleaned out pref files, reinstalled both Skyrim and Vorps , used fresh start, clean files and its still there.
Any ideas? I can play it but I have to crab walk slightly sideways and shoot to the right. Wierd!
