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Topic: getting dizzy
@Ralph today the new update kicked in and as of a sudden after two minutes of gameplay (skyrim)i felt dizzy and my stomach turned inside out.. that i hadnt expierienced with earlier releases any idea?
peace out!
Turns out that VorpX overrides “iShadowMapResolution” (SkyrimPrefs.ini) value to 1024 every time the game launches, resulting in extremely poor shadows.
With VorpX disabled I can easily set any value and see good shadows ingame.This is pretty annoying since ENB injector doesn’t work with Win10 so ENB shadows are inaccessible aswell. Skyrim SE, on the other hand, is too low on FPS.
Please fix this issue.
Topic: Skyrim – positional tracking
When the new setting is On I get a very big drift during the dialogue. When the setting is Off it behaves a bit differently from the way it did before the update.
What is the difference between the positional tracking with the new option Positional tracking On and Off?
Topic: Fix for Skyrim giant hands!
OK this has been driving me crazy but finally fixed it.. first off I had to remove steams cloud backup thing then delete all my old saves and skyrims ini.. then i had to re-import the skyrim profile from cloud backup.. then i installed this mod http://www.nexusmods.com/skyrim/mods/49036/? and skse. Then after getting in game and making new character once you get your first weapon go into third person view and do the directVR scan. Then go back into first person view and you should be all set. I found if you do the scan in first person with this mod headtracking gets all screwed up.. The scaling seems off when doing the scan in third person so adjust the 3d strength after the scan
Hi guys,
I recently bought the oculus rift and vorpX, that I am trying on Skyrim SE. first, I’d like congratulate vorpX for the work because my first experience went pretty smoothly. The game is already beautiful, but I however require some assistance to make it even better regarding the 3D. Here is my configuration (i can add more info if needed, or https://www.steg-electronics.ch/fr/article/Exzellenz-20-20192452.aspx, in french):
– i7 6700K
-16Go Ram
– GTX 1060-First, the resolution, I tried many things, I read on this forum that best possible resolution for the oculus was: 1920×1440, is it still the case? Does that mean that above that it will not change anything about the display in the headset?
-second, the 3D: without headset/oculus/voprX, I have no problem to run the game with several texture mods/ultra graphics, etc. I am caped at the maximum 60fps.
With headset/oculus/voprX, with no 3D or the reconstruction (not geometry mode) at resolution 1920×1440, i am always at 45 fps (which seems to be a cap as well).
However with the reconstruction setting Z normal and Z adaptative, any close in object/NPC have their edges tripled/doubled, with white pixels blinking at the edges. Especially the hair of NPC are a mess. I could solve that by setting 3D strength to 0 (not very useful), or by setting the sharped amount to 0, but if I do so, faraway structures look blurry. Any advice?
Finally, geometry mode works very great with the recommended resolution 1280*1024 (45fps), but drops at 20-30 fps at 1920×1440, I would prefer to use the latter, otherwise the face of the npc are blurry if they are standing more than 1 meter from me. What is limiting my fps with the 1920×1440 resolution? My ram? graphic card? I tried monitoring the memory usage during the display, but it never go higher than 50%, so I don’t know where the limitation comes from. I would also mention that, beside resolution, other paramters doesnt seems to impact much my fps
cheers
so it doesn’t seem to effect every single game but a lot it goes.. FOV has no effect, playing the 3D strength doesn’t fix it. Mods in games like skyrim don’t see to make any difference.. the last 3 I tried all had this issue skyrim, Contagion and Portal 2. The hands/guns are so massive they take basically the entire screen when aiming.. you can adjust them out of view a bit but they are still monstrous.. doesn’t see like there is anything you can do to resolve this.. in portal 2 you can actually make the weapon model invisible which is a workaround i guess
