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  • #125562
    chisel316
    Participant

    I’m using Immersive First Person View 3.4 with Direct VR on the original Skyrim and it seems to be working fine. I start with VorpX in gamepad full override mode, perform the Direct VR scan then switch to gamepad off. Pressing in the right thumbstick switches between 1st and 3rd perspective. I can look around normally in 1st person only, but that’s the only view I use. I just posted some useful links to the mods that enhance the Skyrim VR experience in the Game Hints and Settings section here.

    Peace \/
    chisel316

    #125557
    chisel316
    Participant

    Here are a few more great mods for better VR support:

    Immersive First Person – This is the best first person mod I’ve used in VR. No more dealing with big hands. Let me know if you find something better.

    http://www.nexusmods.com/skyrim/mods/49036/?

    SkyUI – Another essential mod when running Skyrim in VR. This mod gives the original Skyrim UI a complete makeover and by editing the skyrim.ini file, you can center the item menu for less eye strain. Check out the link to the Oculus forum below for discussion about editing the skyrim.ini file. It works great!

    http://www.nexusmods.com/skyrim/mods/3863/?

    https://forums.oculus.com/community/discussion/8028/skyrim-the-complete-vr-configuration-guide/p5

    Peace \/
    chisel316

    #125541
    prinyo
    Participant

    On this point, Enhanced Camera seems fine with Direct VR – for me at any rate. Not a complete answer, but it may be a help 🙂

    Hmm, I missed this one, thanks! Will try it tomorrow.

    #125537
    AndyW
    Participant

    The other problem that I haven’t found a workaround for yet are the first person mods. If you have one of them installed, for example Immersive First Person View, the DirectVR head rotation will never work.

    On this point, Enhanced Camera seems fine with Direct VR – for me at any rate. Not a complete answer, but it may be a help :)

    #125534
    chisel316
    Participant

    In my quest for making Skyrim as close to a native VR game as possible, I came across these two indispensable mods:

    Less Intrusive HUD II – This mod allows you to position and scale every element of the HUD. I used it to move the compass to the bottom where it’s easier for me to see. Using this mod together with the VorpX HUD parameters allows for full customization to the point that you no longer need to use EdgePeek.

    http://www.nexusmods.com/skyrim/mods/35154/?

    EZ2C Dialogue Menu – This mod allows full customization of the dialog menu. I used it to position the menu in the middle of the screen so it’s easier to see. You can set the fonts and colors and position to your liking. Another fantastic mod for use with VR!

    http://www.nexusmods.com/skyrim/mods/18466/?

    Hope these mods help make your Skyrim VR experience better. Please share any other mods that you’re using to improve your overall VR experience in Skyrim.

    Peace \/
    chisel316

    #125529
    prinyo
    Participant

    I completely understand your position and I really hope I don’t sound demanding or something. I’m simply trying to find ways to make the best of the both worlds – mods and DirectVR, work together.
    I completely agree with what you said about the mod combinations. That’s why I was talking about essential mods.

    If you look at the Steam statistics 2/3 of the Skyrim players on PC are still on the old game despite the fact that the Special Edition runs better and doesn’t have the problems the old game has with Win 10. This is because of big number of essential mods missing. If you look at discussions online about that, lots of people say they are waiting for SKSE for SSE and conversion of several essential mods before they return to Skyrim.

    And it is not about all mods also because there are lots of situations where different mods do the same thing with small differences. People will be ready to switch mods if at least one of them works. In the case of first person mods I’m still experimenting and trying to find one (that is not Joy of Perspective) that works. So I can put that on different tutorials about how to play Skyrim with VorpX.

    But I’m in no way saying that this can be resolved quickly or that it has to be resolved on the VorpX side only or that it is a top priority or something like this. I expect those things will be gradually resolved in time with more people joining as users and mod authors starting to pay attention to this new platform.
    I think there are actually 5 to 10 mods (or types of mods) that are considered essential and that are directly influenced by the way VorpX works. But dealing with them is not really possible at the moment before their authors or some other experienced modder takes a look at them.
    I’m just trying to find out what works and what doesn’t right now. And I was sharing what I see. And that is all. I know that some of the problems I see are caused by my setup or by me using things in a wrong way and this is another reason I post them – maybe somebody will tell me what I’m doing wrong.

    Michelangel0
    Participant

    If you ask me, then I say that the immersion that the world of a Skyrim or Bioshock provides in VR outweighs any potential technical glitch by an order of magnitude.

    Well, using your words, I´m afraid of those glitches breaking the previous immersion. It is useless to have Skyrim in VR if I have to suffer issues with headtracking or other problems constantly. It kills the immersion completely.

    Instead of thinking inside the game..I would end up thinking about the glitches.

    Just be aware that vorpX applies VR to games that were never ever meant to be played in 3D, let alone in VR, and that that can imply some technical compromises. Whether that is OK for you or not, only you can decide

    Actually I cannot decide.
    I have to BUY it (40U$D) just to see how it works.

    There is no TRIAL or DEMO version. Videos on youtube are clearly not enough, and I´m not sure about possible issues. so…

    That is something that makes me doubt of buying, if the software is good, then a way to test or refund should be available to let users DECIDE.

    #125489
    prinyo
    Participant

    Thanks!

    I have also reported those problems to the author of the most popular animation-based mod framework. He, it turns out, also has a Vive and VorpX and he could be able to see if the problems I have are because of problems with my setup or not and if there are possibilities to fix some of them on the modding side.

    You can see one of the problems I’m talking about in an un-modded Skyrim. Activate the forge or start chopping wood or any other situation where the camera shows the player character model while it is in animation and you will see it rotates as you move your head. In my setup this happens when DirectVR is on, but not when it is off.

    I was wondering if VorpX can read signals from the game in some way. Skyrim is extremely moddable and it should be possible to automatically send some kind of signal to turn some features on and off. If there are any kind of signals VorpX can see.

    #125486
    AndyW
    Participant

    Ok, I went ahead and tried running VorpX as administrator (as well as Steam)… ACM fails to start with a Steam ‘unknown error’.

    I know Skyrim is working fine, I’ll try a couple of other games.

    Ralf
    Keymaster

    You can play Direct VR games perfectly fine. And also others that don’t have Direct VR with some more effort. Direct VR directly manipulates a game’s memory addresses. There is always a certain chance that something goes wrong with that. It’s generally considered a very good thing by most.

    If you ask me, then I say that the immersion that the world of a Skyrim or Bioshock provides in VR outweighs any potential technical glitch by an order of magnitude. But if you are more the kind of guy who tends to look mostly at the technical side instead of the actual games, you may just as well prefer, let’s say, Space Pirate Trainer or Job Simulator over a game like Skyrim in VR. Not that I would really understand that, but some apparently come to that conclusion.

    Just be aware that vorpX applies VR to games that were never ever meant to be played in 3D, let alone in VR, and that that can imply some technical compromises. Whether that is OK for you or not, only you can decide.

    Ralf
    Keymaster

    First you should always be aware that vorpX applies VR functionality to games that were never meant to be played in VR. So depending on how you define 100%, either only a few may work without issues or most.

    If you are searching for the games that work best, the ones with the new Direct VR feature, which provides automatic 1:1 head tracking and FOV adjustment, are clearly closest to a native experience. Others will require more tweaking. Currently this includes (more to come shortly):

    Fallout 4, Skyrim, Skyrim Special Edition, Half-Life 2, Left 4 Dead 2, Portal 2, Borderlands 2, Bishock (original), Bioshock 2 (original), Bioshock Infinite, Aliens: Colonial Marines, Fallout 3, Fallout New Vegas, Black Mesa Source.

    #125420
    prinyo
    Participant

    Is there an option to use a kb shortcut to enable/disable DirectVR in the game?

    It seems DirectVR creates problems in Skyrim when the player character is involved in animations or when free camera is enabled. More specifically the player character model rotates in sync with the players head. Additionally if the position tracking is enabled with DirectVR on there is no head rotation tracking in a free camera mode. There is a big group of very popular Skyrim mods that can’t be used with DirectVR at the moment.

    I don’t know if this is because of the way DirctVR works and if it is fixable or not. For now a shortcut to enable/disable it would be very useful. Thanks!

    #125399
    prinyo
    Participant

    I’m sorry that my failure to post my comment correctly led to a misunderstanding. I should have quoted what I was replying to. The thread has several parallel topics and I can see how my response can be seen as an attack and I’m sorry as it was not the intention.

    I was replying to the idea about the “cautious programmer’s rule” and :

    If there is some kind of functionality and it doesn’t work 100% as people expect, there will be always someone who considers it faulty regardless how many warnings you show. Not having a feature can be better than having a feature that ‘only’ works 90% of the time.

    Hence my suggestion that as early adopters and mostly geeks, most of the users of VorpX will not mind experimental features. The word “complain” is defined as “express dissatisfaction or annoyance about something.” My point is that most of the users will not only not complain about problems with experimental functionality, they will be happy to provide feedback and report problems.

    Both of us (me and TroutVR) and many of the people who post here want basically the same thing – more options and features. And some of them are risky to implement – it is hard to guarantee that they will always work. And they end up not created because of possible user backlash. My point was that in the case of VorpX experimental features and options would be actually welcomed by most of the users.

    Then I was talking about discussions I have read elsewhere (not in this forum). Since the last big update several weeks ago there have been several heated discussions in different online communities. Reading them I could see that almost all of the comments posted by people who actually use VorpX are positive. The negative posts were made mostly by people who have never tried it. And I think I could also say “all” instead of “mostly”. And there are two reasons for the negativity. One of them is the lack of trial which is considered a warning sign as it is very unusual. And the other is the obvious impossibility to recreate the tracked hands kind of interactivity in the virtual world. Yes, the room-scale nazis do exist on both platforms. You can see that in every discussion about is the 3D 360 video VR or not, for example. It is unbelievable how many front lines already exist on the young VR scene. Which is sad and it was never my intention to open another one here. I do apologize if my post has offended somebody because of the way it was posted!

    But I want to add one more thing. For some games, for example the Bethesda games, many things can be done on the game modding side that can work together with the changes VorpX makes. For example working together VorpX and a mod could potentially allow for hand-tracked weapon manipulation and fights (in a game like Skyrim SE for example). However a potential mod creator will not be able to do a mod like this if they don’t have the possibility to use and experiment with functionality that is considered risky and will never be implemented in VorpX. One additional reason why the experimental features can be a good thing.

    Anyway, all of this is a personal opinion. I consider VorpX the best VR related software purchase I have made and all my posts here are with good intentions. Again apologies if I have managed to unwillingly offend somebody.

    #125388

    In reply to: Skyrim on ultra?

    spacecadet102
    Participant

    The GPU isn’t the problem, skyrim is heavily cpu bound.
    You can play on ultra, just turn shadows on low.

    Other than that, a better cpu and heavy overclocking.

    WOW!!! What a difference! Thank you so much. This little piece of info should be plastered on vorpx somewhere everyone will see it because I didn’t see it and I’ve had VorpX for a month now and had been playing on low the whole time. You may have just saved me $600 bucks! *air hug*

    #125387

    In reply to: Skyrim on ultra?

    NipOc
    Participant

    The GPU isn’t the problem, skyrim is heavily cpu bound.
    You can play on ultra, just turn shadows on low.

    Other than that, a better cpu and heavy overclocking.

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