Whatever directvr is doing, it has the effect of setting bGamepadEnable to false in SkyrimPrefs.ini. That’s not native support, it’s the opposite, and a controller that was once working fine suddenly becomes useless in the middle of the game. All of your input prompts get changed from xbox icons to keyboard prompts even though the keyboard is disabled, controller buttons no longer work or are remapped to different functions, and the mouse cursor is suddenly back even though the mouse input is disabled.
I’ve renamed vorpscan64.exe, and tried the steamvr client instead of oculus, and while both attempts worked initially, the controller still gets remapped sooner or later.
I’ll use my Virtual Desktop workaround if you aren’t going to fix the buggy implementation – I get better fps at the cost of image quality, but that’s better than trying to play the game with the limited controller support that vorpx keeps insisting on, when it should just leave things alone. Disabling the gamepad override in vorpx should actually disable it.
No one (except you maybe) plays Skyrim with a controller in the emulated keyboard mode you call native. It is a horrendously bad, default configuration. Maybe I can find a mod that will undo the stuff that vorpx is doing – I dunno.
Never heard of anything like that before, sorry. The main point of the DirectVR scan is enabling 1:1 headtracking via accessing memory addresses, so after sucessfully running the DirectVR scan vorpX doesn’t have to emulate a mouse anymore and auto disables the gamepad override, which prior to the scan is necessary since the game can’t handle simultaneous mouse and gamepad input. When the override gets disabled after the scan, the game’s native gamepad handling kicks in. Played many hours of Skyrim myself that way.
You can see also see that in vorpX menu. While before running the scan the override is enabled, after a successful scan the setting is named slightly differently and should show ‘Off’.
The only two settings in the vorpX menu you’ll ever want to touch for Skyrim (DX9 as well SE) are the resolution quality on the DirectVR page and optionally the sharpening amount.
I reset the profile, did a directVR scan, and insured that the override was enabled. The net result of that is it goes into the emulated mouse/kb mode that I was complaining about. That is NOT native gamepad support; it is a mode where it recognizes that a gamepad is plugged in and provides limited support, but to get true controller support bGamepadEnable must be set in SkyrimPrefs.ini. The difference in functionality is fairly obvious – when set, the game will no longer accept keyboard input at all (except for the console key) and the controller map is enabled.
I can work around the issue by setting vorpx to output to the generic display and using Virtual Desktop to send it to the headset. I don’t want to do that because there’s a small impact on image quality and fps, but apparently what vorpx thinks is native controller support is not really native support at all, and I don’t see why it can’t just pass things through without interfering.
On the topic of DirectVR, it always ends with fov success and rotation success or failed. I can set the fov with a console command and rotation will never work when the gamepad is truly enabled because there’s no mouse control, so a directVR scan is rather pointless.
Okay, I know that Skyrim is pretty flaky when it comes to controller input, but this only happens when I’m using Vorpx. Specifically, the game will go from controller input to emulated keyboard input randomly. It is basically the equivalent of turning Gamepad support off in the game settings – it still recognizes the controller but uses a backup control map which is unplayable for a number of reasons. I have the gamepad override in vorpx turned off, so it should, in theory, leave my controller alone except for the customary vorpx menu/edgepeek buttons.
I know that I could play with Vorpx controller support via keyboard emulation, but the last time I checked it didn’t support combination buttons like the custom control map I use, so that’s not a viable option. Headtracking I can do without – it’s great for games where I can actually use it, Skyrim just isn’t one of them – it’s laggy enough to begin with, without the extra layer added on.
At first I thought the Oculus client was responsible, but I can play the game flat using Virtual Desktop and never encounter this problem, so I’ve concluded that Vorpx is doing something flaky. Occasionally rebooting my machine helps, or playing the game on the desktop for a few minutes, but there’s really no discernable pattern, other than it usually happens after I enter a new game cell. I’ve tried using windowed mode, fullscreen, and borderless, but it doesn’t appear to make any difference what mode I’m using.
Anyway, I’ve been dealing with the for awhile, but it is really starting to become annoying. Is there anything I can do to stop this?
Hi, I am trying to use vorpx with HTC Vive Pro 2.
There are two main problems:
1. Geometry mode not working at all (tested on Skyrim and The Outer Worlds) – the same issue – inside VR glasses game freezed on a single frame, while in the same time on a PC all works perfectly good with high fps – while I move headset game camera moves and etc.
2. With Z-Buffer modes images looks blurry, it is close to the development kits with ultra low resolutions, something definitely not okay here too.
I have RTX 3080, 32GB RAM, Ryzen 5600X
Please help me to fix that and start to use your software
Hi,
I own Vive Pro 2 and it is really good headset. No other headset feels that real with price less then 3k so far.
But.
But it does not work properly with vorpx! Image looks blurry with z-buffer mods, geometry mod not working.
When I play Skyrim or other games that must work perfectly with vorpx next happaned:
1. Screen on PC works okay, no freeze and good fps.
2. Inside VR glasses image freezed on single frame and nothing happens.
So guys from vorpx must or fix their software or add message that they does not support this glasses to not mislead.
By the way, I noticed this too, VorpX, unfortunately, works disgustingly with VD, the picture is constantly twitching, and if you turn off the full-screen mode in the game settings, the picture quality turns into such a soap that you want to constantly wipe your eyes. But on the other hand, original VR games like SkyrimVR, BONEWORKS, look simply gorgeous through VD, even in comparison with Air Link, personally for me and at the most twisted quality settings. So yeah, with VorpX it is better to use the Oculus platform (environment).
Hello Thanks for the reply. Yes I also have Skyrim VR and it is heavily modded with DynDOLOD, HIGGSm VRIK and all that. It still can not replicate my Oldrim game and Tetrachromatic ENB. I have been modding Skyrim for a very long time and ENB for DX11 isn’t the same as DX9. Sadly I don’t think ENB will work with vorpx in Oldrim. It can work only if you disable the enb effects which kind of defeats the purpose.
Skyrim VR does run pretty well though. I run it at 80hz with ENB for interiors.
Just on the off chance you were not aware of this: you can mod Skyrim VR pretty much exactly as you can Skyrim SE. Yeah, it’s a PITA to have to do it all again, but in the end it’s a viable solution and that’s the route I took. You can install ENBs (some special ones for VR have very low overhead), DynDOLOD, textures, there is a sksevr, and pretty much all mods work with only a few exceptions. Just stay away from anything that impacts performance greatly and you’ll be fine. Or, if you are in the same boat I am I couldn’t hit 90fps consistently anyway at the resolutions I wanted to run, more like 80-85; so I had to settle for hitting 45fps all the time with frame doubling; this gave me a lot of performance headroom to increase resolution and install reasonably high-quality texture mods etc. It’s worth it.
I’m trying to get my Skyrim: Legendary Edition (which I spent a lot of hours modding and with the beloved Tetrachromatic ENB) in VR with VorpX. I already own SkyrimVR with all the fun VRIK mods but really want to see my old modded game in VR. I can’t seem to get ENB to work though as VorpX has a conflict with the d3d9.dll file. I’ve tried the injector but it never seems to load the ENB with VorpX (Injector will load flat Skyrim ENB just fine). I’m at a loss of how to get ENB working with VorpX. Does anyone have any experience in this? Thanks
Fallout 4 VR unfortunately requires motion controllers. It’s a bummer because I would like to play that title also, but don’t have motion controllers. Every six months or so I check to see if there has been a change, or if someone has released a mod to enable controller support, but as far as I can tell that’s never happened.
You can run the regular version of Fallout 4 though vorpX however, and it’s not too bad! You’ll probably have to use Z3D mode because the G3D mode isn’t quite right yet (issues with light sources etc,) but in the end it’s not too bad in Z3D mode, especially if you will be happy with virtual theater mode rather than full VR mode.
BTW, Skyrim VR will work with an XBox controller, so you could try that game instead. I like the Fallout series much better, but Skyrim is OK (lots of fetch quests and boring characters. Get ready to mod the heck out of it if you want a truly interesting game.)
Interestingly I too am having the head-tracking issue with Outer Worlds. No problems with Fallout 3, the head tracking there after a DirectVR scan is perfect, but in Outer Worlds all I can say is that it feels too slow and definitely a bit ‘wrong’ for lack of a better word. It’s not awful, and if I wasn’t playing any other VR games at the same time I could probably get used to it and it wouldn’t bug me, but switching from Skyrim VR natively, or Fallout 3 through Vorpx, into Outer Worlds through vorpX and the difference is distinct. It’s almost as if my head is too far back, I don’t know, it’s a hard sensation to describe. I do think that being able to increase the head rotation multiplier manually even after a DirectVR scan might be able to fix things.
https://www.nexusmods.com/skyrimspecialedition/mods/46999?tab=description
This works for many VR games. Would it work for Vorpx also? Or maybe there is already something like this at work?
Well, as it turns out, Riva Statistics tuner was interfering, even with the OSD turned off. It hadn’t been an issue before with SkyrimSE, but shutting it off appears to have fixed the problem.
Well removing that dll didn’t fix the problem, not permanently, it was just coincidental. Vorpx will occasionally attach to SkyrimSE, but most of the time it ends with the hook helper dialog popping up.
The log file says not hooking swapchain due to VORPX_DXGI_SWAPCHAIN_HOOK_MODE_METHODS_ONLY setting.
Anyway, I was playing the game last night and after this update it won’t hook. I’ve tried toggling fullscreen, different resolutions, SteamVR instead of Oculus and it hooked a couple of times but without a consistent pattern.