Scratch part of my statement please.
I only tried running Skyrim, but I didn’t actually play it.
If I run Skyrim, there’s no mouse input and no head tracking input at all.
I can control the game using the keyboard, but no mouse movement or head tracking is sent to the game.
If I move the head alone, it vorpX does track my movement in the VR-Screen option though.
I’d like to know if it would be possible to add an option to adjust the position and size of the game screen on the eyes and/or the game HUD on the vertical axis.
Background:
I’m wearing glasses which don’t cover my whole viewspace while wearing them, ie there’s some space when I look up with my eyes where i can see past the rim of my glasses easily.
Now in normal life that’s not a problem as I can just move my head to see something that is out of my glasses focus.
While wearing a VR headset however, that’s not an option.
Now when I’m wearing my Rift, there’s an aprox. 10-15% gap at the upper edge of my eyes where i only see a blurry mess because my actual glasses don’t cover that area.
Normal game content is no problem of course, however if the game has HUD elements in that space, I can’t see them at all (because they’re out the focus of my glasses).
Now, Would it be possible to not only “Zoom” the image in total, but shrink/move it on the vertical axis alone?
Or in case of “Skyrim”, where you can adjust the HUD apart from the game screen, to allow a repositioning of that?
I’ve recently upgraded from Windows 7 to Windows 10.
Today I started vorpX for the first time on Win 10 and was greeted with an error stating that the “vorpX VR Driver Control” has crashed (according to Process Explorer it’s the “vorpControl64.dat”.
vorpX remains in the task as tray icon and can be configured.
As a verification if the driver is doing anything, I tried running “Skyrim” (which worked before on Win 7) and it worked fine.
I also tried to run “Metro 2033 Redux” (never tried before on Win 7) and it just displays the output on screen, or if I force DirectX 9 in the config file, the game just crashes.
Since I don’t know if that’s a game/configuration problem right now or related to the driver crashing from vorpX, I’ll leave questions about that out for now (since one game works and the other doesn’t).
I’ve reinstalled vorpX just to be sure that it wasn’t the Win 10 Upgrade messing with things, but the problem remains after reinstall.
You start vorpX and it goes “vorpX VR Driver Control” has crashed.
OS is Windows 10 Pro 64 Bit (Build 10586.164)
If you have further questions regarding this issue, please ask.
I hope this issue can be resolved.
Thanks in advance and for the otherwise great software!
Is a new Key necessary after a Windows re-install (on the same hardware), or a way to back up the key from the registry?
I have a problem with the oculus store, it does not allow me to install new games like Eve-Vlykrie. I tried to re install the occulus software, but was only able to do this after I uninstalled Vorpx completly, but the problem still remained.
The oculus support suggested re-installing windows, but i fear that i will then need a new vorpx key.
All vorpx applications (skyrim is very nice btw.) and vr games from Steam work fine, so i am wondering what could be the conflict.
Not including FO4 here as it is better to not try to mod it in a more serious manner until the last patch from Bethesda drops later this year.
So what is needed and is it even possible to add room-scale to Skyrim and FONV(TTW)? Even a limited one?
I understand it will have limited use as many of the game mechanics will not work fine and there are only so many buttons on the (Vive) controllers but I still believe it will be cool.
There are several mods that make changes to the camera, I guess it is possible to create one that will allow the headset to be tracked in all directions. The player character has to be made invisible so you don’see the body from inside when moving around. And there should be some way to enable sneak mode depending on how low the headset it. I guess controlling weapons and spells with the controllers would be the most problematic.
Or maybe an option to switch such a “presence” mode on and off? So it can be used from time to time when it’s limitations are not a problem.
What do you think?
The Injector version of ENB Boost works with no problems.
I’m running a memory reporting mod and it reports consistent data when running ENB Boost with Skyrim on the monitor or on the Vive via Vorpx.
I tried using the injector version again, and WOW was that a bitch.
A few hours of troubleshooting why it wasn’t working and I found the primary culprit.
It’s working now, so thanks for letting me know it was possible.
For anyone else really struggling to make it work, when you copy the injector version folder contents into your skyrim folder, you have to also copy the enbhost.exe from the wrapper version into your skyrim folder as well. The newer versions of the injector download don’t include this file in both folders like they used to.
Then fiddle with the ini settings from the enboost to find the combination that has the least stuttering.
Also make sure you add skse_loader.exe if you use skse to the enbinjector.ini as the very first process.
Make sure you close anything that might have an overlay, (steam overlay, geforce experience, ect… also dont use any monitoring tools such as MSI afterburner… It doesn’t like that)
I managed to get my game down from using 2.6 gigs of memory indoors down to 1.6 gigs.
Thanks for the info Prinyo
Has anyone tried the immersive mod that puts teh camera in the 3rd player view to add body, legs and arms?
Hello revel911
For me,this mod is absolutely essential to play Skyrim in virtual reality.
I use enhanced camera mod,for the following reasons:
1. Allows you to view the body, legs and feet, both still and moving.
2. This mod uses a first-person perspective,but uses animations in the third person,(these are better)
3. This mod, manages to avoid annoying and unnecessary camera changes from first to third person camera,when sitting, crafting,horse riding e.t.c.
4. This mod allows headbob off,(involuntary movement head while walking or breathing),it’s kind of like a boat movement.
Disable this is a great help reduce nausea in virtual reality.
The Injector version of ENB Boost works with no problems.
I’m running a memory reporting mod and it reports consistent data when running ENB Boost with Skyrim on the monitor or on the Vive via Vorpx.
The info in the box was from “Possibly Chesko” On Reddit. He did the Lords work mapping that out for sure. I’m just passing it along ;)
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I’d like to add my latest discovery for making Skyrim work the best it can – Fast memory.
I have been running 1866 DDR3 and started researching where I could go next to eeek out a few frames as my system is pretty powerful for a Z87 already. The sheer volume of conflicting info on memory speed effect on games is ridiculous.
Another Reddit poster gave me some of his own experiences and said that there’s gold in them thar timings. After a couple days of Google-fu, I decided that it made more sense to simply upgrade to faster ram in the first place and THEN start playing from there. Today the Magic Brown truck of Happiness dropped off 16 gig of G-Skill Trident DDR3 2400mhz.
My personal FPS torture tests are the Dragonreach stairs, The road outside Whiterun between Honningbrew and the Stables and the Falkreath forest. Using the XMP memory profiles only… The lows shown are the lowest even if they were just a quick blip. With no official benchmark, it’s about the best I can do so a FWIW applies.
—————-
Corsair Vengance @1866mhz CL9:
* Dragonreach stairs (headed down) had a rock bottom of 27FPS
* Road outside Whiterun had a minimum of 32FPS give or take.
* Falkreath forests were Rock bottom 38FPS depending.
—————-
Trident 2400 mhz CL10:
* Dragonreach stairs (headed down) had a rock bottom of 32FPS
* Road outside Whiterun had a minimum of 37FPS give or take.
* Falkreath forests were Rock bottom 42FPS depending.
_____________________
Now consider that I tried to replicate the two as close as I could so they were not exact runs, but the trend is clear. I picked up about 5 FPS to my minimums. Overall the game got smoother and most outdoor areas bounce on the 45 FPS limit.
Happy camper here.
With a great deal of time and patience I have gotten my game relatively stable and good looking, however one thing really bothers me. From what I have read the game loads all textures into both the VRAM and the regular RAM which quickly chews through the hard limit for 32 bit applications.
Supposedly using an ENB will remove the textures from the system memory and only use VRAM, but as many of you already know dll injectors are incompatible with VorpX.
There is a wrapper version of the same thing (I have no idea what a wrapper is) but I cant seem to get it to work… So I am stuck with only using a handful simple mods and low resolution textures or I will constantly hit that hard limit and crash (usually in the form of infinite loading screens).
If anyone has any insight, I would greatly appreciate it.
For now I have resigned myself to waiting for Skyrim Remastered in October to solve all these issues.
It cannot start, either tells me vorpConfig has encountered a user-defined breakpoint or vorpConfig has stopped working…
I searched the forums, but all the information I find seem to fail me.
Reinstalling does not work.
Deleting the Oculus folder in …\Appdata\local doesn’t work.
Adding an exception to the anti virus doesn’t work.
Updating video drivers doesn’t work.
I can’t remember what and if I have done something that changed it, but it stopped working yesterday, after a bit of started fiddling with Skyrim.
I am on win10 x64, GTC 980ti, Oculus CV1.
Any ideas?
Got it to launch once and then clicked with my mouse and it CTD.
Fresh install. Using the Vive.
How does this work?
Why is there zero documentation for this?
You can set a custom value for fDefault1stPersonFOV in your [Documents]\My Games\Skyrim\Skyrim.ini. Per default the vorpX Game Optimizer sets it to the same value as the world FOV, but you can use a higher value to make the hands/weapons smaller (e.g. 140 or 150).
The tricky part is to apply it after changing the ini: for some odd reason once in the game you have to open the 4-way menu (or “star menu”) and from there go to the map. After closing the map the new value gets applied.
I see, the flickering starts when the game fps drops below 30.
What is the difference between Normal and Adaptive Z mode?
I managed to make Skyrim “look good” by doing those things. By looking good I mean it looks the same way good when I run it on the TV screen (I use a TV as a monitor).
1. 1920×1440
2. 120 FOV
3. SMIM (mesh replacer) Important as it fixes lots of the vanilla meshes and textures shortcomings.
4. Image zoom – 75-80%. More than that and the problems with textures are more visible. And I feel most comfortable with this level.
5. Body, clothing and face replacers – vanilla NPCs are quite ugly and when you get to look at them in real life proportions…
6. ETAC – Expanded towns and cities – the buildings added by the mod are quite well made. Wasn’t sure if I should add this to the list, but someone mentioned earlier that cities are important.
The only few mods I had to get rid of are HD textures and I’m planning to make a small selection of HD textures that can be used without harming the performance (like the snow cover). In this regard the fact that the game has to run on Z3D actually helps make it more beautiful because it can handle more upgraded textures.
From what I understand Oculus will not flicker when the frame rate falls below 30. And that is the difference between the two systems. But the question is – do you really want to play at 15 – 20 fps? Even if you don’t get motion sickness it is still annoying.
Is there a way to fix this? I have tried what people suggest on youtube but it doesn’t work. Thanks!