Are you using a Vive? If so, flickering means frame rate being too low. The OpenVR runtime is made for 90fps with a 45fps fallback option. Below that things fall apart unfortunately. vorpX can deal with these situations to a degree with its custom async timewarp, but there are limits to that.
While performance will be OK in many areas, you definitely will always encounter areas with a frame rate below 45fps with Geometry 3D in Skyrim unless you severly reduce detail (at least the medium quality preset is required). Either that or switching to Z-Buffer 3D are the only options to get the Vive working reliably with Skyrim under all circumstances unfortunately. No way around one of these.
The problem with Skyrim looking good is that you need to give up on high-res textures in order to achieve a stable 45 fps. And you get to look at the vanilla textures up-close. So the magnificent and beautiful Skyrim you are used to is now somewhat not so magnificent.
I managed to keep SMIM (Static Mesh Improvement Mod) in my mods list and it does a pretty good job at making the in-game world look nice. I’m also running the game at 1920×1440 which makes the world sharper and most of the HUD readable.
Despite all of the graphics problems I find the whole thing quite amazing, because this IS the actual Skyrim after all. :-) If it was some other world I would have been somewhat skeptical, but after 650+ hours in that game to actually enter it’s world was one of biggest nerdgasms I’ve ever experienced. One of my wtf moments was when I actually felt(!) how tall my character is. I’ve been playing with this character for several months but looking thru his eyes changed quite a lot of my experience with the world.
If you want to test different areas – open the console and type “tmm 1”. This will show all markers on the map so you can port to different locations.
The Geometry 3D is not harming my fps, but produces a constant flicker. Is there a way to fix this?
(i7-4790, GTX 980)
Oops, The Reddit user who made the thread/info was Skyrim modder “PossiblyChesko”. My apologies for missing that above.
Is there a certain piece of content that we might want to use to benchmark our settings? For instance I’ve until now been starting a new Skyrim game, saving immediately after the character creator, and then testing from there. It looks lousy BUT I have heard that towns in particularly don’t look that good in Skyrim. (Although on the flip side, they’re enough a part of the experience that if towns fail, the whole game should probably fail, IMO.)
Resolution:
As said a few times above, the default res of 1280×1024 is a general compromise between quality and performance.
For the best possible image quality use 4:3/5:4 resolutions like 1600×1200 or 1920×1440. If you know how to do that, you can also use custom resolutions with the exact aspect ratio of the headset screen, which will be slightly faster. 1080×1200 or 1296×1440 for example. The latter is quite close to the Rift/Vive internal render resolution and provides the same image quality as native apps do.
In Skyrim and a handful of other games you can alternatively supersample with the “Internal Resolution Upscale” option in the vorpX ingame menu.
If you want foliage antialiased, you need to activate AA and also force transparency AA in your graphics driver. This will reduce performance noticably though. Skyrim itself does a hard on/off transparency on foliage, nothing vorpX can do about that.
Performance:
Skyrim with Geometry 3D is mainly CPU bound with vorpX. Since it has to render everything twice and on top of that there is an additional overhead, performance in Skyrim isn’t exactly great.
With an unmodded Skyrim at medium to high settings you should get about 45fps in most parts of the outside map with Geometry 3D (more in interiors, less in towns and areas with dense vegetation).
To enhance performance you need to lower graphics settings (especially object draw distances) and/or switch to Z-Buffer 3D, which doesn’t look as good but is a lot faster.
TBH I think something is not correct on your end, whatever that may be.
While the default resolution recommendation (1280×1024) is indeed slightly lower than the perfect res would be since it is intended as general compromise between performance and quality, this is not true in the slightest for 1920×1440 (provided your PC can handle that), which provides the same image quality as native apps.
And if you have an extremely fast PC, you can even go beyond that with vorpX and supersample with the highest possible res your PC allows. vorpX can handle any resolution you throw at it.
In Skyrim and a handful of other games you can also supersample using the “Internal Resolution Upscale” option in the vorpX ingame menu.
That’s actually what I’ve been saying from the beginning of the thread — that my expectations might have been too high.
I’m loving the way the high-end VR stuff looks on the Rift — eg The Lab, Bullet Train — and by comparison Skyrim appears to be low-res with a “dirty” or messy quality. My immediate hunch was that this is just a function of taking a game intended for monitor play and blowing it up to VR… but people seemed SO pumped at their Skyrim VR experience that I just wondered if maybe I was missing something.
That said, I’m definitely curious to see what Bethesda does with Fallout 4 VR next year. Going native VR is bound to be pretty rad.
Maybe you could describe what you think looks “shit” or “terrible”. vorpX takes the rendering of Skyrim (or any game for that matter) exactly like it is rendered on the monitor and then displays it on the headset. vorpX can’t make a game nicer than it is and obviously is restricted by the headset’s max. resolution, which of course looks a lot lower than your monitor’s resolution due to the ~4-5x lens magnification.
Difficult to understand what you possibly expect besides rendering a game to the headset. If you use a resolution that is high enough to maps one image pixel to one screen pixel on the headset (which would be 1920×1440), any game looks as good as it possibly can on the headset.
It seems like there’s a pretty sharp divide between people who feel Skyrim, Fallout, etc look AMAZING in VorpX VR, and people who feel it looks like total shit despite adjusting with the settings ad infinitum. Maybe this is a hardware issue?
I’d be curious from any past and future posters to know what graphics card and processor you have, and whether you’re on Oculus or Vive.
I’m running an MSI 980 GTX with an i7 processor, and a Vive Pre. Pretty much all other VR apps look fantastic for me (Steam or Oculus store), but I’ve given up on Vorpx for the time being.
oh thats easy, im running skyrim in 4k, everything is turned on except shadows *i always hated shadows imo* and antialiasing off too
thats probably why i’d assume for sure
mine looks gorgeous, im actually in the game, i was going to make a whole new thread about this, but i just wanted to say thanks to ralf and whoever helped, skyrim in vr has really changed the way i see gaming, these vr devs have no idea what gamers want, THIS is what gamers want
there is nothing like it in the world, to be ABLE to just like BE INSIDE THE FREAKING WORLD is just……and to be able to do small things like if it was winter in real life, and in the game, i went into a merchant/hotel place, with the fireplace and just sit down and be in the ambience, is just insanely cool, to be able to just go into another world without the freaking phone dying ala gear vr lulz, its just something special, call me crazy but i think vr games shouldn’t be focused on vr, i think games should continue coming out normally but add optional vr support!!!!, or at least a file config to let ralf add vr into it :P
nah but yeah games should be made normally with both m/k / control / vr optional controls
Hi all, just got Vorpx and wanted to ask a questions about headtracking and Skyrim. Im using Geometry mode and I want to totally disable all headtracking. If I disable HT in the Vorpx in game menu, there is still a small amount of movement in game if move my head (like a partial headtracking) and it gets me dizzy. Is there a way to lock headtracking in game so if I move my head the screen stays stable?
The vanishing of ethan carter simply crash before the menu appear. Chivalry only show around 50 percent of the screen. Skyrim, need for speed rival have inverted Head tracking camera and the invert option does not work. Mirror’s edge have stretching edge when i rotate my head. Is there a way to manage width and height of the screen notch by notch ?
Silly question here and i’m sure i’ll get smacked down for even asking.. but i own an Oculus DK1 and DK2 and have logged countless hours on it. I recently also played Battlezone and Eve on the new PS4 VR this past weekend. I want to see just what is possible with a “REAL” system.. i’m talking 1070, or 1080 or dual of these with a consumer version Oculus or HTC Vive.. or even the OSVR HK2. And i want to see it running a real game like Skyrim or Farcry Primal etc. Any chance anyone in the Jacksonville Florida area would be willing to hook me up on that experience or point me to the closest place i might be able to find that without plunking down a crazy amount of money.
If I understand correctly, the intended optimal FPS combo (shown via Alt+F) is 45/90.
All the tweaks with resolutions, 3D mode, graphics quality, mods and so on should revolve around that.
Also switching the resolution to the non-16:9 ratio helps a lot.
I decided to test with FO4 as it is a somewhat more “modern” game. 1920×1440 resolution helped a lot not only to make the HUD readable but also to prevent dizziness as it makes the world sharper. At Z3D (Adaptive) and 80 image zoom I was able to run up and down a hill with no discomfort or dizziness so that’s quite cool :-)
There are two problems I found about FO4. The dialogue wheel is too low on the screen, but that can be fixed with a mod. The other one, that is also valid for Skyrim, is that in 3-rd person the player character is quite on the left side of the screen. This is very confusing when you try to walk or run around obstacles as you need to keep in mind that the correct position is the one of the character and not yours. But it is harder to access it as you only see half of him/her. I haven’t noticed this left offset by now, I wonder if there are mods to fix it.
Switching off head tracking in EdgePeek mode introduces an issue where you regularly end up looking in a different direction in reality than in the game after leaving EdgePeek mode if you look around while it’s enabled. Especially in regard to the up/down axis this is very disorienting. An idea how to potentially avoid that is on the experiments list for a long time, so this *might* get adresses eventually, but no promises. Apart from that: in the future there will be more games that have Direct Head Tracking like Fallout 4. In these cases this will be avoidable.
There are two different frame rates because two different rendering processes are happening in parallel: the game itself and a second render thread that pushes the image to the headset.
Ideally both should show 90fps, but that will seldomly be possible with more demanding games. Primarily you should make sure that the game frame rate stays above 50fps for smooth gameplay. If that is the case, the direct mode frame rate usually also is OK automatically.
In Skyrim you will need to switch to Z-Buffer 3D and/or lower the game’s graphics settings for a significantly better frame rate. If you are prone to motion sickness, *always* prefer a high frame rate over image quality. Always!