I would never disable async for Skyrim.
However, I will try this default reset tomorrow and hopefully that will help. (Although it was at factory settings when I updated to 1.6.2)
Also I noticed occulus runtime updated and it seems to run the home studio thing with sound effects and everything and pops up instantly when I quit Skyrim. Hopefully that is not taking resources because I don’t think it can be disabled. Also the new Nvidia drivers may have changed some other settings in directX.
I also tried with Skyrim default “low” graphics settings which has low shadows LOD and 1024×768. The frame-rate and frame skipping were the same as with ultra settings (no noticeable difference)
I will say that it is not exactly the same as “judder” as with no async at all. There is some smoothness but the screen skips and jumps around uncomfortably around 2-3 times a second occasionally.
When I go home I will try disabling fluid sync and see if this helps.
Direct Head Tracking shouldn’t be visible in Skyrim, please ignore for now if it doesn’t work.
Multi-threaded input didn’t do anything useful anymore since async timewarp was introduced, leaving the option visible was an oversight. For async timewarp it’s important to sample the head tracker at specific points in time. I’m surprised you found, with asnyc timewarp it usually caused judder.
Fluid Sync is mostly important on Vive. On Rift it can give a slightly better experience async timewarp experience, but in general just leave it off on Rift.
I would generally advise not to tweak too much although that might be tempting. The default options especially in regard to input and direct mode are the right ones for your headset.
I have done a lot of testing and I have noticed a sever decrease in performance for Skyrim in the new VorpX update for me.
In 1.6.1.2 I got 35-55 fps in exteriors and 65-75 fps in interiors for GEO 3D
I got a solid 55 – 75 fps in exteriors and 70-75 fps in interiors for Z3D
Now I get only 30-35 fps everywhere for everything even in Z3D
and I only get 25 – 35 fps in Geo3D
I have not changed any of my Skyrim settings from before (except to decrease the quality which did not help at all)
Does anyone else notice this problem?
System: AMD Athlon x4 860k, 8Gb ddr3 ram, GTX980
I have tried the new update with Skyrim and have some questions.
1) the “multithread input” option no longer appears. I used to have a smoother head tracking but now without this I get some uncomfortable stutter and frame skipping when I look around. Is there some other way to use this in the new update ???
2) Direct Head Tracking: I know this only works for Fallout 4 now, but when I try it in Skyrim it turns my head tracking completely off… Unless I leave the vorpX menu up. With the VorpX menu present I get very nice smooth head tracking, so I can have nice smooth head tracking if I don’t mind playing with the vorpX menu in my face LOL. Does this mean the head tracking will be nice and smooth if this feature is added to skyrim in future updates?
3) async time warp menu is different. What do the new options do?
I just want to clarify something on checkout, under system requirements:
“Oculus Rift DK2 or Oculus Rift (vorpX will not work without this)”
This is now null and void for us Vivers, right? :) I’ve heard talk about needing a Rift plugged in for updates or similar, and I’m not sure how the process works for your software and just wanted to be clear. I’ve been maniacally checking back for Vive updates on your page almost as much as I’ve been hitting refresh on my pending order screen! :D All I want is Skyrim/ESO in VR so I never need to leave my house again.
Thanks!
V
That sounds great. I will try that and add an “Adjust FOV” button similar to Skyrim to the vorpX menu if it works reliably.
AnonymousInactive
Tested with Skyrim & CS:GO, with Vive
The only hotkey i’ve gotten to work is the Edge Peek one, but it seems to randomly stop working after a minute or so. I have never been able to activate the ingame vorpx menu.
Head tracking in Skyrim also works for a minute or two, but seems to stop working at the same time the Edge Peek mode stops working. When head tracking stops working, the game constantly recenters when i move my head. No matter how much i move, the ingame view doesn’t change at all.
If i’m in Edge Peek mode when it stops working, i’ll be stuck in that mode as long as the game is running, and vise-versa.
Yep amazing job Ralph.. I don’t know why you aren’t exec vp of Vive or Occulus. You have done more in my opinion to make Vr successful by making aaa rated games playable than anyone else has done with a million demos. Demos are fun for a while but you can only try so many demos!
Anyway I have tried Grand Theft Auto, Skyrim and Fallout 4.. All work perfectly in the short time I was testing.
I’d pay twice what you are charging for VR in those three games alone.
Also prefer steam but I am a Vorpx supporter no matter where I have to go to get it. My Vive is up and running on all the eye candy demos. neat but kind of empty. My trusty DK2 hasn’t seen action in a few weeks. hard to go back to its much more noticeable screen door now.
Cant wait to try a real AAA game like Fallout 4 in VIVe w geometry mode and back to finishing Skyrim in all its mod glory for 2nd time w Vorpx.
“getting head tracking right” – Is it working at all or just poorly ??? I find the HT sensitivity is very touchy and changing it by 0.1 can significantly change the feel.
I use 0.75 but it depends on your mouse sensitivity and mouse acceleration (and multi-thread input)
As for frame rate I have a gtx980 and AMD athlon 4 860K. My frame rate in GEO 3D is not that great either (25-55fps exteriors and 50-75fps in interiors). I am not sure if anyone really gets a solid constant 75fps with skyrim so disappointing as it may sound you may want to try z-buffer 3D.
I got Skyrim working with vorpx last night, but it doesnt really look right. It looks more like im seeing a non 3d 360 video. I have the 3d mode set to geometry. Any suggestions?
Edit: I’d also like some suggestions on which mods I should be using to make the UI better in VR and what vorpx settings other people are using.
Oblivion works fairly well for me.
Try the 9:8 resolution and fov of 120 with geometry 3D.
One annoyance is the fov resets every time you talk to an NPC. If you set the FOV to 120 in the Oblivion ini file then buttons and icons do not line up properly.
There is an OBSE mod that fixes this but I had difficulty getting OBSE to work properly with vorpX. So I suggest just running plain old Oblivion and having a nice easy hotkey for setting the FOV (default for vorpx is alt+V) but I suggest an easy single key because you will be pressing it a lot.
Otherwise oblivion is great. (Sorrry no experience with morrowind yet)
After you play a bit a flat screen just won’t look the same again! You really get a feel for the scale (make sure to play with the 3D seperation until it feels right, I use 0.7 for 9:8 resolution with fov 120 but is different for everyone). I found Skyrim to be the most profound because the mountains just go up and up and you don’t get a proper feel for the height and scale when you play on a monitor. Morrowind should be good too!
3D effect does not work with all resolutions even if the game does load in VorpX.
For example in skyrim you can play with a 1:1 resolution (I played with 1400×1400) and it works BUT geometry 3D does not work unless I go to 8:9 or 9:8 (or standard resolutions like 4:3 or 16:9). So for geometry 3D I play in 1280×1440.
I am not sure about other games but this was the case for me with Skyrim
Hi all, Just an FWIW/IMO…
I’m a huge fan/player of Skyrim/Fallout and built/adapted my rig specifically for them. Been playing video games since the Pong arcade machine so I’m not a newb ;) Personally, I am just fine without roomscale features, though I wouldn’t complain if they ever come into being. As long as I can simply ‘see’ the world in actual VR, look around etc, I’ll haZ the happy of the Cheezbzburger cat at a McDonalds free food day.
Because the Beth games have such a force of talent in the modding community, I have little doubt that once the top names get their hands on Vives and Rifts, we will see as many incredible mods for them as we did in the normal games.
And considering, last I looked, Skyrim was still ridiculously high on Steam’s use list in spite of it’s age…well, I predict a much longer life thanks to VR. With the creation Kit for F4 about to release and the much better engine driving it/DX11 vs DX9, I’d imagine it will be easier to deal with for VR modder-devs.
But my overall point is that there are a L O T of us that want it, will use it and will pay for such functionality as required. It will take time of course. I don’t seriously expect seamless experiences day 1 or even day 100. But the possibility of Sky in VR is what drove my Vive purchase to begin with. I doubt I am alone. And it will only get better as time goes on.