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Hi
I have both versions installed (steam) and they are vanilla, no mods whatsoever and fresh installs.
Skyrim did on first run with Vorpx set up properly, after the beginning of the game where the dragon appears and you are first able to run. I ran direct VR upon entering the tower. Everything worked and head tracking was on. Great.
However, upon coming back to the game later and having to run direct VR again, it constantly fails and nothing works. I have tried a new game and reinstalling as well as deleting the files in documents. Still seems to be having the same issue.
SE does this from the start, it never allowed me to get it working. However the failure is different. It doesn’t report a problem, changes the FOV etc just the head tracking isn’t working.
Does anyone have any ideas what may be the problem?My system is a DK2 Oculus. MSI GT72 2QE – 980M.
Thanks.
Hi,
I would like to read the documentation of the stereo 3D settings, but can’t find anything.
“Depth weighting (far – near)” seems to be do the opposite it says. In some games it doesn’t change anything at all. Without knowing what these settings actually do in detail it’s trial and error.
For example in “Dragon Age: Inquisition” I would like to bring closer things closer to me, so that they actually pop out of the screen. This worked in “Dragon Age 2”. But now the settings seem to behave very differently.
Generally there is too much relative depth “change” in the distant objects in “DAI”: The close hill seems far away, the mountain in the distance is very far away and the sky is immensly far away. This makes no sense, in real life there is almost no difference between mountain and sky.
Close objects on the other hand don’t show much difference in depth. That’s very sad, because it should be the other way around. It seems like the Z-buffer in “DAI” is working very differently and has to be rescaled.
Or if that’s not possible, there should be settings that deal with this issue. I guessed that “Z-buffer adaptive” were meant to do this trick, but I was not successful to do it.
I have the new MSI dragon series gaming laptop. Everything in VR works except I can’t get big screen or virtual desktop to work. Anything that shares my screen seems to not work. Any tips with that would be helpful. Has anyone got this to work on a laptop?
Topic: Titan Pascal Vs VorpX Skyrim
Hi all,
As promised, This thread will be dedicated to giving you the rundown of my experience with the new Titan X Pascal and Skyrim/Fallout. Expect it to go on for a while as there are a ton of variables to cover.
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Computer:
i7 4790K @4.7Ghz on water
240GB x2 Kingston HyperX Savage SSDs in Raid 0
16 gig of 2400mhz Gskill Trident DDR3 ram
Titan X Pascal overclocked +230/+500
HTC Vive
Process Lasso software using Bitsum Highest Performance preset
——–I’ll start by saying that if you saw the other thread about the 1080, you’ll already know that the Titan Pascal can handle a metric ton of mods IN GEOMETRY MODE and return smooth, playable framerates at an enjoyable level – depending on your tolerance. But to be clear, this card running in the upper 30FPS range feels smoother by far than my old Crossfire 390s running in the 40s. No microstutter is a beautiful thing. The best part is you’ll rarely see under 40FPS even with a ton of mods on the TXP (Titan X Pascal) if you mod smart.
Now to begin with, I loaded a fresh and bone stock install of Skyrim. No ini tweaking, nothing. 100% stock install as Todd Howard intended. No updates beyond those baked into the Steam install. No Nexus patches. Just vanilla/stock Skyrim. With all sliders maxed in non VR at 1920×1080, FRAPS never moved off 60FPS no matter where I went or what I did. Glued. Not really surprising as my 390s would do the same thing. But thats the baseline.
For most testing, I’ll be using my normal three areas. Whiterun/Dragonreach, Whiterun to Riverwood and the forest outside Falkreath. I find they are the most demanding on the system with a ton of draw calls and it makes for a semi-repeatable benchmark. Leave Whiterun, go to Falkreath via Riverwood and you have three of the most CPU/GPU demanding areas of the vanilla game.
To get the basics out of the way, I’ll condense. Bone stock install. No ini tweaks. Geometry mode. Skyrim set in it’s launcher/config to “High” (not ‘ULTRA”) preset. VorpX set to the standard/recommended/Optimizer settings.
With that out of the way, Ill condense a bit more. I’ll refer to the Whiterun (top of Dragonreach stairs)/Riverwood/Falkreath run as WRF henceforth. Or FRW when reversing the run from Falkreath to Whiterun.
With the above settings in place, day or night, WRF or FRW, you get 43-45FPS. And it is smooth like butter.
If you increase the Ambient Occlusion to 16 from the setting of 8 that High provides, you get 43-45FPS. If you Supersample/increase internal resolution to 2.0, while at 16 AO, you get 43-45FPS. The only time you will see a different FPS is on a cell change or a load screen. The Titan, and the CPU, are just cruising with no effort.
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OK so that’s the baseline. If you are crazy enough to go buy a Titan, that’s what you’ll see for FPS playing bone stock Skyrim with no mods and no performance tweaking.
Why not start with Ultra? A couple reasons. One, as Ralf pointed out, the 1080/Titan will handle geometry mode on High settings in different games if you don’t get crazy. And another, because ‘Ultra’ Shadows/draw distances will immediately destroy your framerate and make the game unplayable. (well fix the draw distance problem with a mod a bit later down the road).
So basing everything off of High and moving up as we go along makes more sense to me and it will give those unfamiliar with modding a look at what Skyrim/VorpX can do with a Titan powering it. Ultra Shadow/draw distances combined with the almost non existent multithreading of the vanilla game will ruin your day in VorpX. On a monitor, FRAPS never leaves 60FPS on fully maxed settings no matter what. But it doesn’t take a Titan to pull that trick off. An old R9-290 will do it all day long. But VR is a different animal and modding in it throws conventional wisdom out the window. You basically HAVE to mod your way around issues like this. And you can.
Next up:
Before the weather and lighting mods, the first place most people go is higher rez texture packs. But while the Titan has VRAM to spare, Skyrim’s 32 bit DX9 code, combined with Windows 10’s 4 gig hard limit on it means that 4K textures are best left to the details that make the most difference…Bodies/Armor. And believe me, a supersampled 2K texture at x16 AO is VERY nice to look at even at the standard VorpX/Vive resolutions. In most cases, 4K textures are a waste. Personally, I would rather have 4K people and armor since those are what you see and interact with. The better those look, the easier it is to buy that a world full of talking dragons and plagues of knee-arrowed former adventures and less than photoreal textures is almost ‘real’. And thats what VR is all about in the first place.
For the next test, I’ll be installing the 2K ‘LITE” texture pack from the Nexus, followed by the known FPS killer. Skyrim Flora Overhaul. Conventional wisdom says these should show a very noticeable impact, especially considering that 2.0 upscaling is in effect. But lets see what happens to the framerate before we get into the Ini files to counter it with heavier voodoo.
Stay tuned.
