btw, one more note. I did change the keys. I know that you go into menu mode for some of the directvr stuff. Not sure if that is causing a problem.
And I can’t see the pipboy or pick locks currently. I did change to 4:3 manually and it helps the look/feel, but it doesn’t help the directvr.
I’m getting the first DirectVR to work, but the FOV and the POV are both failing. I reloaded the game and reset the ini files. I’m trying with the Vive now, but also tried it with the rift and had similar results.
I also did the optimize setting vorpx
One weird thing, I’m not seeing the right resolution when I launch. I’m not sure if that’s the issue. Also, I don’t get this in skyrim, but it comes up with a warning “Fallout 4 will launch into an environment in your VR HMD as well as on your desktop… ” I’m not sure if that’s normal.
Anyway, would love to see this working as well as I got skyrim.
Thanks
Drake
Any one got the forest working well? I’m not expecting DirectVR as it isn’t listed, but has anyone got some setting to make it playable with head tracking?
I noticed this same bug.
Unfortunately it occurs with DirectVR Scan
When DirectVR is on this happens even with “G3D Latency Enhancement” =0 and no 3d fov enhancement.
Still I think DirectVR gives a nice smooth head tracking and is still worth it even with this graphics bug.
Tried the game, doesn’t support DirectVR unfortunately :(
I would love to see this game supported and there will be more work done on it, but right now all I can say is: don’t get your hopes up. Without figuring out what they do in regard to input it doesn’t even make sense to start checking whether 3D is possible.
Glad to hear you’re working on it and want it supported. DirectVR for this would be amazing – For a game that is built for VR like this, all of the ‘workaround’ hackish 3D solutions don’t seem to do the game justice
The other problem that I haven’t found a workaround for yet are the first person mods. If you have one of them installed, for example Immersive First Person View, the DirectVR head rotation will never work.
On this point, Enhanced Camera seems fine with Direct VR – for me at any rate. Not a complete answer, but it may be a help :)
I’m pretty sure that 99.99% of all mods work perfectly fine with Direct VR.
Yep, I tried to say the same thing but I drowned it in words… :-)
There will be no more than 5 to 10 mods that will require some special attention. Everything else works or has an equivalent that works.
But this is just an observation right now as it will take some experienced modder taking a look at the mods to see how they can be changed or new ones need to be made.
I have send an email to support@ (to you) with some more clear explanation about what I’m talking about and a link to a relevant discussion.
But as I said the shortcut to switch DirectVR on or off will be a good solution for now, before there is more clarity if the mod specific problems can be resolved purely on the mod side. So with that I think the topic is resolved :-)
I completely understand your position and I really hope I don’t sound demanding or something. I’m simply trying to find ways to make the best of the both worlds – mods and DirectVR, work together.
I completely agree with what you said about the mod combinations. That’s why I was talking about essential mods.
If you look at the Steam statistics 2/3 of the Skyrim players on PC are still on the old game despite the fact that the Special Edition runs better and doesn’t have the problems the old game has with Win 10. This is because of big number of essential mods missing. If you look at discussions online about that, lots of people say they are waiting for SKSE for SSE and conversion of several essential mods before they return to Skyrim.
And it is not about all mods also because there are lots of situations where different mods do the same thing with small differences. People will be ready to switch mods if at least one of them works. In the case of first person mods I’m still experimenting and trying to find one (that is not Joy of Perspective) that works. So I can put that on different tutorials about how to play Skyrim with VorpX.
But I’m in no way saying that this can be resolved quickly or that it has to be resolved on the VorpX side only or that it is a top priority or something like this. I expect those things will be gradually resolved in time with more people joining as users and mod authors starting to pay attention to this new platform.
I think there are actually 5 to 10 mods (or types of mods) that are considered essential and that are directly influenced by the way VorpX works. But dealing with them is not really possible at the moment before their authors or some other experienced modder takes a look at them.
I’m just trying to find out what works and what doesn’t right now. And I was sharing what I see. And that is all. I know that some of the problems I see are caused by my setup or by me using things in a wrong way and this is another reason I post them – maybe somebody will tell me what I’m doing wrong.
I see. Unfortunately EdgePeek is not a solution for most of the cases. I guess the shortcut to enable/disable DirectVR will have to do as a short term fix.
The other problem that I haven’t found a workaround for yet are the first person mods. If you have one of them installed, for example Immersive First Person View, the DirectVR head rotation will never work. The scan will report success but there will be no rotation. With the version before the latest update it was possible to make it work if you disable the position tracking before running the scan. But not any more.
I understand those things can be considered unimportant, because after all the vanilla game does indeed work great with DirectVR. But most players do not play the vanilla game and with more people joining the VR and VorpX community in the next months the problems with incompatibility of essential mods will become more serious. I guess most of the problems will be resolved with time when people who are more clever and understand the things better than me join the VR community and give better and more adequate feedback than I can :-)
Thanks!
I have also reported those problems to the author of the most popular animation-based mod framework. He, it turns out, also has a Vive and VorpX and he could be able to see if the problems I have are because of problems with my setup or not and if there are possibilities to fix some of them on the modding side.
You can see one of the problems I’m talking about in an un-modded Skyrim. Activate the forge or start chopping wood or any other situation where the camera shows the player character model while it is in animation and you will see it rotates as you move your head. In my setup this happens when DirectVR is on, but not when it is off.
I was wondering if VorpX can read signals from the game in some way. Skyrim is extremely moddable and it should be possible to automatically send some kind of signal to turn some features on and off. If there are any kind of signals VorpX can see.
I really don’t know what I should do with you, sorry. Listen, the game renders the image like it normally would. Games know nothing about the asymmetric camera of your headset. Then vorpX in a second render process sends the image to the headset, which is where the asymmetrical view comes into play and is considered perfectly fine.
Maybe it’s difficult to understand for you what that means or why it happens. If that is case, please just believe me when I actually take the time to explain something technical to you. Thanks. What you say does not get more true by repeating it.
Re DirectVR: Please read the hint screen that is shown during each scan. The answer to your question is shown every time you run a scan. I hope it’s understandable that I won’t explain it to you personally again.
The slightly asymmetrical view of both Rift and Vive is taken into account very precisely.
That’s not true. I have to recenter my headset about half a meter below my normal position, so that both black bands on top and bottom in the virtual cinema are of the same size.
I wonder why you are not able to reproduce this with your Vive headset. VR mode is not centered, by a large margin. I bet this is one of the reasons, why there is so much hate for VorpX on the reddit sub. VR mode still feels off, even with DirectVR and perfect FoV / aspect / resolution / rotation / position settings.
On another note:
DirectVR position scan did work today all the time.
All scans failed, when a bouncer was nearby shaking the screen.
Great question. I want to play in cinema mode with optimal settings and without the need for endless fiddling. DirectVR gets to those optimal settings immediately. When in cinema, I like to zoom as close to the screen for immersion but still have full visible access to the screen.
Is there an option to use a kb shortcut to enable/disable DirectVR in the game?
It seems DirectVR creates problems in Skyrim when the player character is involved in animations or when free camera is enabled. More specifically the player character model rotates in sync with the players head. Additionally if the position tracking is enabled with DirectVR on there is no head rotation tracking in a free camera mode. There is a big group of very popular Skyrim mods that can’t be used with DirectVR at the moment.
I don’t know if this is because of the way DirctVR works and if it is fixable or not. For now a shortcut to enable/disable it would be very useful. Thanks!