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  • #208838
    ilovevorpx
    Participant

    When playing Fallout 4, if I pull up the “pipboy” menu it’s grayed out completely and you can’t see anything. You can hear the tabs moving when you press buttons, but you can’t see anything. I went through the forums and didn’t see anything similar to this. I tried the edgepeek too and it still shows gray. Without being able to use the pipboy I won’t be able to play the game in Vorpx which is a shame because it plays perfect otherwise. Any help or tips anyone might be able to give me would be great if you have the time to spare.

    #208557
    Pophicless
    Participant

    Hi,

    just wanted to know, whether there is ANY other/new way to play Amnesia TDD with Radeon GPU (RX6700XT with HP Reverb G2), since it’s been a few years.
    The (basically) immersive screen variant is nice, but is there a fix for the “eye switching” and stutter to play it in Geometry 3D, yet?
    I basically got the same problem as quoted below, but sometimes one eye goes just dark and another shows (part of) the image.

    (anyway, Happy New Year everyone!)

    I cannot play Amnesia Dark Descent at all. Both eyes get flashing flickering of the game and the frame rates is so low it would be less than 1 frame per second. Im running win 10 64 bit. AMD fx-8350 Black edition and an R9 390x video card. Quake 2 does the exact same thing. I have tried many settings to no avail. Games like Skyrim and fallout 4 run just fine. It seems to be a possible issue with Open GL not really sure. Any help would be greatly appreciated.

    #208375
    mr_spongeworthy
    Participant

    1) For those detecting Malware, I’m running only MS Defender and it detected nothing wrong.

    2) Played with it in v1.31 for a few minutes and it looks pretty good. I’m surprised the performance is as good as it is. So far this doesn’t impact performance as much as I expected it to. BUT, I do still notice a lot of artifacts around NPCs. I double and triple checked to be sure I was on “Direct VR” (or whatever it’s called). It also doesn’t get quite as much sharper as I expected at lower resolutions. Compared to, say, Fallout 3 or Fallout 4, where the Z3D -> G3D is blindingly obvious, it’s more subtle here. Is this due to the Direct VR mode, or do I have something wrong? I will also have to push 90Hz because the right/left interlaced rendering becomes glaringly apparent at lower refresh rates.

    3) Is there any way I can make it respect my hotkey assignments from vorpX settings? I have things like ‘Reset VR view’ configured to different keys than usual. Most important would be the vorpX menu buttons, which I map to keyboard strokes only (I have an Xbox controller and I’ve added the little keyboard, so I can access all these right on my controller.)

    I’ll try it with v1.23 once I get a full backup of that directory completed. Keeping my fingers crossed that it will work.

    Thank you Ralf! What a great piece of work.

    #207806
    CrunchyGlass
    Participant

    Maybe try to toggle (in your nvidia / amd control panel) “perform scaling on display/gpu” and “override scaling mode in games” / under “adjust desktop size and position”

    Had that issue on Fallout 4 a while ago and it resolved with that. (also borderless fullscreen / fullscreen) in game

    #207802

    In reply to: Fallout 4 F4SE & NMM

    stranger07
    Participant

    Hello,

    Okay, here it is :)

    Unexpected system DLL(s) found in game folder:

    C:/Program Files (x86)/steam/steamapps/common/Fallout4/d3d11.dll

    Probably has been put there by a mod. may cause a conflict with vorpX. if you encounter any issue, try to remove/rename these DLL(s).

    #207788
    stranger07
    Participant

    Hello,

    first of all, sorry for my poor English, but I will express myself as well as I can.

    The following:

    I use Vorpx for my Oculus Rift S. There is an official setting for Fallout 4. However, my version is moded with FS4E which is extencial and I start the game via the Nexus Mod Manager. Unfortunately, the 3D does not work with the glasses but is flat. quite a few warnings appear but I am quite inexperienced with the Vorpx tool.

    Are there any suggestions for a solution to make it work? Has anyone perhaps already dealt with it in advance? I would be very grateful for help :). Greetings

    mr_spongeworthy
    Participant

    Finally found a native VR title (Fallout 4 VR) that was behaving the same way, with weird sync issues at high GPU usage.

    So eventually a full wipe and reinstall of Win10 ensued and that has fixed the issue with vorpX as well. I can now push the GPU fully without experiencing sync issues, and Fast modes are now working again in vorpX titles.

    Unfortunately I was unable to discover what caused the issue originally. I think it may have been cruft of old PiTool versions, but ultimately no amount of uninstalling (even tracking down and deleting remnants manually), driver updating, or even an in-place re-installation of Windows resolved the issue.

    #207030

    In reply to: HP Reverb G2?

    lokiss88
    Participant

    @Kazeon

    Controller issues with the G2 are greatly exaggerated. Personally i have about 300hrs playing the likes of No Mans Sky, The Forest, Fallout 4, Skyrim, and numerous smaller titles with zero issues.

    The only thing that’s actually bad about them is the awful haptics, which pretty much requires you to turn the feature off. FOV is tricky, more is better obviously, but it’s something very dependent on the game experience. I find it limiting and extremely obvious in flight sims, but not obvious at all when bearing down a race track in the cockpit of a car. General games where you on the centre of the screen you probably won’t notice it, or at least become accustom to it.

    It probably is worth waiting on the next iteration though, certainly if you’re routed to a AMD system, or need that extra inside out tracking camera they’re adding to solve generic problems with inside out tracking.

    Absolutely a great device for VorpX though. If you have the ability (a 3090) you can crank it up to 3k per eye in steamVR, which makes games that looked poor in VR previously much much better.

    #206981

    In reply to: Days Gone

    nieda113
    Participant

    Hi , running on 4k, rtx3090. I also have some mods installed . The fov mod does what is says. combined with g3d profile it looks like a better fallout. THX

    #206978
    RJK_
    Participant

    Average human eye resolution is roughly around 60 PPD (pixels per degree),

    intersting to read, thanks !

    That’s called “supersampling”,

    I assume the better image when rendering over the headset resolution is a result of sort of a “wiping out AA more and even more”, not of providing me with more pixels. Having this in mind i wonder how far i could go in resolution in theory on a 1440×1600 display to maximize visuals. I usually play my games around 3200×2880, today i did a quick test on Avatar and Fallout 3 and there was still a noticable improvement in sharpnes and claryity on small detailed objects like letters on guns or stickers on uniforms for example when gaining resolution to 4400×3240 (my current monitor cant take more ;-). The image looks so clear and clean in that resolution so i wonder if a 5 or 8K display ever would provide me with better visuals at the same (locally maximized) resolution.

    #206946
    Ralf
    Keymaster

    @ moarveer:

    The highest Clarity setting enables the texture detail hack AMD recommends developers to implement in addition to the actual upscaling/sharpening. How much of an effect that has depends on the game and also the resolution. You’ll typically see the highest benefit at low to medium resolutions (e.g. 1600p). If you happen to have Fallout 4 installed, that’s a good test candidate: With Clarity at ‘Full’ tree branches in the distance become more detailed, that’s fairly easy to spot. In Bioshock Infinite I found the effect to be less noticable on trees, but you should be able to spot it e.g. on masonry textures, more generelly textures with finer structures, at medium distance. That’s the typical effect you’ll see most of the time when switching from ‘Medium’ to ‘Full’: enhanced texture detail at medium distance.

    Unless it creates noticable texture shimmering, choose ‘Full’. Depending on the factors mentioned above the effect may be subtle, but the option always does something – provided it is available for a game (i.e. the ‘Texture Detail Enhancement’ slider isn’t greyed out).

    @ dellrifter:

    Unfortunately there is no Z3D authoring UI that is ready for primetime. In the DX9 days some devs used all kinds of strange encoding methods for depth in RGB textures do deal with depth buffer access restrictions, I tried to capture them all. Most of that is obsolete since DX10, so in theory I could clean up the Z3D authoring and make it more accessible, but currently I have a huge list of things with higher priority.

    There are about half a dozen DX12 Z3D profiles now (Cyberpunk 2077, Read Dead Redemption 2, Horizon: Zero Dawn, Resident Evil 8, Deathloop, F1 2021, Death Stranding, Grounded). They should cover the most common ways depth is handled in DX12. If you try them all for an unkown game and don’t succeed, an authoring UI wouldn’t give you a much higher chance of success either.

    #206887
    Ralf
    Keymaster

    21/10/23
    vorpX 21.3.1 has been released

    Every now and then it’s time for a bit of spring cleaning, occasionally even in late October. ;) That’s what this maintenance release is about: lots of annoyances and uncritical bugs fixed, also some minor improvements. Some things you may have noticed, others you probably haven’t. Reasonably complete changelog below:

    Improved/Fixed

    • Improved: Smarter profile merging during database updates.
    • Improved: Minor config app layout modernization.
    • Improved: Hooking conflict warning shown as overlay if hooking isn’t prevented.
    • Improved: Revised DXGI hooking.
    • Fixed: DirectVR scanner start via keyboard shortcut could fail (e.g. Borderlands 3).
    • Fixed: Some settings in the vorpX menu didn’t update properly occasionally.
    • Fixed: Resident Evil 2 FOV mod UI (and probably other mod UIs) weren’t visible.
    • Fixed: User shader definitions for official profiles were removed during update.
    • Fixed: Pixelated cinema/immersive screen with ‘Generic VR Headset’ device.
    • Fixed: Installing hook helpers could fail occasionally if requiring admin rights.
    • Fixed: DX12 settings weren’t handled correctly during database updates.
    • Fixed: DX11: switching to/from highest Clarity could occasionally crash some games.
    • Fixed: DX9: some vorpX UI elements drawn out of place under some circumstances.
    • Fixed: vorpControl didn’t exit cleanly when switching from admin to non-admin.
    • Fixed: Waiting for dialog confirmations wasn’t reliable under some circumstances.
    • Various other small fixes/improvements and some internal refactoring.

    Profile Changes/Fixes

    • Quake 4: fix for blurry textures on modern GPUs added to DirectVR auto settings.
    • Metro Exodus: a bunch of additional shadow shaders defined.
    • Borderlands 3: More reliable hooking, DirectVR tracking added, defaults fixed.
    • Fallout 4: hang on launch when run fullscreen in Generic 3D/headset mode.
    • Elder Scrolls Online: HUD shader definition fixed for latest game version.
    • Halo MCC: CE: DirectVR Weapon Hide added, G3D fixed for latest game version.
    • Far Cry 3: Blood Dragon: DX11 .exe detection fixed for latest game version.
    mr_spongeworthy
    Participant

    After a relatively long hiatus and a long series of hardware and software updates I have a VR rig that’s working extremely well.

    However, at some point a problem crept-in with vorpX that I’ve yet to solve:

    Fast and Alt Fast Sync used to work just fine to my Pimax 5K+ for me on my older rig, but on this one neither of those methods is working reliably. I’m getting flickering scenes, lack of sync, different frames in each eye, and that kind of thing. And while it’s somewhat related to overall GPU usage, it’s not any kind of a direct correlation (see below).

    Important rig details: Ryzen 5900X and RTX 3080 Ti, 32GB ram. I’m on PiTool v.1.0.1.272_20210917, which I believe is a release-version (non-beta; or at least as non-beta as anything out of Pimax is!) Video drivers are up-to-date (and this issue has survived several updates thus far.)

    I have excellent performance in native VR titles and things run nice and cool. I can push the GPU to nearly 100% all the time and it generally won’t even hit 80 degrees c. CPU likewise stays nice a cool (of course, it’s often sitting there not doing a whole lot in GPU heavy games anyway.) For example Alyx runs at 200+ Steam SS in Wide FOV totally without issue and often sees GPU usage clear up at 95+%. Cyberpunk (on my 3D display) will again run at 95%+ for hours. So I’m convinced this is a software issue, possibly an incompatibility between vorpX and my PiTool version? I’ve also tried manually under-clocking my GPU, just in case. Made no difference (beyond reducing my performance.)

    More info: This issue *does* depend on the title: I’m having zero issues with Greedfall for example – I have it running at 72hz in virtual cinema mode with no motion smoothing. GPU is often pegged way up above 90% in this title, and everything remains perfect. In FO3 however, I’ve had to switch to “Safe” sync mode. Same for Cyberpunk. The problem worsens with either kind of motion-smoothing (vorpX or Brainwarp) enabled, but is not completely related to motion smoothing. It’s also somewhat related to total GPU usage, but it’s again not completely related to total GPU usage (see Greedfall example above). Both Fallout 3 and Cyberpunk are good examples of titles where I’m seeing this behavior, and I’m having to leave a huge amount of GPU power on-the-table now to get these games to display properly as I’ve now got both of them in Safe sync mode. In Fallout 3 I was pushing 4K, G3D, 45fps/90Hz using vorpX motion smoothing, on my 2080 Super with no issues. Now, on my 3080 Ti those exact same settings result in sync-glitches. (I currently have it running safe Sync mode, 64Hz, no motion smoothing). In Cyberpunk I’m having to leave tremendous GPU overhead in order to maintain a properly synced experience, since Safe mode causes the FPS in the game itself to drop considerably and either of the faster HMD sync modes causes significant sync issues. I can push the GPU usage a bit higher with motion-smoothing off before this issue presents itself. For example, in Cyberpunk, Fast or Alt Fast sync mode, motion smoothing ON, I might start to see this clear down around 50% or 60% usage. With motion smoothing OFF and still in Fast or Alt Fast sync mode I might be able to push as high as 70% GPU usage before I start to have problems. In Safe sync mode all is good but of course my overall frame-rate suffers greatly. I haven’t tested Fallout 4 yet (I have the VR version now, so I’m not really using vorpX for F04 at this point.) I’ve picked-up Life is Strange True Colors recently, so I’ll test that soon.

    Sorry for the incredibly long post, but it’s a weird issue and varies considerably title-to-title.

    Is there a specific PiTool version I should be trying to use? Any other info on how I might try to get Fast or Alt Fast sync modes to work correctly again?

    Thank you!

    #206573
    mr_spongeworthy
    Participant

    Fallout 3 is definitely one of my top, if not my very top vorpX game. It just looks great and it runs very well in G3D at high resolutions. Thanks for the tip about the multicore fix. I’ll take a look at that. I’ve got a thread here somewhere that covers using the Fallout stutter remover etc, which may be necessary for many (Fallout 3 and NV had major stuttering issues when run at frame-rates other than 60 or 30, if I remember correctly). Other issues to avoid are frame-rates greater than 60, which will break the physics and can cause all kinds of problems (this issue persist through at least Skyrim and FO4). So you’ll want to use motion smoothing to double your frame-rate and lock your actual fps to 45/90, or 60/120 (for example). I lock it to 45/90 and that’s plenty smooth enough for me even in full VR mode (and it allows me to use UGRIDS=7, as that makes a HUGE difference to FO3’s otherwise extremely short draw distance.)

    #206554
    Ralf
    Keymaster

    Glad you like it. Setting the option to full enables a hack that AMD recommends game developers to implement in addition to the upscale/sharpen shaders. Didn’t cause a problem for me in Bioshock Infinite, but whether the hack is an actual improvement or not in general depends a bit on the game and the resolution it runs with.

    The hack basically tells the GPU to load a more detailed version of a texture from memory than it normally would for the current pixel. When game devs implement FidelityFX they are supposed to do that in addition to the upscale/sharpening. vorpX can enforce the hack for every texture read (if available for a game). In some cases it doesn’t make much of difference at all or even introduces some shimmering instead of improving anything, but in other cases it does actual improve things. Easily spottable examples that probably everyone has available to try are trees/shrubs/gras in Fallout 4 or Skyrim.

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