Okay, I know that Skyrim is pretty flaky when it comes to controller input, but this only happens when I’m using Vorpx. Specifically, the game will go from controller input to emulated keyboard input randomly. It is basically the equivalent of turning Gamepad support off in the game settings – it still recognizes the controller but uses a backup control map which is unplayable for a number of reasons. I have the gamepad override in vorpx turned off, so it should, in theory, leave my controller alone except for the customary vorpx menu/edgepeek buttons.
I know that I could play with Vorpx controller support via keyboard emulation, but the last time I checked it didn’t support combination buttons like the custom control map I use, so that’s not a viable option. Headtracking I can do without – it’s great for games where I can actually use it, Skyrim just isn’t one of them – it’s laggy enough to begin with, without the extra layer added on.
At first I thought the Oculus client was responsible, but I can play the game flat using Virtual Desktop and never encounter this problem, so I’ve concluded that Vorpx is doing something flaky. Occasionally rebooting my machine helps, or playing the game on the desktop for a few minutes, but there’s really no discernable pattern, other than it usually happens after I enter a new game cell. I’ve tried using windowed mode, fullscreen, and borderless, but it doesn’t appear to make any difference what mode I’m using.
Anyway, I’ve been dealing with the for awhile, but it is really starting to become annoying. Is there anything I can do to stop this?
Hi, I am trying to use vorpx with HTC Vive Pro 2.
There are two main problems:
1. Geometry mode not working at all (tested on Skyrim and The Outer Worlds) – the same issue – inside VR glasses game freezed on a single frame, while in the same time on a PC all works perfectly good with high fps – while I move headset game camera moves and etc.
2. With Z-Buffer modes images looks blurry, it is close to the development kits with ultra low resolutions, something definitely not okay here too.
I have RTX 3080, 32GB RAM, Ryzen 5600X
Please help me to fix that and start to use your software
Hi,
I own Vive Pro 2 and it is really good headset. No other headset feels that real with price less then 3k so far.
But.
But it does not work properly with vorpx! Image looks blurry with z-buffer mods, geometry mod not working.
When I play Skyrim or other games that must work perfectly with vorpx next happaned:
1. Screen on PC works okay, no freeze and good fps.
2. Inside VR glasses image freezed on single frame and nothing happens.
So guys from vorpx must or fix their software or add message that they does not support this glasses to not mislead.
By the way, I noticed this too, VorpX, unfortunately, works disgustingly with VD, the picture is constantly twitching, and if you turn off the full-screen mode in the game settings, the picture quality turns into such a soap that you want to constantly wipe your eyes. But on the other hand, original VR games like SkyrimVR, BONEWORKS, look simply gorgeous through VD, even in comparison with Air Link, personally for me and at the most twisted quality settings. So yeah, with VorpX it is better to use the Oculus platform (environment).
Hello Thanks for the reply. Yes I also have Skyrim VR and it is heavily modded with DynDOLOD, HIGGSm VRIK and all that. It still can not replicate my Oldrim game and Tetrachromatic ENB. I have been modding Skyrim for a very long time and ENB for DX11 isn’t the same as DX9. Sadly I don’t think ENB will work with vorpx in Oldrim. It can work only if you disable the enb effects which kind of defeats the purpose.
Skyrim VR does run pretty well though. I run it at 80hz with ENB for interiors.
Just on the off chance you were not aware of this: you can mod Skyrim VR pretty much exactly as you can Skyrim SE. Yeah, it’s a PITA to have to do it all again, but in the end it’s a viable solution and that’s the route I took. You can install ENBs (some special ones for VR have very low overhead), DynDOLOD, textures, there is a sksevr, and pretty much all mods work with only a few exceptions. Just stay away from anything that impacts performance greatly and you’ll be fine. Or, if you are in the same boat I am I couldn’t hit 90fps consistently anyway at the resolutions I wanted to run, more like 80-85; so I had to settle for hitting 45fps all the time with frame doubling; this gave me a lot of performance headroom to increase resolution and install reasonably high-quality texture mods etc. It’s worth it.
I’m trying to get my Skyrim: Legendary Edition (which I spent a lot of hours modding and with the beloved Tetrachromatic ENB) in VR with VorpX. I already own SkyrimVR with all the fun VRIK mods but really want to see my old modded game in VR. I can’t seem to get ENB to work though as VorpX has a conflict with the d3d9.dll file. I’ve tried the injector but it never seems to load the ENB with VorpX (Injector will load flat Skyrim ENB just fine). I’m at a loss of how to get ENB working with VorpX. Does anyone have any experience in this? Thanks
Fallout 4 VR unfortunately requires motion controllers. It’s a bummer because I would like to play that title also, but don’t have motion controllers. Every six months or so I check to see if there has been a change, or if someone has released a mod to enable controller support, but as far as I can tell that’s never happened.
You can run the regular version of Fallout 4 though vorpX however, and it’s not too bad! You’ll probably have to use Z3D mode because the G3D mode isn’t quite right yet (issues with light sources etc,) but in the end it’s not too bad in Z3D mode, especially if you will be happy with virtual theater mode rather than full VR mode.
BTW, Skyrim VR will work with an XBox controller, so you could try that game instead. I like the Fallout series much better, but Skyrim is OK (lots of fetch quests and boring characters. Get ready to mod the heck out of it if you want a truly interesting game.)
Interestingly I too am having the head-tracking issue with Outer Worlds. No problems with Fallout 3, the head tracking there after a DirectVR scan is perfect, but in Outer Worlds all I can say is that it feels too slow and definitely a bit ‘wrong’ for lack of a better word. It’s not awful, and if I wasn’t playing any other VR games at the same time I could probably get used to it and it wouldn’t bug me, but switching from Skyrim VR natively, or Fallout 3 through Vorpx, into Outer Worlds through vorpX and the difference is distinct. It’s almost as if my head is too far back, I don’t know, it’s a hard sensation to describe. I do think that being able to increase the head rotation multiplier manually even after a DirectVR scan might be able to fix things.
Well, as it turns out, Riva Statistics tuner was interfering, even with the OSD turned off. It hadn’t been an issue before with SkyrimSE, but shutting it off appears to have fixed the problem.
Well removing that dll didn’t fix the problem, not permanently, it was just coincidental. Vorpx will occasionally attach to SkyrimSE, but most of the time it ends with the hook helper dialog popping up.
The log file says not hooking swapchain due to VORPX_DXGI_SWAPCHAIN_HOOK_MODE_METHODS_ONLY setting.
Anyway, I was playing the game last night and after this update it won’t hook. I’ve tried toggling fullscreen, different resolutions, SteamVR instead of Oculus and it hooked a couple of times but without a consistent pattern.
Nice update. I had to remove a file named “-dxgi.dll” from my Skyrim game folder because apparently vorpx doesn’t like that name, even though it’s harmless since I renamed it, and is a left over of when I was playing Skyrim on my desktop. And I know that my dinput.dll is actually a dll loader but the new warning is nice, I guess.
21/06/17
vorpX 21.2.1 has been released.
Originally this was supposed to be just a maintenance update, but in the end became an almost-major-release due to two huge additions in the form of vorpX connection mods for GTA V and Red Dead Redemption 2 that provide a great out-of-the box FullVR experience for both games. Both are still somewhat beta, but good enough for a first public release.
The connection mods implement perfect 1:1 headtracking, decoupled walk/look/aim, auto switching to EdgePeek in cutscenes and menu screens for improved comfort, and unique VR optimized cameras for both games that get rid of nauseating head bobbing and whenever possible the equally nauseating moments where the games briefly take away control, e.g. when entering a car or mounting a horse.
They also add Alternate Frame Geometry 3D for both games. If you are sensitive to the comfort issues inherent to AFR 3D, vorpX’s built in 3D methods are still available without losing the other benefits of the more direct connection like positional tracking and decoupled walk/look.
Nice detail: For the heck of it GTA V got an additional driving view that mounts the camera on a car’s hood, similar to what you may know from many racing games. Turned out to be the most fun and immersive way to cruise through Los Santos you may have ever experienced.
Full changelog:
- Dedicated connection mods (BETA) for Red Dead Redemption 2 and GTA V to provide a great out-of-the-box FullVR experince: VR optimized cameras, decoupled walk/look, auto EdgePeek handling, alternate frame G3D, and more.
- The shader authoring tool can be used on top of official profiles now.
- Profiles can now be restored to default from within the game, having to switch to the config app for that was always a bit clunky.
- Internal frame interpolation can handle alternate eye rendering without relying on support provided by headset runtimes.
- Fallback hooking mode that improves compatibility with some mod loaders (e.g. Resident Evil 2)
- ‘Loft’ cinema environment (finally) finalized.
- Some textures were blurry in cinema scenes since earlier this year.
- OpenXR now working for games that utilize nVidia Ansel, e.g. SW: Battlefront 2.
- DirectVR memory scanner caching didn’t always work as intended.
- D3D9: Fixed a regression that could cause heavy flicker in older fixed function pipeline games (e.g. GTA: Vice City with the D3D8>D3D9 wrapper)
- Head roll wasn’t always applied as intended (e.g. Resident Evil 7)
- Some Epic Launcher and EA Desktop related improvements
- Elder Scrolls Online: HUD shader fixed for latest game release.
- Fallout 4: Lightning shader fixed (thanks RJK)
- Skyrim SE: Some effect fixes (thanks RJK)
- Mass Effect: Legendary Edition: ME1/2: G3D/Z3D profiles added, note that G3D performance isn’t exactly great due to a somewhat ineffecient D3D9 to D3D11 conversion. Especially for ME2, which doesn’t look that much better, the DX9 original is still recommended.
- MPC-HC/VLC: some default settings tweaks,
I think I figured it out. Just posting in case somebody else has the same problem.
I am using the mod: “immersive first person which controls the camera. I had to use the in-game vorpx config menu to prevent vorpx from altering the game’s video settings. The two programs seemed to be having an arms-race.
Not totally solved yet though. My character is still enormous after the first time I change zones. But then if I change the settings after that first time, it doesn’t seem to change again.
So, Skyrim, use the Vorpix configure screen to reset skyrim to default. Start a new game. I tend to use the mousewheel a lot to switch form first to third person view on. But it seems like every time I use the mousewheel to zoom in to first person the camera moves position.
First, when I look down I see my feet (as I would expect) then after a while, when I zoom in the camera is in my head, and I am looking through the inside of my body to the grass under my feet. Then next time I zoom in the camera seems to treat my body as an object that the camera has to snap in front of, so then the camera snaps to directly under my feet when I look down. Then the fifth time that I zoom in, the camera might place itself like 4 feet in front of my head.
I can usually use the in game menu to move the camera to a good position, but that number keeps creeping up. So say I had to move the camera to .80… then when the camera position changed I have to go to 1.20 to correct it. then the third time it happens I have to to 1.5 to correct it. After that it gets too far out of tolerance and it becomes pretty much impossible to correct.
Some times I can see my head. Some times my head is gone. (not the the camera is clipping through it. I mean the head is totally gone even though the camera is in a position that it ought to be able to see it.) Other times my torso is enormous even though I didn’t mess with FOV.
Anyway, just wondering how I can force the camera to stay put when I use the mousewheel to zoom in and out.