Fallout 4 on Oculus Rift S

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  • #206032
    PointlessSpike
    Participant

    I’ve been using Fallout 4 on the Rift S and have found some issues. I used to play it a lot on the original Rift, but now it’s getting to be an old game (with a full VR game too) so I’m guessing it’s not been looked at recently.

    Anyway, here are my observations thus far, if they’re useful:
    – rotation works, but positional tracking doesn’t, except if you’re in a chair.
    – 3D doesn’t seem to work except in Geometry mode, where it’s very slow.

    Other than those issues it’s the same as the original Rift. I have Fallout 4 VR but couldn’t get it to work while sitting down (along with other issues like swimming and weird workshop interface) so this is a good substitute.

    #206039
    Ralf
    Keymaster

    Bethesda games traditionally are well suited for the different things vorpX can do ranging from 3D to the memory scanner stuff, so both Skyrim and Fallout 4 are still being used here for dev work quite often. Surprisingly they also both still seem to be fairly popular among users despite VR versions being available, probably for the same reasons as yours.

    Anyway: did you run the DirectVR scan (either ALT-L or from the vorpX menu)? After a successful scan there should be positional tracking for both G3D and Z3D since that let’s vorpX access the game’s camera position/rotation values in memory. Without running the scanner positional tracking is only available for G3D.

    #206040
    PointlessSpike
    Participant

    Yeah, I run the scanner and can get rotation tracking working fine, just not position or Z3D. It actually comes up saying it’s scanned the position successfully, but just doesn’t track- unless in the game I’m sitting in a chair.
    The chair thing was what made me think to mention it, because clearly it’s doing the tracking on some level.

    It’s also worth mentioning that if I take the headset off and put it back on, the source of my gunfire changes position and getting out of power armour makes me slide away. So I think it’s doing *some* position tracking, but my view in the game isn’t what changes (unless in a chair).

    #206082
    Ralf
    Keymaster

    IIRC there is some issue with how DirectVR does positional tracking and the power armour, just can’t remember exactly what it was. If you use the power armour often, you might either want to play without running the DirectVR scanner or disable DirectVR positional tracking in the vorpX menu.

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