Homepage › Forums › Technical Support › Starfield HUD no longer floats
- This topic has 6 replies, 2 voices, and was last updated Apr 27, 2026 8:46pm by
Ralf.
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Apr 19, 2026 at 12:38pm #223085
takatoriParticipantThe HUD separation is no longer working in the present release.
It stays as fullscreen and does not separate to be able to be scaled: HUD scale VorpX menu has no effect, so most of the HUD it out of the field of vision.Apr 19, 2026 at 12:55pm #223086
RalfKeymasterThanks for the heads-up. That can happen after game updates whenever the update changes shaders. Fixed right away, you should receive a profile database update next time you launch vorpX. If not, you can manually download the updated profile in the config app.
Let me know whenever you encounter something like this. Can’t promise it will always get fixed *that fast* though.
Apr 27, 2026 at 2:11pm #223109
takatoriParticipantFallout 76 has the same issue. Yes a profile update was downloaded by VorpX yesterday and used the “import” function in VorpX to revert to default but the problem persists in Fallout 76.
I had used the shader editor before due to some issues with shadows and water (hid what wasn’t showing correctly) and tried to delete all my settings but is there a way to get those to revert to default as well?
Apr 27, 2026 at 2:27pm #223110
takatoriParticipantSorry for not being clear but Starfield was fixed in the update and looks great again, thanks!!
Apr 27, 2026 at 4:25pm #223111
RalfKeymasterI’ll look into it, thanks for the heads-up.
BTW: If you don’t want to wait for fixes after a game update has broken stuff like this, you can usually fix it yourself. That’s quite easy:
- Enable shader authoring in the vorpX config app (General page).
- Ingame press ALT+END to open the shader authoring menu.
- Flip through available vertex or pixel shaders to find the HUD shaders.
- Add found HUD shaders to the known shaders list and mark them as HUD.
- Save the settings.
Apr 27, 2026 at 6:54pm #223112
takatoriParticipantLately the shader editor isn’t always highlighting shader outputs when you select “red” or “green” but “hide” is working so in Fo76 I was able to find parts but not all of the HUD. Like, in inventory the text would be selected by the shader but the text shadows and highlights were another shader I couldn’t find, and the quick-select menu I could find shaders for the roundabout but not for the icons to appear in each position.
When changing between Pixel and Vertex shaders is the menu going through a different list or the same list bit treating differently?
Apr 27, 2026 at 8:46pm #223113
RalfKeymasterDifferent list. When geometry gets drawn both a vertex and pixel shader are active (actually to be precise often more than that, but those are the only ones we care about here), so both can be utilized do define special stuff.
Usually it’s best to start with vertex shaders, especially for HUD or shadow. Try pixel shaders if that doesn’t work, e.g. because it catches too much. Effects like unwanted DOF, motion blur etc. on the other hand are often better manageable via pixel shaders. Very different from game to game though. The only useful universal rule is: try vertex first.
In case of Fallout 76: if nothing has changed in a recent update, all HUD elements – at least those I am aware of – should be definable via vertex shaders.
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