alegse

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Viewing 15 posts - 1 through 15 (of 86 total)
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  • in reply to: Skyrim or Skyrim SE + Skyrim VR Question #172554
    alegse
    Participant

    For now I would definitely recommend Vorpx and Skyrim (original). You can use SKSE and any mod you want.

    Unfortunately Skyrim VR has visual glitches (example objects/shadows pop in and out as you turn your head. Mountains morph shape as you turn your head, ect…)

    where Vorpx has no visual glitches at all.

    in reply to: Skyrim VR vs Skyrim VorpX – Comparison #172296
    alegse
    Participant

    Skyrim VR looks ugly as Skyrim SE. But a few mods fixes that.
    the best is here and I love the way it looks like Oldrim (No more Mario Sky)
    https://www.nexusmods.com/skyrimspecialedition/mods/8089/

    Skyrim VR is way smoother than VORPX in exterior locations. Even though I get 50-60 fps in VORPX it still feels jittery and uncomfortable in exterior locations. Even with settings on low and better frame-rate, still often feels jittery/flickery. Skyrim VR always feels buttery smooth and comfortable everywhere. In interiors both versions are perfectly smooth.

    Skyrim VR has very annoying and terrible unplayable bug with shadow occlusion culling at peripheral vision so when you turn your head shadows pop in and out of existence. Terrible!!! I don’t know if this an Occulus only problem or if it occurs on Vive and WMR too????

    Had not much time for gameplay yet but spells and arrows with tracked controllers seems like fun. Gameplay with VORPX has always been fine but weapons do have the HUGE HANDS bug.

    So in the end there are problems with both versions. If only there was a way to get a mixed Frankenstein version that would have only the best part of both versions and none of the issues , that would be ideal :S

    Summary
    Skyrim VR
    advantages: Always SMOOTH comfortable frame-rate :) , tracked hand weapons
    problems: pop in shadows in peripheral vision (very distracting!)

    VORPX
    advantages: looks great, no graphical glitches or shadow problems at all !
    problems: jittery uncomfortable/in exterior locations (even with mid to high frame-rates). No tracked weapons and HUGE HANDS bug.

    in reply to: Kingdom come:deliverance #171146
    alegse
    Participant

    I found this game to be very poor in VorpX.
    There is no Direct VR scan so I had to use the console command to set the FOV to 110 (Otherwise it just stayed at the default 75)
    No shadows S-3D. With the FOV set and shadows off it worked in G3D with reasonable separation, however head tracking is not great (I have still to tweak the rotation sensitivity). In the end I would say miles worse than Skyrim for me

    in reply to: Anybody tried Kingdom Come: Deliverance #170925
    alegse
    Participant

    try the console command

    cl_fov X

    You can adjust your FOV in the settings menu, but only to four values: 60, 65, 70, and 75. Entering the code above, and adding a number in place of the X, you can change the value to whatever you like and see the results immediately.

    in reply to: Anybody tried Kingdom Come: Deliverance #170906
    alegse
    Participant

    How is the vr? I am about 2 hours in and the game is pretty cool. Much better optimisation than the demo which used to CTD all the time.

    in reply to: kingdom come deliverance #170765
    alegse
    Participant

    I ran Kingdom Come Deliverance in the Beta Demo about 1 year ago. I think I used Crisis 2 profile. Results were poor and the frame rate was bad. But the demo engine was shaky at best. I am sure the full release will be very different anyway. Will be interesting to try.

    alegse
    Participant

    Got it working. Direct VR works properly (can use alt-V or VorpX in game menu)
    It is more or less good. Visuals are great and render properly so far.
    Crashes often! will have to look into why ???
    dialogue with NPC has annoying zoom in like Oblivion. Not much to be done unless anyone can suggest mod or workaround.

    Positional VR makes it a bit jumpy and twitchy so I turned off

    Frame-rate is great 80-90fps (but still have not exited vault where maybe poor)

    alegse
    Participant

    I just got Fallout 3 on Steam for very cheap and think it may be a great VR alternative to Fallout 4 |VR| which is way overpriced and has mixed/poor reviews. Have not tried with VorpX yet but will report here when I do. I hope it is working well in current version with Direct VR.
    Any suggestions for setup would be appreciated.

    (BTW for anyone interested in AMAZING VR fps in this genre I highly recommend Dead Effect 2. Maybe much shorter then Fallout but well worth the price on Steam sale!)

    in reply to: Skyrim in 4K, G3D in 17.3.0…simply incredible #169299
    alegse
    Participant

    I am not sure if other people are noticing a placebo effect, but I find the updated version performs largely the same for equivalent quality settings.

    I get exterior 60-70 fps if the graphics are very horrible/ugly (lowest resolution, no upscaling, lowest graphics settings) and solid 90 fps interior.

    I get exterior 40-55 fps with nice graphics (1440p 2x upscaling graphics settings on high) and 88-90fps interior.

    This is about the same fps as the last version where I used ini set resolution 1280×1440 and 2x upscaling. I am willing to sacrifice the fps for the nice visuals and interiors are always close to 90fps and feel like a native vr game!

    However, the new version lets you set the shadow quality which is nice. I find setting shadows to 2048 looks amazing at cost of about ~1 fps. So I will get exterior frame dips to 39 fps. But with fluid sync and ASW it is mostly smooth and playable 40-45 fps and looks great. (GTX1080 and i7470K)

    Still a great experience!

    in reply to: Fallout 4 vorpx vs fallout 4 vr #168716
    alegse
    Participant

    I have been playing Skyrim VorpX sincd DK2 days and now I am playing Falskaar mod which is cool. Jumping from Borvald siege in VR was a highlight. I was looking forward to official Bethesda VR but seems like the releases so far have been not so good. VorpX Skyrim in interiors with direct VR and good resolution/up-scaling is basically as good as any native VR title. Exteriors are sometimes perfect and otherwise good/playable but can never keep a steady 90fps in G3D (even with GTX1080 and intel i7440k). To be honest my experience in Fallout 4 Vorpx was not so good, I found it ran worse and looked worse in both G3D and Z3D compared to Skyrim.

    @Ralf: I am excited about the update and I like the idea of moving hands. As of now I like to disable the floating controllers because they just don’t make sense in the world of skyrim. How will they work with guns/weapons drawn??? It will look kind of odd with a floating hand over the guns in fallout 4 or over the sword/bow in Skyrim? Is there any way possible to make the hands disappear when weapon is drawn? Also is there any plans for customization of hands? Ex. gloves/gauntlets man/woman ect???? Or will they be more like the ethereal blue floating hands from oculus home?

    in reply to: Skyrim head rotation #167862
    alegse
    Participant

    WOW it will be fixed for next Vorpx update….. That is actually exciting!

    in reply to: Skyrim head rotation #167837
    alegse
    Participant

    Oh and to clarify by tilt I mean “Roll”

    in reply to: touch controllers for skyrim #166900
    alegse
    Participant

    WOW this works great!
    One problem
    The right grip button activates edge peak.
    Unfortunately I often press this accidentally just when holding the controller.

    Is there any way to disable the edge peak button?
    Or is there any way I could map edge peak to another button that won’t get accidentally pressed all the time? Just the damn right grip is so sensitive and it is very annoying and dizzying when I keep slipping in and out of edge peak while playing. I only use edge peak for menus so I am fine only activating it from the key board when needed.

    Any help would be great.
    Thanks

    in reply to: Headtracking in non DirectVR games like Oblivion #166897
    alegse
    Participant

    I like to play with a mod called Immersive HUD. It hides health and mana ect, unless they are in action. I think it lets you change position and size too but I just always hide em because I like to play with no UI at all. Maybe look up different UI mods?

    in reply to: Headtracking in non DirectVR games like Oblivion #166822
    alegse
    Participant

    I recently played Oblivion. It has Direct VR and it works very well. Everything is great except shadows don’t render properly so they must be disabled (as per default with geo 3D).
    Do you have steam version oblivion?

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