alegse

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Viewing 11 posts - 76 through 86 (of 86 total)
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  • in reply to: Question for Ralf: vorpX usable with ENB? #100904
    alegse
    Participant

    I have seen many people try and fail at this. I have yet to see any good examples of someone getting ENB working properly with VorpX. Let me know if you find anything.

    in reply to: Skyrim with skse and vorpx dk2 #100903
    alegse
    Participant

    Skyrim works well with SKSE and with Steam in VorpX.
    The only legal copy of Skyrim is the Steam version (unless maybe there are other distributors in other countries). So your non-Steam skyrim probably has a different exe, SKSE and different setup than VorpX is designed for.
    I have never tried Morrowind However I did play Oblivion with VorpX using OBSE.
    I had Non-Steam Oblivion which worked fine with OBSE and vorpX but strangely only if I did it straight from windows startup. If I did anything else like go online or play other games then VorpX would NOT work with OBSE and would just go to regular monitor. So I would just restart and play from startup. This was a pain for tweaking because I would have to reboot for each change if I exited for ini file :/
    (this was with VorpX 0.9.1 and oculus 0.8)

    in reply to: Please wait forever. #100881
    alegse
    Participant

    I have been using DK2 and VorpX 16.1.2 and it seems to work quite well for Skyrim so far.
    I do notice sometimes it does not attach and the game is displayed on my main monitor and my oculus has only a black screen. This has happened a few times and I found it worked if I just restarted the oculus service and vorpX.
    I also got the “poor tracking quality” warning a few times in the oculus service but this does not seem to affect the game at all.

    in reply to: Skyrim better than ever #100815
    alegse
    Participant

    WOW Skyrim is better than ever. AWESOME in 16.1.2 with beautiful proper water and nice time warp AND DK2 is still great!
    VorpX is my best software buy of the past few years and I love it. Thanks Ralf

    I am a little worried that the new oculus home software is going to try and update itself often. Hopefully it does not update past compatibility with VorpX :/

    in reply to: New runtime broke VorpX #100654
    alegse
    Participant

    Fixed this issue. Had to update my USB 3.0 drivers to use oculus in USB 3.0 ports with run time 1.3.

    New vorpX works great for me now =)

    in reply to: New runtime broke VorpX #100650
    alegse
    Participant

    Any advice in updating to SDK 1.3 for DK2 ???

    The new oculus setup will not accept my DK2. It has a error box in the setup that says DK2 is no longer supported and will not connect to the device or personal tracker.

    I have tried the method of skipping the setup and switching to “allow unknown device” found here https://forums.frontier.co.uk/showthread.php?t=240289
    Anyone know how to get DK2 working on runtime 1.3? Please help.

    If I try VorpX I get this error because my DK2 is not setup and no longer supports runtime 0.8.
    Oculus runtime init failed

    Please tell me that CV1 is not required for new VorpX because I love my DK2 and have no intention of upgrading for a while.

    in reply to: vorpX 16.1.1 Available Now #100627
    alegse
    Participant

    I have auto updated to VorpX 16.1.1
    I was using VorpX 0.9.1 with Oculus Runtime SDK 0.8.0.0 running my DK2

    After the update my VorpX is broken. I get the error message:
    Oculus runtime init failed.

    Do I have to update my SDK to 1.3 ??? Or are we meant to keep running SDK 0.8 ?

    in reply to: Skyrim performance (gtx 970) tips? #99614
    alegse
    Participant

    I have been playing Skyrim a lot with my DK2 (20+ hours) and I have switched my VORPX configuration quite a bit and I have found some things that can trade off but never be perfected. I have some thoughts and a question.

    1) Z-fighting in skyrim engine. I can fix this with fneardistance=20-25 (from skyrim.ini) but this messes with the convergence. I can fix that problem with the focal offset but it never feels quite right. Not to mention this also makes huge hands problem worse and has clipping issues. So I guess I will just live with flickering mountains :/ Stereo Shadows are perfect and water is good but slightly odd in Geo3d. Sky looks fine but I notice the clouds don’t have proper convergence only at sunset and sunrise (night stars and daytime clouds are perfectly fine? I simply just avoid sunset so it works fine)

    2)framerate. I have used z-depth a lot and found that it actually did not feel smooth even though the framerate was steady 37.5 (Half-refresh async time warp). It always had a bit of a single frame jump/jitter about once per 2-3 seconds and this was worse with full refresh rate.
    In Geo 3d it feels a little smoother despite being only 25-30 fps (while the game frame-rate is stated as 75fps. Does this mean that vsync is stuck on despite the fact I disabled it in Nvidia control or is this normal???). Oddly my fps does not seem to change at all weather I set the graphics to very low, med or ultra … always the same 25-30fps outdoors (with no mods running). I believe this is because my video card is so good that graphics details have very little effect and my bottleneck is my cpu.

    MY RIG
    CPU Athlon x4 860K overclocked to 4.2 Ghz (8Gb DDR3)
    GPU EVGA Geforce GTX 980

    My main question is… Would a good intel CPU make a huge difference? Is it possible to get a smooth 37.5 or 75 fps in outdoor areas for skyrim or am I already pretty much maxed out already? Also any insight to why I may have the occasional frame jump/skip problem in the z-buffer mode or is this normal too?

    in reply to: Possible to use VorpX with older Oculus runtime? #96029
    alegse
    Participant

    I was running VorpX 0.9.0.1 with SDK 0.6.0.1

    It worked in some cases, but I did have a lot of issues with random freezing.

    see: https://www.vorpx.com/forums/topic/oculus-screen-freezes/

    in reply to: Oculus screen freezes #96028
    alegse
    Participant

    Issue Resolved

    -I have updated to SDK 0.8 and no more crashes at all.
    This issue has been fixed by the update. No more crashes or freezes.

    (unfortunately I have to abandon a lot of old DK2 programs that are not SDK 0.8 compatible but it is worth it.)

    in reply to: Oculus screen freezes #95717
    alegse
    Participant

    No overclocking. I even tried underclocking with no benefit.

    However I suspect the problem may be with my old Oculus SDK (0.6.0.1)

    I am going to try to update to SDK 0.8 with the latest Nvidia drivers.
    I did not switch before because I still had some old programs that I liked to run in extended mode which is no longer supported.

    Hopefully this fixes the issue.

Viewing 11 posts - 76 through 86 (of 86 total)

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