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GrumdarkParticipantThis is one of the great reasons among others, for which some users have requested from a couple of years ago the functionality in the Vorpx menu for On / OFF reticles, change of form for these, color and position.
This way, you do not have to be always turning off and turning on 3D, or playing z buffer in order to avoid this …
GrumdarkParticipantUpdate: Nothing, Oblivion continues to have this error and CTD.
I have observed the following when starting new game:
Oblivion made an automatic save with success at the beginning, just before the emperor appears during the prologue, then asks to make a manual save the first time, but the second time, this error is already produced, the typical Oculus circle appears, and you get game lock and error on the monitor screen.
GrumdarkParticipantHi
It is a new totally clean installation of mod, I have not used any type of mod, I have not even made the preparation with OBSE.I have also manually reviewed the main installation directory, it still does not contain anything, totally vanilla at the moment. Steam Cloud is also deactivated.
I will proceed to completely reinstall Oblivion, restore including the Oblivion.iniVorpxbak removal, and completely remove the folders hosted in documents / My Games / Oblivion and AppData but as I say it is clean.
I update shortly if this corrected the problem or not.
GrumdarkParticipantRalf, will G3D for ESO be available in full VR or just Cinema mode? Also, any hope for Direct VR in ESO? Sorry if this has already been asked or answered.
that would be ideal, because one of the biggest problems that I remember with this title concretely and working in full VR mode, was exactly with the aspect ratio did not seem to scale totally in formats 5:4 or 4:3 (advisable for the headset current)
I do not know if something has changed here recently.Some time ago, I proposed a couple of possible fixes among other users, such as a new specific aspect mode within vorpx for this case, or the possibility of adjusting window height and width separately, at least as an “expert option”.
In any case, it would be fantastic support for all functionalities technically possible with Direct VR, in Full VR mode.
Recently, I had the opportunity to see some with TES Oblivion, which denote a great effort.
I still have some hope in getting TESO G3D + direct VR working in Full VR mode with a little patience.
GrumdarkParticipantI also think I remember, that this was mentioned sometime in the past … but I do not remember exactly either.
It would be very good to find out what these options were in case there is any possibility of doing something currently.
GrumdarkParticipantI am also very interested in knowing if we can use ENB in any way, specifically I would like to use this preset.
https://www.nexusmods.com/skyrim/mods/41482/?tab=description
GrumdarkParticipantI update to comment that the mod that I mentioned earlier, in the second message, does not seem to eliminate headbob. However it is useful for other types of annoying camera movements and motion blur.
https://www.nexusmods.com/kingdomcomedeliverance/mods/67?tab=descriptionI continue my search to eliminate this annoying effect while we walk with our character.
GrumdarkParticipantI just bought the physical edition for PC, which at the same time adds code for Steam, and download the game right now.
I’m doing a quick little test, with Vorpx and Oculus CV1.So the first thing I’m going to do is introduce this essential mod to eliminate camera movements during the movement simulation (headbob), to help with nausea / motion sickness problems with the use of VR headset.
This is essential for a fairly decent experience with virtual reality.
KCD should/could include an option to disable this easily menu inside, but this is not the case.https://www.nexusmods.com/kingdomcomedeliverance/mods/67?tab=description
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In general terms, the content that I have seen with KCD seems very good to me, and finally some developers, dare to try some new and interesting things in the genre rpg first person.
It seems that optimization / performance needs a good push, however, is something that I feared from the start.Something that I did not like at all is the way the dialogues develop.
I prefer something more oriented in real time face to face, like Skyrim with Vorpx.
Maintaining at least this as an option, would be a good start to make the first person more immersive, and at the same time, the developers get used to leaving the way prepared for possible adaptations with VR support in the future.I will try to do everything possible to play this game with G3D in Oculus Cv1, if the results are fairly decent, otherwise, I would have no choice but to enjoy it on my projector or another screen of considerable size.
What resolutions and FOV are you testing with CV1? Any advice with this?
Feb 17, 2018 at 12:42am in reply to: Preliminary changelog for vorpX 18.1.0 (available 2018/02/17) #170865
GrumdarkParticipant“Skyrim ModOrganizer integration removed. Note that MO itself still writes settings changes to the currently active profile”
Why has this improvement been removed?…I just feel this phrase like a kick with this update. I had planned to make quite a lot of use of mod organizer very soon, now that I finally had integration with Vorpx
TESO impossible, integration MOd Organizer retired…clearly these news are not good for me.
Congratulations to the beneficiaries of this update, unfortunately I am not one of them at all.
Dec 20, 2017 at 10:10pm in reply to: Is it possible to merge Fallout 4 VR and Fallout 4 vorpX? #168877
GrumdarkParticipant@vrmax
I understand this.
Personally, I paid almost 30 dollars aprox, during the first days of release for F4 VR, in a regular external website of keys for Steam.After this, some well-known friends have come to buy a Fallout VR key, even for quite less. 60 in Steam, however it seems a high price, especially for the owners of the normal version.
Dec 18, 2017 at 10:43am in reply to: Is it possible to merge Fallout 4 VR and Fallout 4 vorpX? #168828
GrumdarkParticipantPD: I only add that personally, I have supported the purchase of the version with official VR support, because I hope that other triple A games will possibly arrive, with VR support in the future.
On the other hand, I have also bought Vorpx for a long time ago, and will support the purchase of any new functionality for Vorpx even if it requires the purchase with money for this program, from the first minute.
For me, the reasons of interest to support both, are many and too important to dispense with any of these.
Dec 18, 2017 at 10:25am in reply to: Is it possible to merge Fallout 4 VR and Fallout 4 vorpX? #168827
GrumdarkParticipantTo be totally objective there are some advantages and disadvantages in each of them. Both have pros and cons.
Native Fallout4 VR, you can uncouple head / neck while walking, which is a bit more realistic in this sense, and allows you to look, fight, distract, with the environment a bit easier when you focus sideways along the way.
In the case of Vorpx, you always walk to the side where your eyesight focuses.Vorpx and Fallout 4 normal version, allows in addition to standard control xbox one / 360 e.t.c. , allows you to map buttons and stick for motion controllers like touch and Vive wands,
which allows a preferred advantage for me, to adjust smooth movement in the right control, this avoids the obligation to keep the stick pressed to simply rotate angles (CV1 touch and Xbox control).Fallout4 VR Native, allows full natural movement to aim with weapons during combat, watch the pitboy on your wrist, and small interactions with objects in the world. By contra Vorpx uses here the controls of static arms logically.
Vorpx and Fallout4 normal version, has arms and hands, which is pleasing to the eye and immersion.
We could continue to increase pros and cons, for each of them, for a long time, if you are a good observer.
In an almost perfect world, I would prefer to use the normal Fallout 4 version + DLC, with the official VR support files inside, which is possible and works after some steps (there is a method), but I still need some fixes that only Vorpx for the Moment contains, button and stick mapping completely to my liking and need, some arrangements for shader etc
If it were possible to obtain an option in the next Vorpx update, to mix Vorpx with the official support VR, the other normal modified with these files, and Vorpx being able to choose one or the other, would be just perfect, because it could take advantage of some control mappings with Cv1 + touch.
GrumdarkParticipantBy the way, can we play WOW completely in this new interactive cinema mode?
I do not understand very well, what this new mode is about.
Is it a way similar to when we play in the third person games like Edge Of Nowhere, Chronos with Cv1 for example or is it a totally different function?
GrumdarkParticipantIt’s very good news, of course.
GrumdarkParticipantYes, I also prefer the cinema modes for Vorpx, and most likely the new mode for the next update, although I would like to have 3d geometry available for this great title and be able to enjoy the whole epic main story based on books with Vorpx.
Lotro has the possibility to choose dx9 or dx11, perhaps using one of these two modes, it is easier to get a profile, this would deserve the effort without a doubt.
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