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Jun 5, 2017 at 12:54pm in reply to: upcoming intel quad-core CPUs: is 8 threads better than 4 for vorpx? #162799
prinyoParticipantIn Skyrim/Fallout 4
Is this the Classic Skyrim or SSE (the Special Edition)?
I stay locked at 45fps with no issues at all
Is this with Geometry or with another 3D mode set in VorpX?
I have decided to upgrade from my current i7-4790 @ 3.60 GHz to a CPU that is the best possible to run Oldrim with VorpX but I’m now completely lost.
I have been asking around and it seems i7 – 4790K @ 4GHz is considered “the best” CPU to run Oldrim flat. But I get the feeling when people say “the best” they also consider the price as a factor and are willing to ignore small performance improvements if the price difference is too big.Added:
I went from a 4790k to a 7700k both overclocked to 4.8
How do you overclock to 4.8? From what I read people have problems reaching 4.5.
Jun 2, 2017 at 7:57pm in reply to: upcoming intel quad-core CPUs: is 8 threads better than 4 for vorpx? #156245
prinyoParticipantSo, what is the best CPU at the moment for Skyrim/FONV with VorpX.
I want to upgrade my i7-4790 but I’m completely lost. The only thing I understand is that I need a model that ends with K and then overclock it.
prinyoParticipantI tested True ENB with Skyrim because somebody complained elsewhere that it doesn’t work and it worked. With the brightness of the game set to the lowest possible value it actually looked quite nice in the HMD. The problem is – 15 fps hit. Outdoors it dropped from about 30 to 15 fps. How do you optimize the ENB preset to not hit the game so hard, especially working with 3D Geometry?
prinyoParticipantWell, if I and other people can use VorpX+SKSE+ENB+MO with no problems then it is probably not a problem with any of those.
What I gathered from other Rift users is that it sometimes works, sometimes doesn’t. The theory is that VorpX and the ENB inject the game at the same time or in a wrong order. The workaround you are using seems to confirm this as by pausing VorpX you are giving the ENB time.
I assumed that it is an Oculus related problem because I use Vive and not Rift, but it is also possible that something about my setup or my PC is the reason it always works for me. I’m hoping other Vive users or other users who don’t have the problem share their experience so we can find what the problem is.
prinyoParticipantI asked about this in other places also and a Rift user said that they use the same procedure I described earlier in this thread. The first time they do it the game is shown on the screen. All you need to do is quit the game and start it again and it will work.
prinyoParticipantThe problem is MO related….
Not exactly, since it works as intended with a Vive. There is something Rift specific that breaks it, it seems.
Why do you need to pause the watcher? This means there is something that is breaking the attempt of VorpX to hook into the game. You don’t need to do that with a Vive.
I guess there is something in the Oculus’ environment that is confusing VorpX when SKSE is started via MO.Can you run any ENB?
prinyoParticipant… one needs to pause the vorpx watcher first and than start skse in mo and then resume vorpx watcher…
Hmm, try to add skse_loader.exe to the ignore list of VorpX. From what you describe it seems this will be the solution. I’m only guessing here, but it seems the SKSE loader breaks/confuses the attempt of VorpX to intercept the game.
It would help if everybody specifies if they use Rift or Vive when posting. I have the feeling this is something specific to the Rift’s software.
prinyoParticipantBut vorpX Control throws the error “Injection failed: Unable to hook: nxmhandler.exe”
This is fine. It happens if you start MO after VorpX.
It seems to me there is difference between the Rift and the Vive in the setup for VorpX and MO. I’m using Vive and for me it always works :
– Start MO
– Start VorpX
– Start the ENB injector (for the ENB Boost) via MO
– Start SKSE via MOSeems this doesn’t work for the Rift. Hope somebody who knows how to make it work explains the steps.
prinyoParticipantAfter reading my post I realize I didn’t explain the problem with the head tracking in EP and why it is related to mods.
SkyUI is the most popular and the most important Skyrim mod. You can safely assume that everybody is using it. Given the limited sweet spot of the current HMDs using it with headtracking enabled can be quite problematic sometimes.
prinyoParticipantSome more requests to add.
I have been reading feedback from users elsewhere on the internet and it seems for most people it is easier to just complain than to formulate a coherent feedback so here it goes.Revert settings in VorpX config
Right now VorpX Config assumes that once you set up your game for VR you will never want to play it flat again. There is a nice and easy to use interface to apply the VR optimization but there is no way to go back. This is a serious problem for many users and it leads them to do extreme actions like trying to guess what settings were changed and editing them by hand in the ini files. And then they are afraid to go to VR again and they are left with the feeling that VorpX is hard to use and requires a lot of tweaking.
Adding an option to revert the ini files in the VorpX Config interface – one that would use the backup VorpX creates of the ini files in order to switch between VR and flat setup will fix all of this.No head tracking in EdgePeek
This was already suggested and I think it is really important in order to make EdgePeek usable. If an user is playing in VR mode and switches to EP it is because they have a problem performing a task. In most cases it is because they have a problem dealing with the UI. But the head tracking really limits the usability of the EP and forces the users to switch to flat on-screen and off-VorpX mode in order to do inventory management, buy, sell and so on.
This is somewhat related to the 3rd point:Mods
Ignoring the existence of mods doesn’t help at all. Since VorpX itself is a mod – a piece of software that modifies the way a game works, working with other mods is only beneficial. Especially for games that rely on mods. For example Skyrim. 90% of the players use SkyUI. But VorpX ignores that. Even mods that obviously help fix problems. For example people complain about “giant hands”. Until the latest update there was an easy answer – use a first person mod. It would not only fix the problem but also add to the VR experience by providing a body for the player character in the best possible way. This is now gone.
And I’m not talking about supporting thousands of random mods. Identify the essential, most used mods, add several mods that would enhance or fix problems with the VR experience. And it is not hard. There are several flat games that people are mos interested to play in VR. Only few of them have essential mods and probably Skyrim is the only one where they are really important. It is easy to identify 5-10 mods that everybody is using and that people recommend to each other in forums online.
prinyoParticipantTwo more things to check.
Are you running SKSE as admin (skse_loader.exe). I run TESV.exe also as admin, but not sure if it is necessary.
Did you fill the “Start in” in MO in the link to start SKSE.
In my case :
Binary: E:\steam\steamapps\common\Skyrim\skse_loader.exe
Start in: E:\steam\steamapps\common\Skyrim
prinyoParticipantI run both MO and VorpX as Administrator. And it works fine.
You get an error about TESV.exe, but where do you get it? I mean – in MO you launch SKSE and this is what VorpX is supposed to hook up to. That’s why is strange that you get an error about TESV.exe – the vanilla executable.
prinyoParticipantFrom what I understand you can use the base ENB (the memory fix) but can’t use a preset. I guess some presets can conflict with the way the 3D driver works. What preset are you trying to use? I can give it a try and see if it works on my system.
prinyoParticipantAre you using Rift or Vive?
Is Skyrim + ENB working on the screen (not with VorpX, the normal flat screen).
Is Skyrim working without ENB with VorpX?
Which SKyrim is this – the Classic or SSE?
Are you trying to use only ENB Boost or some ENB preset?Apr 23, 2017 at 8:03am in reply to: DirectScan interfered with by d3dx9_42.dll Memory Fix. Any workaround? #127924
prinyoParticipantI’m not sure how d3dx9_42 is related to ENB Boost. I see d3d9.dll in the Wrapper version, but not d3dx9_42.dll.
You can run ENB Boost – Injector version with no problems. I have been running it with VorpX for months now with no problems. It also doesn’t interfere with the DirectVR scan.
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