prinyo

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Viewing 15 posts - 121 through 135 (of 149 total)
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  • in reply to: Mirrored image on pc screen. #124437
    prinyo
    Participant

    That’s good new :-)

    I have a stupid reason for not liking it – it switches resolutions and messes up the positions of the icons on the desktop. It is amazing that for so many years now MS can’t find a solution for this problem.

    in reply to: Mass Effect 3 – Getting hit #124348
    prinyo
    Participant

    I just started playing ME3 for the first time ever and I find it very disappointing that there is no way to holster weapons. The body and the weapons models seem smaller than ME2 but they still consume a lot of prime screen space.
    I guess if people are playing ME3 in VR mode there is a solution for this. I searched forums and mods, but couldn’t find anything.
    How do you deal with this?

    in reply to: Positional tracking via Direct VR? #124235
    prinyo
    Participant

    Thanks!

    I’m going to experiment a bit with it tonight.
    It also seems the new vorpX version allows for more graphic mods than before. I want to experiment what I can add more while keeping the game at 45fps.

    Thanks for the update and the support, this is really exciting :-)

    in reply to: Positional tracking via Direct VR? #124230
    prinyo
    Participant

    I didn’t understand why it is not possible to make an option to disable the automatic recentering. An option – as in keep it on as default and let people disable it at their own risk.
    I mean – what can be worse than the sudden abrupt unexpected switch in your point of view that happens when it auto triggers now. This autorecentering is probably one of the worst things to experience in VR. It discourages the usage of the motion controllers by forcing people to keep playing seated with keyboard and mouse.
    Also when it happens you need to tweak it back to normal. I mean – if you are away from your starting position it is obvious that you are there temporarily and you will want to return. Now when this happens you need to stop playing, go back to the starting position and force recentering again.
    If you are afraid things may break with some games you can leave a warning with this setting as say it is experimental. We are all early adopters, we can deal with that.
    I can imagine many possibilities for mods (for Skyrim and the Fallouts) if the player room-scale is unblocked. Pretty please, make it an option!

    in reply to: Positional tracking via Direct VR? #124128
    prinyo
    Participant

    Something happened an now both Skyrim and FONV don’t appear on the headset at all and are only running on the screen mirror at 1fps.

    in reply to: Positional tracking via Direct VR? #124112
    prinyo
    Participant

    Cool, so the question is how do I switch off the automatic recentering that vorpX does by itself when it detects that I have moved more than it thinks I should? When it says it has recentered and I should avoid moving too much.

    Added: What I mean is – if you are in the game standing up – then duck and vorpX will suddenly move the camera when you are at about a meter from where you started. This kind of “immersion room-scale” will work really well with the controller mapping. :-)

    in reply to: Positional tracking via Direct VR? #124105
    prinyo
    Participant

    Cool! Is it also possible to add a setting for the recentering? Right now it seems to happen when you move about a meter. Is it possible to add an option for it to be triggered on demand and not automatically? This would open an observation-room-scale ability and will be really great.

    in reply to: Positional tracking via Direct VR? #124100
    prinyo
    Participant

    Hmm, I have the same as in the screenshot that rust posted for Skyrim. But I’m not sure how to reinstall vorpX as I have no installation file. It is no longer possible to download because the link in my confirmation mail had 14 days TTL.

    And speaking of positional tracking, I’m having quite a lot of fun at the moment experimenting with it. Seems it would be possible to have room-scale experience in 3rd person, not a gameplay room-scale, but a viewer one, where you can get close to things or move up and down to see things from different angles. But at some point it recenters and tells you not to move too much. Is it possible to have this disabled and recenter via a shortkey/controller button?

    If you feel like experimenting you can enable the free camera (type TFC in the console or use the Better Free Camera) and you can move around both with the keyboard and your body. Unfortunately you are losing control over your character by enabling the free camera.

    in reply to: vorpX 17.1.3 Available Now #124080
    prinyo
    Participant

    Fixed the flicker and the direct fps are now at 90. The problem was the driver. I was keeping an old Nvidia driver from the summer as it is the last that doesn’t break many games. With the latest driver everything runs perfectly :-)

    in reply to: vorpX 17.1.3 Available Now #124055
    prinyo
    Participant

    I’m a bit confused with the update.
    Seems the switch between 3D modes is gone. On the Vive when starting Skyrim (Classic) I got flicker. I couldn’t find where to switch off the Geometry but I found out that disabling “Direct Mode Async Render” fixes the flicker.
    However after Alt+F it is a bit confusing.
    With the Async Render On (flicker) it shows 45fps game and 40-75fps (constantly varying) direct
    With it Off (no flicker) it shows 40-42fps game and almost matching 40-45 direct (but sometimes both dip to 22 – 24)

    The direct never stabilizes at 90 as it used to do. This is the same regardless if Direct VR is on or off. The most confusing from all this is that when the game performs better there is a flicker.
    Can we get some details about what we are supposed to look at when trying to optimize the performance now?

    Also the game is now been mirrored on the screen. Before the screen was black when the game starts in the headset. Is there a way to revert to that?

    in reply to: Skyrim Special Edition #123476
    prinyo
    Participant

    What mirroring stuff?

    People need to start mentioning what headset they are using.

    in reply to: Skyrim Special Edition #123045
    prinyo
    Participant

    You need to do this in order to enable SLI for SSE: http://imgur.com/gallery/57xFy
    Not sure if it will help much as Skyrim seems very CPU dependent. So a second GPU will not make a difference.

    You change the modes like other settings in the vorpX menu. When in the game press Delete button. The modes are on the first page of the settings.
    In the non-geometry modes you can make adjustments in the 3D also in the settings.

    When running the game with vorpX the game will be capped at 45fps. Your headset will receive 90 fps because … magic :-) . This is what the two numbers mean. Ideally you want 45 and 90 shown when you press Alt+F.

    The old SKyrim runs better in vorpX at the moment. You might need to lower your graphic settings in order to achieve a steady 45fps stream.
    I’m pretty sure this is the last thing you expect to read when you have two 1080’s … :-) But it is true.

    in reply to: Skyrim Special Edition #122604
    prinyo
    Participant

    There is a new official patch (in beta) that people say fixes the performance in “CPU bound areas”. Many people say they see better framerates across the game.

    There is also this mod ported to SSE : Insignificant Object Remover ( http://www.nexusmods.com/skyrimspecialedition/mods/3354/? )
    So far, as I understand it, it is simply ported. I’m not sure if it will handle the clutter added in SSE.

    in reply to: Witcher 3, best settings, need help #122550
    prinyo
    Participant

    I have GTX 980 and experience no problems in running W3. Unfortunately it is playable only in Theather mode. I need to test some of the camera mods on nexus, maybe there is a way to tweak it to play in “full VR”.

    in reply to: Skyrim Special Edition #122497
    prinyo
    Participant

    Just tried it.
    At first I was quite happy as it seems the Vive doesn’t flicker when the framerate drops even to 5 fps. I would gladly let the old game run at about 30 – 40 fps for the Geometry, but there it is impossible because of the flickering.

    However it seems in (unmodded) Special Edition I’m getting half the framerate I have in (heavily modded) old Skyrim.

    I did everything mentioned in the readme file. And I tested both 1920 x 1440 and 1600 x 1280. There was a difference in the visual quality as is to be expected, but no difference in the framerate.

    While walking between Riverwood and Whiterun with Geometry it was constantly varying between 15 and 35. It dropped to 5fps when I got to the Khajiit camp outside of the city.
    The same road on the other 2 modes (Z3D) the framerate was between 30 and 40 fps. It never managed to reach 45 fps.

    My system: i7-4790, GTX 980 (4GB), 16 GB RAM

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