STREET_BLAZER

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Viewing 15 posts - 1 through 15 (of 21 total)
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  • in reply to: Frequent screen Judder (Fallout NV/ Rift S) #193983
    STREET_BLAZER
    Participant

    I completely uninstalled my AV software and the issue still persisted… I’ve tried everything. I was able to take some screen shots between “flickers” and oddly enough, it seems that the engine is actually trying to reset my position as opposed to FOV; could this possibly differ from what was initially thought to be the problem? Anyways, if you’re able to take a look, here’s a link to some screen shots that show what I’m talking about- the field of view doesn’t change at all; only my position. (A first person camera mod is active during the screenshots to show the effect; the problem persists regardless of whether or not the mod is installed)

    in reply to: Frequent screen Judder (Fallout NV/ Rift S) #193626
    STREET_BLAZER
    Participant

    After doing a clean reinstallation using vanilla settings, I can say that the problem still persists. It’s possible that AVAST anti virus could be causing the problem, seeing as how the only way to truly disable it is by uninstalling it. Regardless, VorpX fails to work as intended.

    in reply to: Frequent screen Judder (Fallout NV/ Rift S) #193435
    STREET_BLAZER
    Participant

    Addendum: Judging from your video your issue looks more like an occasional frame every few seconds being rendered with the original FOV instead of the FOV that gets applied by DirectVR. For New Vegas applying the DirectVR FOV relies on overwriting the FOV memory address as fast and often as possible, which might be hampered e.g. by a camera mod or an AV scanner that monitors memory writes, so disabling your AV scanner’s realtime scanning is worth a shot. If you use anything else than Windows Defender, get rid of it.

    You could also set the FOV manually from the game’s console. ‘fov 112’ should be the right command with all vorpX profile settings at default. If you tweaked vorpX settings, the right value might be different. In that case reset the profile to default first to ensure 112 is correct. Just in case.

    It seems that after testing your theory, you were right. The problem is in fact intermittent (regardless of movement or proximity to objects). Unfortunately, applying an FOV of 112 via console commands w/ both the default profile and AV disabled yielded no improvement. I’ll follow up with my results once I have time to disable all my mods and reinstall FNV. Thanks for checking this out Ralf, I really appreciate it.

    in reply to: Frequent screen Judder (Fallout NV/ Rift S) #193381
    STREET_BLAZER
    Participant

    Unfortunately, disabling Asynchronous Spacewarp via the debug tool had no effect.

    I’ve found that the “juddering” becomes most prominent while coming into close proximity with other objects. It seems like Vorpx tries to make repeated adjustments to head tracking, causing everything to flip out.

    Here’s a link to a clip I made while using positional tracking in VR which demonstrates the problem. You’ll notice objects flickering in and out throughout the video, especially when in close proximity to an NPC.

    Ralf, I understand that you’re not always going to have all the answers, but this issue with the Rift S has made Vorpx (a service I payed for) nearly unusable. I’d be more than happy to reinstall New Vegas to ensure that this isn’t a mod- related problem on my end, however, this is something I would implore you (or your team) to take a closer look at. Any help would be tremendously appreciated.

    in reply to: Frequent screen Judder (Fallout NV/ Rift S) #193256
    STREET_BLAZER
    Participant

    Thank you, however I have already optimized my game to the fullest extent (.ini tweaks, NVSE- NVSR/ NVAC, etc). Upon further testing, I’ve determined that the problem is linked solely to positional VR (when disabled, the juddering stops).

    Ralf, can you shed any light on this problem?

    STREET_BLAZER
    Participant

    As always, thanks for the help Ralf! It seems that enabling the alternate hook method my problems have gone resolved.

    in reply to: Stuck dialogue w/ no options- Fallout New Vegas #185377
    STREET_BLAZER
    Participant

    As an update- this wasn’t an issue with Vorpx at all so I apologize about the confusion. It was due to an edit I’d made in the GECK- setting fDialogueZoomInSeconds to any value lower that .05 results in the aforementioned bug.

    in reply to: Stuck dialogue w/ no options- Fallout New Vegas #184121
    STREET_BLAZER
    Participant

    If you can provide a savegame directly before the issue occurs, I can check whether it’s a general issue or not. Never heard of the issue before, but who knows. Please send a mail with the savegame to support |at| vorpx com.

    It has occurred to me that since I’m running tale of two wastelands, you may not be able to load my save…

    in reply to: Stuck dialogue w/ no options- Fallout New Vegas #183963
    STREET_BLAZER
    Participant

    If you can provide a savegame directly before the issue occurs, I can check whether it’s a general issue or not. Never heard of the issue before, but who knows. Please send a mail with the savegame to support |at| vorpx com.

    Done! I sent the save file your way.

    Thanks Ralf.

    in reply to: Vorpx Version 19.1 issue- FNV #178891
    STREET_BLAZER
    Participant

    Yeah it’s a bit tricky. Sometimes it won’t appear at all, but when it does the lines are easily visible while quickly rotating your head side to side. If it’s of any relevance, I’m using the oculus rift.

    Anyways, thanks Ralf; I don’t mean to bust your balls.

    in reply to: Vorpx Version 19.1 issue- FNV #178889
    STREET_BLAZER
    Participant

    Ok, after trying something new I’ve found a solution. but before I get into that- what about the white lines I’d mentioned? Is that problem intrinsic to vorpx itself regardless of whatever game you’re using it with? Or is there something that can make this issue more prevalent?

    Anyways…

    Yes, while the FOV discrepancy in edgePeek still remains, the “distance” issue I was having while bringing up the pipboy was exacerbated by another setting that adjusts edgePeek scale. Setting it larger brings the image “closer” and vice versa.

    While edgePeek has its uses (Using it in conjunction w/ the pipboy has been recommended numerous times on these forums), after doing some testing I’ve found the disable/ enable stereo 3D setting to be much more effective at eliminating the “double screen” issue while also mitigating any FOV issues like I was having. This setting can be configured via the Vorpx Config application

    To accomplish this, simply bind the corresponding hot-key to your pipboy button (button re-mapping software is required for controllers).

    in reply to: Vorpx Version 19.1 issue- FNV #178882
    STREET_BLAZER
    Participant

    In order for me to be able to view the pipboy in a usable manner as before, the player fov adjustment needs to be at -15 roughly, a number that is disproportionately low. At this value, weapon FOV suffers tremendously.

    I appreciate that you are trying to help, but disabling direct VR or manually adjusting the FOV every time I cycle in and out of the pipboy are not viable solutions.

    Wouldn’t the fact that FOV is modified by any value of 53 or below indicate DirectVR is not working properly with the current version anyways?

    in reply to: Vorpx Version 19.1 issue- FNV #178879
    STREET_BLAZER
    Participant

    Is there any way I can roll back to 18.3.2?

    Everything was literally working fine before!

    in reply to: Vorpx Version 19.1 issue- FNV #178877
    STREET_BLAZER
    Participant

    I understand what you’re saying, but I assure you this isn’t a matter of user error.

    After some trouble shooting with the .ini settings, I’ve found that when the pipboy FOV (a separate setting from WORLD FOV) is placed at any value above 53 Vorpx automatically sets it to the settings mentioned in my last post. However, if set at 53 or below, vorpx still registers the .ini settings and the pip boy displays appropriately as was the case in 18.3.2.

    I’ve found 70 to be an optimal value in the past while using edgepeek in VR.

    As I already mentioned, this was not an issue before the latest update. In it’s current state, this issue has rendered the pipboy difficult to read, perhaps even impossible for some.

    in reply to: vorpX 19.1.1 Available Now #178872
    STREET_BLAZER
    Participant

    Ralf, I’m having some issues with this new update… I’ve made a post in tech support.

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