Jump to content

[Fallout 4 VR] Imagine the possibilities...


cray_z_manchild

Recommended Posts

Not loving the first patch so far.

 

I'm on a 4gb GTX 970, SteamVR SS at 1.0... With yesterday's fix: DSR Factors 3.0, TAA Off, Disable scaling on high DPIChanging desktop resolution, the game looked great and my performance was astonishingly good (much better than I expected).

 

Undoing that and using today's Beta patch with fRenderTargetSizeMultiplier=1.2, TAA Off, the visuals look quite similar (i.e. the blur is gone) but the framerate is much worse and I'm getting a lot more reprojection.

 

So for the time being I'm sticking with yesterday's fix, even though it's annoying switching my desktop resolution every time I want to play.

Link to comment

Yeah, same here. The game runs significantly worse with the beta patch (GTX 1070).

 

I didn't suffer from the image issue as I have a 4K screen anyway. Once I turned TXAA off the image was very sharp and clear but suffered from some shimmering - I can live with that though. 

Link to comment

So I managed to install 4play. The animations work. There is no stripping (because no script extender). The control panel works, but I was not able to test any of the 4p mods yet. 

I have enabled Authonomy but haven't seen any activity around me. Will give it some more time. 

 

The 3rd person is completely blocked it seems. I was hoping that when a mod tries to activate it it would work. It doesn't. If you start a scene with you as a participant you get locked in place for the duration of the scene and you watch your partner perform their part of the scene. Enabling 3rd person seems will be way harder than I was hoping for. 

 

Will keep experimenting with some of the mods - mostly autonomy and prostitution as I'm still not sure if they really work or not. 

Link to comment

I've got myself a HTC vive 4 weeks ago and with it a FO 4 VR code - actually the code was the reason I finally gave in and decided to spend my money on VR. 

 

First, it's working fine, much better than expected. 

 

I wanted to use the UHD texture pack, because the standard textures are blurring if you get close. And you get closer in VR a lot. I had some trouble getting the UHD texture pack to work - after a while I did it though. The only way seems to be to extract all the textures from the .ba2 files and place them in data manually. 

 

I'm also using NMM. It workes fine for replacer mods, you just have to direct it to Fallout 4 VR manually. But it uses the wrong directory for writing plugins.txt etc., but if you're just using replacers, this is not an issue. 

 

I've installed EVB and Cockout. Well. Kinda distracting, really, having a juicy cock so close when talking to a guy. Much more intense in VR. Since the player is simulated as a very small guy (5" maybe), I can't help but stare at the NPC's junk all the time.

 

I wonder what the future might bring... :smile: Now, back to Boston!

Link to comment

I also wanted to chime in and talk about my experiences. First of all performance is good on my system (HTC Vive, Geforce 980Ti, i7 -4770k) and graphic fidelity is ok for Fallout standards (could be better, but it is only a minor nuisance).

 

The game itself is only a port from a 2d monitor game, which is quite noticeable. There are not much natural interactions like you usually find in made-for-VR games (e.g. in made-for-VR games you usually open a door by pressing down on the door handle and pulling on it like you would in real life, in FO4VR you simply click on the door), a lot of interactions happen in menus (which are mostly the same as in vanilla Fallout) that are projected onto overlays in front of you. But they seem to have spend a lot of time to optimize the placement of the menus, they are easily readable and easy to interact with. It could be more natural but it's not a deal breaker and easy to overlook. There are also some things that are currently simply not working at all like e.g. scopes (playing a sniper in VR is currently impossible, but they promised to fix it at a later time), or need massive improvements like e.g. the DLCs. But nevertheless, I am having a blast playing FO4VR. I would recommend it for anyone who doesn't mind tinkering around and tweaking things. It's a completely different experience which can be hardly described or be shown in a video but needs to be experienced in person. It feels like I AM RIGHT IN THE MIDDLE OF THE FUCKING GAME, and not watching it through a window aka monitor.

 

Now to the very important topic of mods. The game assets, the mod loading mechanism and the related configuration settings are basically identical to vanilla Fallout. This means that mods that simply replace assets, add new assets or scripts, or simply tweak some values should mostly work out-of-the-box (and the ones I tried all did). Mods that tweak the GUI may only partially work or not work at all. Mods that require F4SE are also not working since there is no F4SE for FO4VR yet (And I have the feeling that it will take some time to get it if we get it at all). Mods that interact with the player in form of (third-person) scenes do not work well in VR not only because there is no third-person view but mostly because there is a fundamental difference between how you as the player interact with the game. In vanilla Fallout you are watching the player character from a distance through a window (aka monitor) and controlling it indirectly, and when a scene takes over control you are reduced to a passive viewer role but that's just means you cannot control the player character anymore but continue to watch it from a distance like before. In VR you ARE the player character and you directly control yourself, e.g. when you raise your hand in real life, you are also raising it in game. Someone taking over control does not really work, because they cannot control your real life movements and you get a strange disassociation with your player character (which also can make you sick).

 

As a consequence mods like 4play would require a complete overhaul to make them VR ready. Instead of being a passive observer watching an animation you have limited control over, you need to have an active part in the scene, and the scene needs to dynamically react to your actions. This is also quite noticeable when you compare traditional sex simulations with VR mods (e.g. Illusion games) with made-for-VR sex simulations (like e.g. Virt-a-mate). The first one only lets you watch sex scenes as an observer and you have only indirect control (e.g. to spread the legs of your sexual partner, you press a button and an animation plays) which gets boring fast. The second one gives you an active role and direct control (e.g. to spread the legs you touch them with your hands and simply spread them like in real life) which can make a very intensive and believable experience. Any VR version of 4play needs to acknowledge that you, the player, are a direct participant in the scene (and not via a proxy as in the vanilla game), and needs to dynamically react to your actions and adjust the pace of the scene to your pace. The alternative is to simply reduce the role of the player to a voyeur who can only watch other people/NPCs but never take any active role.

 

Link to comment
11 hours ago, lordescobar666 said:

Instead of being a passive observer watching an animation you have limited control over, you need to have an active part in the scene, and the scene needs to dynamically react to your actions. This is also quite noticeable when you compare traditional sex simulations with VR mods (e.g. Illusion games) with made-for-VR sex simulations (like e.g. Virt-a-mate).

I commented on this in a previous post, but in many ways I disagree... I think what you're talking about is an ideal that's probably not achievable with the tools we have (I wouldn't put money on it, but I'd be pretty damn surprised).

 

In contrast I think it's entirely possible, maybe even easier, to create erotic VR mods if we treat the player character as completely passive. In that situation only the partner/s need to be animated, not the player... Just think about VR video porn. There's no interaction, not even the possibility of interaction, and yet it's erotic enough to get the job done. It also demonstrates that there are a limited number of passive positions which work for immersion, in order of preference basically Sitting, Standing, Laying Flat or Kneeling... You don't see missionary or spooning, or any other positions that would put the camera in an awkward, uncomfortable angle for the user. Those are pretty simple principals that we could follow too.

Link to comment
1 hour ago, rionwt said:

Any ideas what is causing it in the settings etc, or is it just me?

 

We could use more information...

 

What's your GPU?

Steam SS setting?

Are you using teleport or direct movement?

If you keep the SteamVR settings open in the background are you getting dropped frames during play (visible as red "barcodes" in the green box in the bottom left corner)?
In the SteamVR settings do you have Asynchronous Reprojection enabled and Interleaved Reprojection disabled?

If you turn your head from side to side while playing do you see white bars at the edge of your vision?

Have you made any modifications to the INI files? (There are some which might help)

Link to comment
6 hours ago, TheCaptn said:

I think what you're talking about is an ideal that's probably not achievable with the tools we have.

It definitely is an ideal that is nearly impossible to achieve with current tools. But we need ideals because they act as goalposts pointing us in the right direction. In retrospect, I should have made it clearer that it is currently an unachievable ideal.

 

6 hours ago, TheCaptn said:

In contrast I think it's entirely possible, maybe even easier, to create erotic VR mods if we treat the player character as completely passive.

If we want to get something going right now, then yes, we need to tread the player as a passive entity. But we should also strive to find ways to allow a more active role over time.

 

6 hours ago, TheCaptn said:

Just think about VR video porn. There's no interaction, not even the possibility of interaction, and yet it's erotic enough to get the job done.

i don't like this comparison, but I think this is mostly a matter of personal taste. I am not a fan of VR video porn (or VR videos in general, in my opinion they are not really VR but more of something in-between). They work as long as you have only the role of a voyeur watching other people performing acts, but as soon as there is someone supposedly performing an act on you then the immersion is broken (for me at least). Having someone performing a pre-recorded (or stati cally scripted) act that is supposed to involve two actors and you are supposed to imagine yourself performing the other part just does not work.

 

I suppose a workable way to implement a first VR version of 4play is to spawn an NPC and involve it in the animations on your behalf. That is basically how all ported-from-2d-monitor sex simulations work right now, it's not ideal but kinda works for now and is better than having an NPC that dry humps thin air.

Link to comment
19 minutes ago, lordescobar666 said:

I suppose a workable way to implement a first VR version of 4play is to spawn an NPC and involve it in the animations on your behalf. That is basically how all ported-from-2d-monitor sex simulations work right now, it's not ideal but kinda works for now and is better than having an NPC that dry humps thin air.

 

Hmm, this is a good idea. I guess we need to look for solutions based on the possibilities of VR and the framework now. 

 

I haven't had the time to play longer during the week, so I want to ask if somebody managed to make 4play work "in the field", and not only in the test cell.

Link to comment
2 hours ago, TheCaptn said:

 

We could use more information...

 

What's your GPU?

Steam SS setting?

Are you using teleport or direct movement?

If you keep the SteamVR settings open in the background are you getting dropped frames during play (visible as red "barcodes" in the green box in the bottom left corner)?
In the SteamVR settings do you have Asynchronous Reprojection enabled and Interleaved Reprojection disabled?

If you turn your head from side to side while playing do you see white bars at the edge of your vision?

Have you made any modifications to the INI files? (There are some which might help)

1080gtx

1.0

direct movement ( didn't even know there was teleport^^)

no dropped frames at all

Asyn Repro is on, Interleave Repro is on as well

No white bars

No editing yet, it's bog standard vanilla

 

I do get the black shadow binocular effect while moving, but I think that standard

Link to comment
39 minutes ago, rionwt said:

1080gtx

1.0

direct movement ( didn't even know there was teleport^^)

no dropped frames at all

Asyn Repro is on, Interleave Repro is on as well

No white bars

No editing yet, it's bog standard vanilla

 

I do get the black shadow binocular effect while moving, but I think that standard

Couple of things you can try.

 

Turn Interleave Reprojection OFF. With this on it will lock your frame rate to 45fps and everything will be horrible!

Turn TXAA OFF you can do this by bringing up the console (SHIFT + @ on UK Keyboards) and type TXAA OFF in my opinion TXAA makes everything blurred and my eyes keep trying to refocus to get a sharp image causing it to be very uncomfortable. Downside is you will get shimmering.

Link to comment
1 hour ago, lordescobar666 said:

i don't like this comparison, but I think this is mostly a matter of personal taste. I am not a fan of VR video porn (or VR videos in general, in my opinion they are not really VR but more of something in-between). They work as long as you have only the role of a voyeur watching other people performing acts, but as soon as there is someone supposedly performing an act on you then the immersion is broken (for me at least).

Yeah, I'm very much the opposite. My immersion is broken by the 3rd person voyeurism and reinforced by characters performing on or for me... So I do like VR porn videos, and the first thing I'll do in Virt-a-Mate is delete the male character so I can just ghost the scene. I don't like possession modes, and I personally don't want a body-double in FO4VR either (so I hope there will be an option to not spawn one).

Link to comment

I haven't bought into VR just yet. Reason being, I wear eyeglasses and don't wear contacts. I tried out the Oculus Rift demo setup they had at BB before Thanksgiving and was pretty impressed. What I couldn't get around was the blurriness from not having my glasses. When I tried it out with the glasses, the sides of the headset wouldn't close up with any sort of comfort. They had one program running where I was up on a platform high up in the middle of a futuristic city. Looking straight ahead and around was no problem. Looking down over the fake edge was f'n scary stuff. Massive vertigo. Another demo had me 'meeting' a couple alien characters. The overall effect is neat, but there was a lot of spatial distortion I saw... almost a fisheye type view. That can be solved with a couple FOV tweaks, similar to what you do for taking flat pictures.   

 

VR sex aspects really don't do anything for me at the moment, because half of the experience isn't there. True you have visual and audio cues, but there's no touch, nor smell and taste. Truthfully I'd just assume watch a good porno and save the extra $$ for the time being.  

 

 

Link to comment
22 hours ago, rionwt said:

I do get the black shadow binocular effect while moving, but I think that standard

There's an ingame setting for that. Under the VR options, it's called something like "Free Move Comfort Filter" or somesuch.

 

[edit]

Following up on what Jimmy said, it's referenced in the settings as TAA not TXAA. You can also disable it in your configs:

 

Fallout4Custom.ini

[General]
sStartingConsoleCommand=cl off;taa off

Or you can modify the settings for it:

 

Fallout4Custom.ini

[Display]
fTAAPostSharpen=0.6500
fTAASharpen=1.0000
fTAAHighFreq=0.6000
fTAALowFreq=0.4000
fTAAPostOverlay=0.6500

 

Link to comment
10 hours ago, parrotheada1a said:

I haven't bought into VR just yet. Reason being, I wear eyeglasses and don't wear contacts.

 

I believe there is a consensus between the VR users that the Vive is the headset for people who wear glasses. First, the glasses can fit in it, second - depending on your situation you might not need to wear the glasses at all while using it. Here is a discussion about those tings

Link to comment
On 16.12.2017 at 1:50 AM, parrotheada1a said:

I haven't bought into VR just yet. Reason being, I wear eyeglasses and don't wear contacts.

 

 

I use my Vive with glasses and as long as the frame of your glasses is not too wide it works perfectly. There is no blurriness and also no pressure on the glasses. You only need to be careful when putting the hmd on to not scratch the lenses.

Link to comment

I've been tinkering with sexy mods a little and the results are mixed... Firstly you can still strip companions and settlers with the old mod-free, console-free trick of making them wear a Hazmat Suit and then giving them a Helmet of some kind, then you can just remove their apparel (the easiest Hazmat Suit I know how to find is in Cambridge Polymer Labs. You need to be strong enough to kill a Glowing One).

 

For animations Crazy's Rugs v2.7 actually work. They don't need F4SE. I didn't try the gun version but it might work too... Downside is there's no autostrip with the rugs (maybe that's what F4SE was for?), and you need to be really, really, really careful that you don't interact with them yourself, especially on Survival difficulty where you might not have a nearby save... You have no body, nothing to animate, and it'll bug out in a way that makes your gun controller unusable. Even if you exitsave and relaunch the game it'll still be bugged. I haven't found any way at all to fix that.

 

You can order NPCs to use the rugs though, and you can use the ones that are randomly interacted by NPCs.

Link to comment

Has anyone gotten Atomic Beauty working? I haven't tried yet, because I've been waiting for Mod Manager support before I mod too heavily, so for now I'm just running with EVB and a few specific mod clothes/armors but no real changes to the vanilla look.

 

But it's been a couple of weeks now and I'm getting tempted to throw caution to the wind and just load up all the shit I really want in VR. :tongue: 

Link to comment
19 hours ago, TheCaptn said:

because I've been waiting for Mod Manager support before I mod too heavily

Mod Organizer 2.1 was released yesterday, and 2.1.1 just 2 hours ago, it's now way stabler than previous versions so far, but still no Fallout 4 VR support.

 

So took matters in my own hands and implemented a FO4VR plugin for it. I have attached it if you wanna try it. The game_fallout4vr.dll needs to go into the plugins directory, and the loot* files into the loot directory. It works great so far. It automatically updates the correct plugins list, the ini editor has the correct ini files, loot correctly sorts the plugin list, and local saves for profiles are also working.

 

But it's the very first version, so there may be still some bugs (but no severe ones). Also it cannot automatically detect your FO4VR installation, so you need to select "Browse" and go to your FO4VR installation folder. And MO expects a Fallout4VRLauncher.exe in that folder (that's unfortunately hardcoded in MO). So make a copy of your Fallout4VR.exe and name it Fallout4VRLauncher.exe.

game_fallout4vr.dll

loot_api.dll

lootcli.exe

Link to comment

A friend of mine got this for Xmas and wouldn't let up until I at least tried it. He thought it might change my attitude towards FO4. It's got the novelty value going for it, I'll admit. But after a couple of minutes I had to stop because I was getting motion sick. Am I the only one who had that unpleasant experience?

Link to comment
10 hours ago, Ernest Lemmingway said:

A friend of mine got this for Xmas and wouldn't let up until I at least tried it. He thought it might change my attitude towards FO4. It's got the novelty value going for it, I'll admit. But after a couple of minutes I had to stop because I was getting motion sick. Am I the only one who had that unpleasant experience?

 

Several things to ask him next time. 

 

1. Use teleport. The problem with the locomotion and motion sickness is the biggest one the VR industry is trying to solve. For now for people new to VR using the teleport option in the games is the best option. Regardless if the person is prone to motion sickness or not, the first several times in VR can provoke dizziness while the brain is still trying to get to grips with the new experience. For many people VR takes some time to get used to.

 

2. No supersampling. FO4VR is quite blurry by default and many users set the supersampling up in order to get a better resolution and sharper image. However this is FO4 we are talking about and the price is severely reduced stability and framerate. Irregularities in the framerate will provoke dizziness in most people. Ask your friend to set the supersampling to the default settings. Additionally there are suggestions for ini fixes and mods to fix some of the problems floating around. 

 

3. FO4VR is a terrible first-time experience. It is a bad port, even by Bethesda's standards. It is unoptimized and gimmicky. If you haven't used VR before, start with something that has a good visual quality and a good performance. Preferably standing in place. I have completely excluded FO4VR from the list of games to demo my Vive with, but if I decide to show it to somebody it would be the 5th or later game I would show. 

 

Hope this helps.

 

Added: 

It is also possible that his PC is weaker and unable to provide acceptable game performance. There is a simple test to see if the game is running OK or not. Move the gun around while looking at it. If it has any visual glitches or is jumpy then something is wrong.

 

Link to comment
On 1/4/2018 at 5:14 AM, prinyo said:
Spoiler

Several things to ask him next time. 

 

1. Use teleport. The problem with the locomotion and motion sickness is the biggest one the VR industry is trying to solve. For now for people new to VR using the teleport option in the games is the best option. Regardless if the person is prone to motion sickness or not, the first several times in VR can provoke dizziness while the brain is still trying to get to grips with the new experience. For many people VR takes some time to get used to.

 

2. No supersampling. FO4VR is quite blurry by default and many users set the supersampling up in order to get a better resolution and sharper image. However this is FO4 we are talking about and the price is severely reduced stability and framerate. Irregularities in the framerate will provoke dizziness in most people. Ask your friend to set the supersampling to the default settings. Additionally there are suggestions for ini fixes and mods to fix some of the problems floating around. 

 

3. FO4VR is a terrible first-time experience. It is a bad port, even by Bethesda's standards. It is unoptimized and gimmicky. If you haven't used VR before, start with something that has a good visual quality and a good performance. Preferably standing in place. I have completely excluded FO4VR from the list of games to demo my Vive with, but if I decide to show it to somebody it would be the 5th or later game I would show. 

 

Hope this helps.

 

Added: 

It is also possible that his PC is weaker and unable to provide acceptable game performance. There is a simple test to see if the game is running OK or not. Move the gun around while looking at it. If it has any visual glitches or is jumpy then something is wrong.

 

Did those things and his system passed. Still left me motion sick and now he's having issues. Seems it's just Bethesda's lousy port, as you mentioned. We had no problems with other games.

Link to comment

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use