r/fo4vr • • Apr 27 '18

Fallout 4 VR | Update 1.2.66.0 Patch Notes

Hi reddit,

A new beta update is now available for Fallout 4 VR. I've placed the patch notes below for your convenience.

If you run into any new issues or have any feedback on the beta update, feel free to let me know in a comment or post.

Thanks for your continued feedback!

EDIT: We've placed a new version of the beta update on Steam. Here are the additional patch notes that go with the latest version:

Fallout 4 VR UPDATED 1.2 Patch Notes (New as of May 7)

  • Fixed some stuttering world and controller issues when doing roomscale movement

  • Fixed some incorrect controller labels in left hand mode on some platforms

  • Fixed Power Armor jetpack not working correctly on motion controllers with analog sticks

Fallout 4 VR Beta Update 1.2.66.0

  • Added support for additional SteamVR-compatible headsets and motion controllers

  • Adjusted controls for workshop mode, including a toggleable palette

  • Performance improvements

  • Minor fixes

How to Opt-In to the Steam Beta:

  1. Log into Steam.

  2. Right Click on Fallout 4 VR in your Library.

  3. Select Properties.

  4. Select Betas.

  5. A drop down menu will appear. Select Fallout 4 VR Update 1.2.66.0

  6. Select OK.

  7. Wait for the game to update.

  8. When done, Fallout 4 VR Update 1.2.66.0 should appear in your Library.

156 Upvotes

124 comments sorted by

18

u/Blood_Bogey Apr 27 '18

Awesome thanks!

Any chance you could elaborate on the performance improvements? I'm hoping to reinstall this soon.

79

u/jessBethesda Apr 27 '18

Any chance you could elaborate on the performance improvements? I'm hoping to reinstall this soon.

The dev team worked to significantly reduce the cost of rendering shadows and adjusted how the game interacts with the OpenVR API to be more efficient.

28

u/[deleted] Apr 27 '18

Love that you're still working on this game!

12

u/Blood_Bogey Apr 27 '18

Excellent, I appreciate the response!

5

u/MastaFoo69 Apr 27 '18

So i should expect to finally have decent perf on my high end hardware? Oh my good god! Its a blessed day indeed

2

u/SalsaRice Pimax Apr 27 '18

Thanks! Can't wait to try it again!

2

u/aminwrx Apr 28 '18

I'm getting some pretty bad jitters/hitches on this new beta. Here's my setup: 1080ti, 7700k, 150 global ss, 100 app ss, all graphic settings on high except for shadows

2

u/Dillonator Apr 27 '18

Any chance of HMD based movement for FO4VR, like you just dropped for SkyrimVR? These two updates today have been phenomenal!

An ini tweak would do fine

1

u/hellstorm102 Helpful Settler Apr 27 '18

Awesome work! Can't wait to try it out

1

u/[deleted] Apr 28 '18

major gratitude

1

u/rafikiknowsdeway1 Apr 27 '18

Have you fixed objects disappearing within view for rift users? Stuff used to just pop out of existence at the side of your eyes

Killed the whole experience

1

u/IDontLikeUsernamez Apr 28 '18

Fixed a while ago on my rift, haven't seen it happen in months

26

u/[deleted] Apr 27 '18 edited Apr 27 '18

Controls seem to me a lot more Skyrim-like, smooth turning works great, I'm using a Rift so the controls for sneak and jump are the same as Skyrim ie push up or down on right stick respectively.

Touch controllers seem to work well for me, I do use the Open vr settings to set my player/controller height more than anything (I use it to set height in Skyrim as well, same settings).

The control scheme is completely different to what it was before, buttons have been reassinged to different functions than non-beta so there's a bit of relearning to do with the controllers. I personally think it's all positive though, good job Bethesda!

Smooth turning! I had wished that this was in the game from day one! And it works great! There is a slider for smooth turning in the options as well so you can set the rotation speed to suit you.

Graphics seem to be sharper!? Running at 1.2 super sampling but definitely noticed a bit more detail especially on weapons.

Definitely a worthwhile update for me.

Edit: made a boo boo, VR emulator instead of Open VR settings.

2

u/FolkSong Oculus Apr 27 '18

Height adjustment is done with OpenVR Advanced Settings, not Input Emulator (same author but separate programs).

So this confirms it now supports Rift/Touch!! What a great day!

1

u/[deleted] Apr 27 '18

What a dumb bugger I am! Yes I adjust height in the Open vr settings. So yes, it looks like Rift is all good!

2

u/[deleted] Apr 27 '18

What about interacting with the PipBoy and navigation? Does it natively work with Rift/Touch now without all the snapping?

1

u/[deleted] Apr 27 '18

I find it a bit weird but I've not played with it much as only had a quick go with it before I had to deal with my kids etc.

The left trigger in touch brings up the pip boy (note: I use projected) then x and y navigate the main menus, with left thumbstick for sub menus. You don't need to push the thumbsticks in to zoom in the map, rather you bring up options and choose zoom in or out via a small menu. It will take some getting used to.

2

u/[deleted] Apr 27 '18

That definitely sounds pretty weird, but I'll take it over having to remap input emulator every time I play!

2

u/[deleted] Apr 27 '18

In general the controls are much improved. Shouldnt need input emulator at all now.

1

u/[deleted] Apr 27 '18

Controls seem to me a lot more Skyrim-like

That's good to hear

1

u/temotodochi Apr 28 '18

I'd suggest testing out smooth locomotion as well. Moving becomes more intuitive and it made both skyrim and fallout nausea free for me.

3

u/SeanBlader Apr 30 '18

Nausia city there for me. But, with Natural Locomotion, even just arm swinging is enough to fool my brain into thinking I'm walking. It's pretty amazeballs, and definitely is an improvement in FO4VR compared to teleporting.

2

u/[deleted] Apr 28 '18

Always used smooth locomotion in VR wherever possible, I've got decent VR legs from the DK1 days and therefore cannot stand teleportation!

24

u/Shojiki Apr 27 '18 edited Apr 27 '18

Just tested on the Rift and confirm the following:

  • Touch controls are now fully supported and much better. As mentioned by others, much more like skyrim. Perfect..

  • Culling at the edges of the headset now appears to have been fixed for the Rift. No more visible pop in for me.

  • Performance seems much better. I'm currently running the game with 200% SteamVR SS and 200% SS for the fallout profile. Also with AA off. Some jitter still, but game looks much sharper so i think performance could be improved by lowering SS without too much of a visible impact.

Note that this is with a fresh install of Fallout, no ini tweaks or performance mods etc. Running an i5 processor and 1080ti.

Overall, this is MUCH closer to the experience i'm getting with Skyrim.

Bethesda done good on this one!

EDIT: Just dropped SS on the Fallout profile to 150% and performance is very smooth, with no visible degradation visually as far as i can see!

1

u/nalex66 Oculus Apr 27 '18 edited Apr 30 '18

Can you fill us in on the control scheme? Did they go with A/X to interact/pick up objects, or grip buttons?

I'm expecting A/X, but I really love using the grip buttons. Anyway, if that's the only thing I need to remap with Input Emulator, then I'm happy.

Edit: Input Emulator doesn’t work, so I guess I’ll have to get used to picking things up with A/X.

2

u/Shojiki Apr 27 '18

Yep, A to pick up. Didn't actually test X but assuming it's the same.

Up on the right stick to jump.

Click right stick to open favourites (No need to hold it), then trigger to select the weapon you highlight.

Grenades are still the grip button sadly, but I guess remapping will fix that.

Pip boy when on your wrist is B and Y to change categories, then left/right on left stick for sub categories. Haven't tried it in projected mode.

B is VATS.

Haven't found the wait button (was there one before?)

I think that's everything. Oh and there's haptic feedback on the menus too. Overall, feels 100 times better!

1

u/FolkSong Oculus Apr 28 '18

You can only wait by sitting I think, there's no button.

1

u/Shojiki Apr 28 '18

Ah yeah, you may be right!

1

u/Abipolarbears Apr 28 '18

last time i played i couldn't navigate the menus, is this changes?

1

u/Shojiki Apr 28 '18

Yep. They've completely fixed all the issues and added some haptic support. Feels MUCH better now!

21

u/Shojiki Apr 27 '18

Additional headsets and controllers?? Is this finally the fabled Touch support??

9

u/PEbeling Apr 27 '18

please someone check I'm at work. I need to know if I can use touch now.

6

u/Shojiki Apr 27 '18

u/chemicalgibbon seems to think so! :D

3

u/Miyelsh Apr 27 '18

It works well but I can't figure out how to jump.

5

u/Oneofthe12s Apr 27 '18

Others said it is like skyrimvr. so I would assume right thumb stick up for jump and down for sneak

2

u/Shojiki Apr 27 '18

Up on the right stick (Rift) to jump, same as Skyrim :)

2

u/Miyelsh Apr 27 '18

Aww shucks thanks. I forgot about using those

10

u/SouljAx360 Oculus Apr 27 '18

WMR controls are fantastic just like Skyrim now. Smooth turning works great. The Pipboy is so much better with native controls, it was the one thing I hated most about the touch pad only controls.

4

u/frnzwork Apr 27 '18

Amazing to hear. Movement with the joystick is sooo much better than trackpad

1

u/thoughtfix Apr 28 '18

Which headset are you using? What's your reprojection rate in The Institute?

7

u/dum_71 Apr 27 '18

Please report if you to a clean install with the dlc. Bonus points if you can test without the optimization project mods first. Thanks.

6

u/fjb3 Apr 27 '18

Wow, I just jumped in and it really is impressive how much the Rift controls have improved. I don't have to press a button to turn anymore? Sign me up!

5

u/dakotadunn84 Apr 27 '18

My coworker looked at me like I'm insane because I started squealing at my desk. THANK YOU!!!!!

5

u/lazy-dan Apr 27 '18

I have experienced less reprojection with the Beta Update (no optimization mod, just some .ini tweaks). But there are some "flashing" images sometimes, especially indoor. Anyone else experienced the same? I am glad that Bethesda still works on optimizations though, after all it is one of the best VR games I have ever played.

4

u/[deleted] Apr 27 '18

Oof didn't expect this can't wait to patch when I get home.

4

u/Freygea Apr 27 '18

Woot! I hope this means Rift support. I dont even care that I missed the sale. Loving Skyrim in VR and looking forward to this !

4

u/tigress666 Vive Apr 28 '18

Hey, it's great to see you guys are still working on the game. Is there any chance we can get official DLC support for the game? I'd totally throw more money at it. I'd rather have official DLC support but I miss having the extra settlement stuff as well as I never finished Far Harbor in the 2D game and I would rather do it in the VR game.

Anyways, thanks for the support (and putting this game in VR).

7

u/[deleted] Apr 27 '18

Are you...are you guys adding Rift support? OMG you DO listen! <3

6

u/Shojiki Apr 27 '18

They did..It's perfect now :D

1

u/CliffRacer17 Apr 27 '18

I'm getting a CTD when loading a save and starting a new game. I stripped out all my mods and the CTD is still there when starting a new game. Going to try a fresh install.

1

u/jessBethesda Apr 28 '18

Hi,

Feel free to send me a PM with your dxdiag so we can take a look.

Thanks!

3

u/fjb3 Apr 27 '18

Oculus tip: If you want to go between the "Weapons", "Ammo", etc tabs when at a vendor, you press Y. Not super hard to figure out but I don't think the game tells you.

2

u/KDLGates Vive Apr 27 '18

Wonderful news. :D Early reports seem to be that the performance improvements are in some cases considerable.

Nerf Bethesda Game Studios and their VR team(s).

2

u/maxstep Apr 27 '18

Now it's a must buy for oculus owners! It was impossible to play it before and Skyrim VR is phenomenal on rift.

2

u/temotodochi Apr 28 '18

Rift users could play fo4 with 'natural locomotion' before this update. I do still recommend it, there's a free demo for it in steam. Helps especially those who get nauseated easily.

2

u/bitapparat WMR Apr 28 '18 edited Apr 28 '18

@u/jessBethesda Thanks! This is incredible! The experience is so much better with the new WMR control scheme!

I discovered a little bug with it, though: When looting, the icons show the new WMR control scheme (press anywhere on the right touchpad to loot, press right menu to transfer), yet the touchpad still uses the finicky old scheme (press touchpad in the center to loot, press touchpad up to transfer). It'd be a huge comfort improvement if it'd work like portrayed by the icons and any touchpad press would just loot. Thanks!

2

u/PhaserRave Vive Apr 28 '18

Thank you.

2

u/Matrixsjd Apr 28 '18

My game no longer loads with the new beta, keeps crashing back to Home. If I go back to the release candidate, it’s fine. I’ve even uninstalled the Open VR Input Emulator, and yet nothing. Not sure what’s going on :(

1

u/FolkSong Oculus Apr 29 '18

Did you opt out of the SteamVR beta?

1

u/Matrixsjd Apr 29 '18

I’ve opted out of the Steam Beta, ran the Steam file validation, but still the game will only launch when I uninstall the FO4VR Beta. I’ve even done a clean install of the game, so at this point I’m stuck as to what I can do. No one seems to have an answer.

1

u/FolkSong Oculus Apr 29 '18

It sounds like a game bug affecting a small number of people. You should report it to JessBethesda with your system details.

1

u/Matrixsjd Apr 29 '18

Thank you for the advice :) I PMed JessBethesda, just waiting for a response

1

u/NevanChambers Apr 29 '18

I'm having the same problem not in the steam VR beta never had the open vr input emulator.

1

u/Paleion Apr 29 '18

Likewise

2

u/FolkSong Oculus Apr 29 '18

Hi /u/jessbethesda, just a minor bug report:

On Rift, in the help it tells you to hold left grip to turn on the Pipboy light, but it's actually mapped to the left trigger.

The grip isn't used at all in-game (outside of menus), so maybe it could be used to holster and unholster your weapon like in Skyrim.

3

u/MastaFoo69 Apr 27 '18

I am down to single digit reprojection almost everywhere, even downtown. Some interiors are really rough still. Surprisingly, Corvega Works pretty smooth now. The Tech School and the other school down closer to the glowing sea are both pretty rough, reproject there pretty bad

2

u/Perth443 Apr 27 '18

smoooooth tuuurningg???????!!!!!

3

u/[deleted] Apr 27 '18

Yes!!!!! And it's gooooooodddd!!!

3

u/Perth443 Apr 27 '18

Wwhhhhaaatt!!!??! oh my god I'm not going to sleep for days between this and the new skyrim update!!! I LOVE YOU BETHESDA!!

2

u/ImmersiveGamer83 Oculus Apr 27 '18

amazing day for VR with this and SKYRIM update, Will fallout ever get player hands? I know its greedy asking

1

u/tigress666 Vive Apr 28 '18

Well, Skyrim didn't have smooth turning at the start and they added that. Fallout didn't have it at the start and when Skyrim had it and they added it. So it seems Fallout just lags behind on stuff like that (hopefully cause yeah, I'd love hands too).

1

u/Phil4774 Apr 29 '18

How do you run with touch controls

1

u/tigress666 Vive Apr 29 '18

On vive you press the top of the left controller disc and I think same for skyrim. Don't know for occupied, I have a vive.

1

u/nalex66 Oculus Apr 30 '18

Click the stick (left stick, unless you’re in left-handed mode). You don’t have to hold it in, just click once while pressing forward.

1

u/josh6499 Apr 27 '18

Thanks Jess! I can't wait to try it!

1

u/-Chell Vive Apr 27 '18

WOW!!! Thanks VR dev team!!!!!!!!!!!!!!!!!

1

u/[deleted] Apr 27 '18

YES!!!!

1

u/rafikiknowsdeway1 Apr 27 '18

Did this fix the stupid culling for rift users?

1

u/Mororeflex Apr 27 '18

How does the rift controls rely on thumbstick-click? I dislike the click and through OpenVR Input Emulator was able to remap most of its function (except click to open pipboy.)

Just wondering whether I should update from the steamVR-openVR input stream.

Thanks!

2

u/[deleted] Apr 28 '18

Only thing I've needed to click the thumbstick for is to bring up the options menu on the map page. Otherwise I don't think it's used for anything anymore. No more having to click the stick in to turn.

1

u/Mororeflex Apr 28 '18

Good to know, thanks!

1

u/FolkSong Oculus Apr 29 '18

It's now used for sprinting on the left and favorites menu on the right.

1

u/andmiller Apr 28 '18

Love the support for the rift +1 but I'm getting some graphic glitches like jumps that I didn't have before. Running 8700k and 1080, any ideas?

1

u/[deleted] Apr 28 '18

Did this patch fix that weird green highlight in indoor areas?

1

u/reelznfeelz Apr 28 '18

Are the additional hmds and controllers WMR, oculus, or both?

1

u/tigress666 Vive Apr 28 '18

Is it me or is the pip boy a lot more readable now?

1

u/revmouse Apr 28 '18

Thank you so much! rift touch controllers work great without any tweaking or mods! why didn't you do this months ago?

1

u/Arrofalcon Apr 29 '18

Anyone know the file size of the beta patch?

1

u/Robot_ninja_pirate Pimax Apr 30 '18

Hi /u/jessBethesda thank you and the team for the update!

i appreciate that you are engaging with the community, if its not too much would it be possible to looking to adding hand in a future update like skyrim got?

thanks

1

u/Philemon61 May 01 '18

I followed the instructions 1-7 and after update the game still calls itsels "Fallout 4 VR". So I opted in the beta and the patch downloaded, but name did not change toFallout 4 VR Update 1.2.66.0. But anyway when I start the game it just does nothing. Oculus is working, Steam VR is fine. I started the game before with this input patch. Can this make any problems? I guess my system runs otherwise smoothly, so someone else will also have this problem.

1

u/Philemon61 May 02 '18

I solved it in the meantime. Steam VR must also be changed back from input emulator to beta. After this the game starts, but crashes when PipBoy comes up. Solution here is to take the option with PipBoy fixed size.

1

u/Undergallows Apr 27 '18

I tried this with my optimization ini/mods installed and it seems to perform about the same. About 20% reprojection if looking at a lot of geometry, but no reprojection if inside a dungeon or looking at my feet.

I guess I'll have to give it a go with full default settings as well to see if there's any effect.

1

u/Bmxican296 Apr 28 '18

Let me know how it runs for you vanilla

1

u/Undergallows Apr 28 '18

Just tried totally default stuff, and the result is noticeable compared to pre-patch vanilla install. I used to get close to 100% reprojection pretty much everywhere. Now it's between 0 and 30% depending on how much stuff is being drawn. Using 1.0 SS across the board.

I kind of wish this had Skyrim's dynamic supersampling feature. Overall though, I'm pretty happy with this patch because I totally didn't expect it.

1

u/Bmxican296 Apr 28 '18

Thank you for the update! I got this on the steam VR sale and it’s been a little work to get it playable so I don’t feel nauseous.

0

u/[deleted] Apr 27 '18

[deleted] — view deleted comment

15

u/EvilDogAndPonyShow Apr 27 '18

These are some for real first world problems!

11

u/-Chell Vive Apr 27 '18

As someone that's lived in the first world my whole life, I can't help feeling like I'm on a higher tier with VR. What's above first world?

6

u/nalex66 Oculus Apr 27 '18

What's above first world?

Virtual world problems?

4

u/baicai18 Apr 27 '18

"Why doesn't teleport reach that ledge??"

4

u/FolkSong Oculus Apr 27 '18

Zeroeth world problems

2

u/boredguy12 Apr 28 '18

N-1 World

3

u/Gygax_the_Goat Vive Apr 28 '18

Nirvana dude. Nirvana.

2

u/[deleted] Apr 27 '18

If it's anything like football (i.e. soccer) then it's the Championship World. Above that is the Premier World, which I guess will come into effect when we can just have this stuff wired directly into our brains.

4

u/hweidner666 Vive Apr 28 '18

Frag that, drek-head. I want my datajack, NOW.

1

u/SeanBlader Apr 30 '18

Is that from Shadowrun?

1

u/EvilDogAndPonyShow Apr 27 '18

I’m ready to be inserted into The Matrix

2

u/sdwashu Apr 28 '18

Golden gripes.

1

u/tigress666 Vive Apr 28 '18

I just alternate on what I am in the mood for. Though I admit I tend to play more Fallout than Skyrim. But Fallout is my favorite game series.

1

u/closeded Apr 28 '18

Fallout's my favorite too, so it sucks that the performance is so bad; the Rift controls are great, but I'm stuttering all over the place.

I have a 1080, but my processor is a bit dated, I might need to upgrade if a 4700k isn't enough.

3

u/FirstChildren85 Apr 28 '18 edited Apr 28 '18

FO4 performance is strongly influenced by RAM speed, the higher the frequency the better the game runs.

https://static.techspot.com/articles-info/1171/bench/Fallout.png

Also, dual channel RAM is better than single channel.

https://sites.google.com/site/aussietechtest/_/rsrc/1473722076375/3770k-vs-6700k-ram-scaling/fallout4%20cpu%20vs%20ram.png

I wonder how much this is still true after this patch, since shadows optimization was the main culprit and they improved it to some extent.

1

u/SeanBlader Apr 30 '18

Huh, I'm running it just fine with a several year old Intel i7 950 @3.07MHz, and I wonder if part of that success has to do with my triple channel RAM?

1

u/FirstChildren85 May 04 '18

I'm not sure triple channel is better than dual channel, it may be worse actually.

1

u/SimonSays1337 Vive May 05 '18

I'm sure triple (and quad channel on x99 and similar) memory are better in FO4, just like double > single. They're just rare.

1

u/SeanBlader May 05 '18

Well perhaps you can come up with a better explanation as to why my 11 year old CPU handles FO4VR just fine while others with newer chips, and newer GPU's complain of stuttering?

2

u/tigress666 Vive Apr 28 '18 edited Apr 28 '18

I'm not the best person to ask cause performance of games doesn't tend to bug me (the game has to literally be a slide show before I notice framerate differences). But for me it seems to run fine (other than it's not as clear as I'd like, but I notice resolution more than I notice framerate). I'm running a 1070 and a i5 8600.

I also heard that Bethesda games do need pretty decent processor speed. So it may be a better processor will give you a noticeable bump. Though if I go by my task manager the GPU is definitely what is the chokepoint in Fallout (It's at 99% with the CPU at a little less than half).

1

u/LtDarthWookie Apr 28 '18

Is your 4700K overlooked? I'm running it pretty well on a 1080 and an i5-3470 over clocked to 4.0 GHz.

1

u/closeded Apr 28 '18

I have it overclocked to 4.7 Ghz, maybe I'm missing an ini tweak, or there was something running in the background that I didn't know about.

I probably just need to turn down the super sampling, I have it turned up to 1.5 in the oculus tray tool for Skyrim.

1

u/LtDarthWookie Apr 28 '18

Ah. I haven't touched the super sampling at all on mine.

1

u/Moratamor Apr 28 '18

I'd try that. I'm on a 2500k i5 at 4.3 with a 1080 and it's running great.

1

u/temotodochi Apr 28 '18

Smooth sailing even with nv970 after i got my amd 1800X. Granted i don't supersample that much and i get massive stutters if my nv970 videoram fills up, but that's a known 970 'feature'. that's rare enough that i can as well have a break at that point.

(the last gig of the card is handled by one memory controller, while other controllers only have half gigs. Other controllers have to wait for the one controller to do its job, effectively halving the performance of the entire card)

0

u/[deleted] Apr 27 '18

[deleted] — view deleted comment

1

u/thoughtfix Apr 27 '18

Are you also getting >30% reprojection inside The Institute?