I've been using Skyrim with Vireio for a couple weeks now, and I found a bunch of workarounds for common problems that I've been a selfish little poop about by not posting the workarounds. They worked for me, though I don't know if they'll work for everyone else. Here are some workarounds I found across the net for some of the issues mentioned in this thread and on the OculusVR developer forums:CylonSurfer wrote: I have work to do on the 'The Joy of Perspective' mod any hows, if you can fix the above issue and giant arms this VR driver will be a winner.
Flickering shadows:
SkyrimPrefs.ini via Documents/My Games/Skyrim/, bDeferredShadows=0, fInteriorShadowFade=0, fShadowFade = 0, if I remember correctly. This fix is everywhere.
World Scale:
There's a very simple way to accurately calibrate your world scale quickly. Walk up to a character that is the same race and gender as you, look them straight in the eye, and calibrate your world scale until the left eye's line crosses their left pupil and the right eye's line crosses their right. Then your world scale should be pretty accurate. I found it helpful to use TAI in console to freeze them so they didn't walk about or try to tell me about their day.
Huge Arms/Weapons:
I found that when I got the world scale correctly, my player's body was huge. To make matters worse, I use the Joy of Prespective modification, so my entire body was gigantic. The problem is that Skyrim is not ready for Depth Perception, and the first person skeleton is huge for some reason.
I found an easy fix somewhere on the net, but the compensation is that by fixing the depth perception on the first person skeleton, you also mess up the player crouch height - by cutting the scale of the model down by a third, you also cut the height decrease down by a third, so that your player's view goes down 1/3rd of what it should.
The compensation fix is as follows: Using the XP32 1st person skeleton, the 1st person skeleton installed by Joy of Prespective, or another custom skeleton of your choice, you can edit the skeleton.nif under data/meshes/actors/character/_1stperson/skeleton.nif using nifskope. Alternatively, you can extract the default skeleton, but it's generally easier to just use a better one.
Somewhere there should be a node on the left hand window called NPC LookNode. Click that, look for "scale", set it to roughly 1/3rd. I found that the best looking option for me is 0.36.
Player height:
Another one of the values in the exact same skeleton file in the same NPC LookNode is translation. Up the z value a little bit to get the correct player height, though the correct value seems to depend on the race. It took me a few tries to get a comfortable value.
If someone can find a way to change the crouch height separately, the compensation would become a general fix.
I do have some bugs I have questions about:
Skybox - The skybox appears to be rendered closer than it should, making it look very strange next to a tall mountain. Is there a way to set the skybox distance so that doesn't happen?
Weapon outlines - Weapons in first person often have an odd blue outline that's displaced a little bit - Perhaps it's a result of depth of field or something of the sort?
Menu FOV rape - The first time you open the item menu, it appears to make the FOV very small for some reason or another, requiring a reset of the FOV in console. Has anyone found a fix for this?