Fallout 4 VR

Fallout 4 VR

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helo pilot Dec 28, 2019 @ 11:00pm
For those who have played this non-VR
This is one of my favorite titles ever; I played it 3 years ago on my old Nvidia 3-D vision system and have no complaints.

I just built a 9700k PC (mostly for flight simulation); clocked stable at 5.1, and I also have a decently overclocked RTX 2070 Super. Will this run well and is this sale price worth a 2nd play-through? I am kind of leary of the reviews I have read. Still trying to get used to VR controllers, as I usually feel totally at home with a gamepad.
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Showing 1-15 of 25 comments
Bob Loblaw Dec 29, 2019 @ 4:43am 
The flat version was one of my favorite titles as well, I played it through more than once, before VR. I bought my vive when FO4VR was announced. I found the VR version worth full price and four more playthroughs, despite it running in re-projection on my rig. Having the actual pistol in your hand is amazing, adding as much to the immersion as the 3D. Gaming through a flat-window to the game world, shooting out of my eyes with my hands tied together seems absurd to me now.
Gracey Face Dec 30, 2019 @ 9:20am 
FO4VR has smaller mod compatability due to most FOSE mods not working with the VR version of FOSE but can still work with a lot of conventional FO4 mods.

FO4VR is more crashprone than FO4 to begin with and gets FAR MORE with mods.

FO4VR removes things like the VATS camera and melee kill animations.

Related to the above, it also removes dialogue cameras which makes the already incredibly jilted dialogue in FO4 worse because you spend minutes just standing there staring at someone.

The unmodded gunplay is apparently unplayable due to wierdness in the recoil system and such but I have legitimately never played the game without the recoil modded out so I can't say. I know gunplay in the other VR shooters I have tried that had recoil was horrible though.

Moving around isn't very nice as the fact there's two modes of movement (thumbstick and you actually moving in person) causes the game to wierd out quite a lot causing you to fall through floors, walls and railings.

Bracing your shooting hand is horrible because the game will think you're bringing up your pipboy (though I beleive there's a way to change this in settings).

Grenades range from ridiculously janky to impossible to throw and seem to be purely random based on individual.

The DLC can be modded from FO4 into FO4VR but this comes with significant stability issues.

Your character is only 3 feet high unless you mod it for some inexplicable reason, and modifying your height causes you to take more damage. I play standing up so this hasn't been a noticable issue for me, but apparently if you mod it so your char is the right height while you're seated it becomes a problem.

Weapons that dont have ironsights, such as all heavy weapons and some of the pipe weapons before you mod the game, are completely unusable. I have heard that scopes are a problem too but I legitimately have not found a scoped weapon yet and don't tend to use them in FO games (MINIGUNs baby!)

I can't explain exactly why, but in the base FO4 I never had an issue determining where I was taking damage from but in FO4VR I do. I don't know why as to the best of my memory the damage feedback is the same. I just found it jarring when I first started playing.




Every issue I can think of off the top of my head. Ultimately though the games dirt cheap even when it's not on offer and you said yourself FO4 is one of your favourites. No reason not to buy it in VR if you already have a VR headset.

Gracey Face Dec 30, 2019 @ 9:24am 
Forgot to mention, the game will not run stable on a 2070 unless you turn off weapon debris at which point everything I have seen says you'll get decent frames out of it. Beth haven't updated the game (or vanilla FO4) to work with the new NVidia architecture.
Gracey Face Dec 30, 2019 @ 2:40pm 
One problem that I didn't even think to mention because I barely care but that playing the game just now reminded me of is that at least for me there's a huge problem with scenery culling. Because the VR viewpoint isn't what the engine is designed for it will cull half the scenery objects when it shouldn't, especially in indoor cells (and even more so when those indoor cells are narrow).

This means you're walking through an empty void with things floating in it half the time.


I don't really care myself beyond it being a mild annoyance, but I can see this being a deal breaker for some.
MoH [JoinUsInVR] Dec 30, 2019 @ 3:00pm 
I've gone through a healthy amount of Fallout 4 on Xbox, with mods on PC, and in VR. VR is my favorite way to play if you finally nail it down with an aggressive hammer for three months.

Richard above me has some solid points, however a lot of their experiences I don't have. I play with unmodded recoil, and have no problems shooting people in their faces.
Have no problem figuring out with combined 3D sight and sound where I'm being shot or beaten from, scenery sometimes has a tumor loading when I freshly spawn into the open world, but fixes shortly afterwards. I could go on, but I liked their points and don't want to come across as a ♥♥♥♥ because this game is more high maintenance than an El Camino with 200,000 miles.
Oh yeah Fo4VRSE has been released, so I don't know if Richard has had the same experience with mods since that came out of beta/released.
The game also did have an update on the 16th, I believe, so refund on that? I'll double-check, but it wasn't expected, and is more rare than uncooked meat. Think the last updates that came out prior were on day 1?

To be completely fair, this game has a lot of flaws, but is still one of the few completely full-fledged RPG for VR. My favorite title, and I'd recommend it to anyone who doesn't have a problem committing to modding.

Also I play on a 5700xt (comparable imo to 2070 super) and get GREAT performance. I also upgraded from a 980ti, so I may be jaded.
Last edited by MoH [JoinUsInVR]; Dec 30, 2019 @ 3:00pm
Gracey Face Dec 30, 2019 @ 4:17pm 
Originally posted by What a story MAAAAAAAAAAAAAAAAAA:
I've gone through a healthy amount of Fallout 4 on Xbox, with mods on PC, and in VR. VR is my favorite way to play if you finally nail it down with an aggressive hammer for three months.

Richard above me has some solid points, however a lot of their experiences I don't have. I play with unmodded recoil, and have no problems shooting people in their faces.
Have no problem figuring out with combined 3D sight and sound where I'm being shot or beaten from, scenery sometimes has a tumor loading when I freshly spawn into the open world, but fixes shortly afterwards. I could go on, but I liked their points and don't want to come across as a ♥♥♥♥ because this game is more high maintenance than an El Camino with 200,000 miles.
Oh yeah Fo4VRSE has been released, so I don't know if Richard has had the same experience with mods since that came out of beta/released.
The game also did have an update on the 16th, I believe, so refund on that? I'll double-check, but it wasn't expected, and is more rare than uncooked meat. Think the last updates that came out prior were on day 1?

To be completely fair, this game has a lot of flaws, but is still one of the few completely full-fledged RPG for VR. My favorite title, and I'd recommend it to anyone who doesn't have a problem committing to modding.

Also I play on a 5700xt (comparable imo to 2070 super) and get GREAT performance. I also upgraded from a 980ti, so I may be jaded.


It's not a problem with shooting people in thier face, it's the way you can't control the recoil properly. In reality you just lean in and pull down but you can't do that in VR. It makes the shooting horrible. Or at least it does in every game that I have tried so far (which is why I modded it out of FO4 immediately :D).

I was actually wondering if others had scenery issues. SO you're saying you have none when the game has fully loaded? For me the way it is is that the overworld is fine (or at least I haven't noticed anything major) but as soon as I go in any interior cell I can't see any of the static scenery like floors or walls. The civic tunnels under Concorde for instance were like a fever dream.


The VR Script extender has been released but last time I tried it it just failed to even load the game. I was told this is because the mods all need to be recompiled to work with the VR SE rather than the normal SE, but truth be told I don't know if this is correct.


Since you mention a 980, I'm on a 980Ti right now and I've honestly not had too much of an issue. I know it's chugging as I get all kinds of distortion and such, but it's never completely taken me out of the game. Good card, honestly. Worst part about it is that I got MGSV for free with it.
Last edited by Gracey Face; Dec 30, 2019 @ 4:18pm
Bob Loblaw Dec 30, 2019 @ 5:23pm 
Recoil is a feature, not a fault, in this role playing game. If the player makes a character who can't control recoil, and the player tries to rapid fire a heavy recoil gun, proper game design mandates that the player should have problems. It's working as designed, and moddable for those who want to cheat the role playing instead of adding compensators their guns and skills to their character. Everybody wins, role-players and not-role-players.

The programming of the VR port also shines on the aimed/non-aimed weapon spread in VR. On flat, the player presses a button to bring up the sights and switch out of hip-fire mode to aimed mode. In VR, the programmer doing the port made this button-free... when the player raises the gun to a natural aiming position, the spread of the weapon changes from the hip-fire value to the using-sights value. Kudos to him.

I don't have the texture problems mentioned above, nor problems with scoped weapons, which are very effective at clearing out Libertalia and anything else from a distance.

Originally posted by What a story MAAAAAAAAAAAAAAAAAA:
Think the last updates that came out prior were on day 1?

5 patches across 4 months: 3 bug fix, 1 added scopes, 1 added support for more HMDs:
https://store.steampowered.com/news/?appids=611660
Last edited by Bob Loblaw; Dec 30, 2019 @ 5:24pm
Gracey Face Dec 30, 2019 @ 5:26pm 
Originally posted by Bob Loblaw:
Recoil is a feature, not a fault, in this role playing game. If the player makes a character who can't control recoil, and the player tries to rapid fire a heavy recoil gun, proper game design mandates that the player should have problems. It's working as designed, and moddable for those who want to cheat the role playing instead of adding compensators their guns and skills to their character. Everybody wins, role-players and not-role-players.

Are you serious?
MoH [JoinUsInVR] Dec 30, 2019 @ 5:34pm 
Originally posted by Richard Stroker:
Worst part about it is that I got MGSV for free with it.
That was actually the best thing to happen to you, how dare you.[imgur.com]

Recoil is easy to manage, don't know what VR games you were playing prior that made this game's recoil unbearable.
No scenery issues unless I'm in the commonwealth exterior. Sometimes the textures take a while to load if I go superspeed using teleport, but that's not the game's fault per se.

I am not a modding wizard, all I know is that I just extracted Fo4SE to my game and ran it, and damn did it run.

it was a 980ti, which you have. I really miss my 980ti, and wish it didn't have to leave me. I had to rely on a R9 390 until my 5700xt came in the mail, so don't think your GPU isn't powerful. It can still run VR very well with decent frames, especially if you're using an older HMD like an Oculus CV1 or Vive.



Originally posted by Richard Stroker:
Originally posted by Bob Loblaw:
Recoil is a feature, not a fault, in this role playing game. If the player makes a character who can't control recoil, and the player tries to rapid fire a heavy recoil gun, proper game design mandates that the player should have problems. It's working as designed, and moddable for those who want to cheat the role playing instead of adding compensators their guns and skills to their character. Everybody wins, role-players and not-role-players.

Are you serious?
This explains why we have what seem like different recoil experiences.
MoH [JoinUsInVR] Dec 30, 2019 @ 5:36pm 
Originally posted by Bob Loblaw:
Originally posted by What a story MAAAAAAAAAAAAAAAAAA:
Think the last updates that came out prior were on day 1?

5 patches across 4 months: 3 bug fix, 1 added scopes, 1 added support for more HMDs:
https://store.steampowered.com/news/?appids=611660
Nice, thanks! I was looking for that.
Gracey Face Dec 30, 2019 @ 5:59pm 
Originally posted by What a story MAAAAAAAAAAAAAAAAAA:
Recoil is easy to manage, don't know what VR games you were playing prior that made this game's recoil unbearable. This explains why we have what seem like different recoil experiences.

Completely derailing the thread but...


It's not that it's "unbearable" (what does that even mean) but that because a game mimicing a physical movement of your hands in a game controlled by your hands when it has no ability to move your hands causes a disconnect. It boggles my mind that you aren't just fine with it you apparently don't even understand the issue... I don't know how that could even happen.


It's legitimately the reason why products like the Pro-tube Force-tube or Striker Gun Recoil System exist, but even then that causes a problem as while these products can mimic actual recoil (kind of, they don't kick hard enough) that then compounds with the recoil in the game, unless you disable the recoil in the game at which point people not using FFB gear are at a disadvantage.


How do you not have an issue of the gun in the game not being where your hand is while firing... Serious question as... I can't even compute that.
MoH [JoinUsInVR] Dec 30, 2019 @ 6:10pm 
Originally posted by Richard Stroker:
Originally posted by What a story MAAAAAAAAAAAAAAAAAA:
Recoil is easy to manage, don't know what VR games you were playing prior that made this game's recoil unbearable. This explains why we have what seem like different recoil experiences.

Completely derailing the thread but...


It's not that it's "unbearable" (what does that even mean) but that because a game mimicing a physical movement of your hands in a game controlled by your hands when it has no ability to move your hands causes a disconnect. It boggles my mind that you aren't just fine with it you apparently don't even understand the issue... I don't know how that could even happen.


It's legitimately the reason why products like the Pro-tube Force-tube or Striker Gun Recoil System exist, but even then that causes a problem as while these products can mimic actual recoil (kind of, they don't kick hard enough) that then compounds with the recoil in the game, unless you disable the recoil in the game at which point people not using FFB gear are at a disadvantage.


How do you not have an issue of the gun in the game not being where your hand is while firing... Serious question as... I can't even compute that.
I don't know how to answer this without sounding inflammatory, and you're right, it's derailing the thread, so apologies OP.
If I were to answer your question by starting off grammatically incorrect: Because apparently my guns and hands are better coordinated with my eyes? I don't know, you seem really jilted about two people not complaining about the recoil. I also generally use semi-automatics a lot. Wasn't until recently I started using automatic weapons, and the recoil was as manageable as any other VR game. I use my eyes to see where my bullet are going, not my hands, so I also watch where my gun is rising.
If my Kalashnikov, is climbing higher than I'm aiming I either tilt downward or stop firing. EZ

Bless Bob Loblaw gracing this thread with their almighty presence and knowledge, they explained why you're probably having a worse experience and you turn to me because I said "I don't notice it" and "[what they said] is probably why we're having different experiences".
Following the logic of "Recoil is a system that isn't as bad for people with higher (x) skill", maybe my skills are balanced in a way to better use guns than your character because you're using mods instead of the in-game mechanics? Maybe I'm used to compensating for accuracy? Maybe I'm better at playing VR games? I can come up with a million explanations, will any of them make you feel better or less attacked?
Gracey Face Dec 30, 2019 @ 6:15pm 
Originally posted by What a story MAAAAAAAAAAAAAAAAAA:
I don't know how to answer this without sounding inflammatory, and you're right, it's derailing the thread, so apologies OP.
If I were to answer your question by starting off grammatically incorrect: Because apparently my guns and hands are better coordinated with my eyes? I don't know, you seem really jilted about two people not complaining about the recoil. I also generally use semi-automatics a lot. Wasn't until recently I started using automatic weapons, and the recoil was as manageable as any other VR game. I use my eyes to see where my bullet are going, not my hands, so I also watch where my gun is rising.
If my Kalashnikov, is climbing higher than I'm aiming I either tilt downward or stop firing. EZ

Bless Bob Loblaw gracing this thread with their almighty presence and knowledge, they explained why you're probably having a worse experience and you turn to me because I said "I don't notice it" and "[what they said] is probably why we're having different experiences".
Following the logic of "Recoil is a system that isn't as bad for people with higher (x) skill", maybe my skills are balanced in a way to better use guns than your character because you're using mods instead of the in-game mechanics? Maybe I'm used to compensating for accuracy? Maybe I'm better at playing VR games? I can come up with a million explanations, will any of them make you feel better or less attacked?


It's not jilted as much as you still don't really seem to understand what the issue is, for example claiming that it's just your hands and eyes are "better coordinated" (which assuming it's true would make the problem worse).

Its wierd to me for you to just not have a problem with it. I mean you say "My kalash rises, I just move my hand downwards". Yeah, but does it not then completely take you out of the game that your real hand is say pointing directly at the floor while your hand in VR is 20 degrees in the air via recoil? That's the disconnect I am referring to and it's a complete dealbreaker for me (and enough other people that there's an industry making peripherals to "fix" it) and I don't understand how it isn't for you.


I suppose I should add, I don't feel "attacked" so apologies if I give off that impression, I'm just mystified by you apparently not being bothered by this. Like if I met my doppleganger but he was left handed for some reason. You're legitimately the first people I've ever encountered that don't have a problem with VR recoil.


As an illustration, 30,000 people have downloaded the "no recoil" mod from the nexus. How many people even own FO4VR? That's kind of indicating the scale of how much people tend to dislike it.
Last edited by Gracey Face; Dec 30, 2019 @ 6:22pm
MoH [JoinUsInVR] Dec 30, 2019 @ 6:22pm 
Originally posted by Richard Stroker:
It's not jilted as much as you still don't really seem to understand what the issue is, for example claiming that it's just your hands and eyes are "better coordinated" (which assuming it's true would make the problem worse).

Its wierd to me for you to just not have a problem with it. I mean you say "My kalash rises, I just move my hand downwards". Yeah, but does it not then completely take you out of the game that your real hand is say pointing directly at the floor while your hand in VR is 20 degrees in the air via recoil? That's the disconnect I am referring to and it's a complete dealbreaker for me (and enough other people that there's an industry making peripherals to "fix" it and I don't understand how it isn't for you.
I just took a look at your total time spent in Fallout 4VR, and while I haven't spent exponentially more time, it is almost double what you have spent. This is just the time I've spent on my account, so who knows how much longer I've been playing this game and getting used to it before you did.
I also notice you play Pavlov, which is a more technical shooter rather than an RPG with shooter elements, and I think this may be why you have the disconnect with these two separate games.
While it would be cool if these games used the same physics and mechanics for guns as Pavlov, Boneworks, Zero Caliber, Gun Club, or other great VR games with gunplay, that's putting a lot of faith in Bethesda. Ultimately if you want to be nit-picky about which game has the more realistic gameplay then obviously go for Skyrim since it's hard to ♥♥♥♥ up swinging an object.[/spoiler]
Yes, sometimes my gun is pointed at the ground, but that doesn't bother me since it makes sense for me to counter what I'm seeing with input in efforts to keep accuracy, as this is what games have trained me to do--especially shooters. If I wanted a projectile without recoil or automatic weapons I'd shoot magic and arrows in SkyrimVR.
MoH [JoinUsInVR] Dec 30, 2019 @ 6:26pm 
Originally posted by Richard Stroker:


As an illustration, 30,000 people have downloaded the "no recoil" mod from the nexus. How many people even own FO4VR? That's kind of indicating the scale of how much people tend to dislike it.
Sorry, just saw you edit and add this message in there.

Well, I'm not good at math, but if I had to wager a guess at least 30,000 people own Fallout 4VR? So that means there are probably more people who play without it since a quick google search estimated at minimum 200,000 owners[steamspy.com].

Again, I'm no mathmagician, but that's over 50% playing without this mod, putting you in a minority.
Last edited by MoH [JoinUsInVR]; Dec 30, 2019 @ 6:27pm
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Date Posted: Dec 28, 2019 @ 11:00pm
Posts: 25