Skyrim VR: Best SkyrimVR.ini for Physics and Collision Speed

To fix physics, you must adjust the fMaxTime variable. The math is simple: $fMaxTime = 1 / RefreshRate$. If you use reprojection (e.g., Motion Smoothing), you must use your target frame rate (e.g., 60fps for 120Hz).

File Path & Setup

  1. Locate the file: Documents\My Games\Skyrim VR\SkyrimVR.ini
  2. Add the [HAVOK] section: If it doesn’t exist, create it at the bottom.
  3. Pro Tip: Use PLANCK and HIGGS mods in 2026 for physical hit detection; these settings provide the stable foundation those mods require.

Optimized Physics Configuration Table

Choose the values that match your headset’s active refresh rate.

Refresh RatefMaxTimefMaxTimeComplexTechnical Purpose
90Hz0.01110.0222Standard VR physics sync.
120Hz0.00830.0166Ultra-smooth high-Hz tracking.
144Hz0.00690.0138Competitive-grade response.
60fps (SS)0.01660.0333Use this if 120Hz is reprojected.
[HAVOK]
fMaxTime=0.0083
fMaxTimeComplex=0.0166
uMaxNumPhysicsStepsPerUpdate=1

HowTo: Engineering Perfect Collision Speed

Follow these GameEngineer.net technical steps to stabilize your physics world:

  1. The Jitter Fix: If objects “vibrate” when you pick them up (via HIGGS), ensure uMaxNumPhysicsStepsPerUpdate=1 is set. This prevents the engine from trying to “catch up” on missed physics frames, which causes the micro-stutter.
  2. Collision Clipping (fNearDistance): In the [Display] section, set fNearDistance=1.0. This prevents weapons and hands from disappearing (clipping) when you bring them close to your face—essential for immersive melee and archery.
  3. Melee Velocity Thresholds: In the [VRInput] section, add:
    • fMeleeLinearVelocityThreshold=4.0
    • fShieldLinearVelocityThreshold=2.5This prevents “accidental swings” when you are just moving your hands normally, requiring a more intentional “snap” to trigger a hit.
  4. Audio Sync (The Water Bug): If you hear constant splashing, your fMaxTime is wrong. Setting it to the exact decimal of your frame rate ($1/120 \approx 0.008333$) tells the engine how often to calculate gravity and buoyancy.
  5. PLANCK Optimization: If using the PLANCK mod, open its activeragdoll.ini and ensure the Stiffness values match your high-Hz setup. Higher Hz allows for higher stiffness without the ragdolls “exploding.”

Technical Explanation: The Havok Tick Rate

Skyrim VR uses a Fixed Timestep for its Havok physics engine.

By default, the engine expects to calculate physics every $16.6\text{ms}$ (60Hz). If you run the game at 120Hz ($8.3\text{ms}$ per frame), but the physics is still calculated every $16.6\text{ms}$, you get Physics Desync. The engine will effectively simulate physics at half-speed, or skip every other frame’s worth of movement, leading to “jitter.” By setting fMaxTime to $0.0083$, you align the Physics Tick with the Render Frame, ensuring that for every frame your eyes see, the physics engine has calculated a corresponding movement update.

Leave a Comment