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Topic: vorpX 25.1.5 Available Now
26/01/13 | vorpX 25.1.5 has been released
Another maintenance update. Addresses a couple of input glitches, comes with a rewritten host-exit that better handles exit crashes with Meta’s OpenXR since a recent Meta Link update, makes alternative hooking usable for more games, fixes a rare DX9 issue, has a bunch of profile fixes/updates and more.
Click here for a list of noteworthy changes
- vorpX: keys wrongly blocked in some DirectInput games (e.g. Fallout 3/NV).
- vorpX: the tracking center hotkey also ensures foreground and input focus.
- vorpX: ALT+TAB and back could occasionally confuse key state tracking.
- vorpX: fixed cursor clipping in some older games (e.g. Metro 2033).
- vorpX: headset audio device switching did not work anymore.
- vorpX: D3D9: better unhooked surfaces handling, e.g. Venetica ALT+TAB crash.
- vorpX: improved host exit, cleaner in various games and with Meta OpenXR.
- vorpControl: folder exclude handles symlinks (e.g. latest EA Desktop).
- vorpControl: minimize runtime windows option supports latest Quest Link.
- vorpControl: alternative hooking working for more games.
- Cyberpunk 2077: improved sync between mod-portion and vorpX.
- Tron 2.0: .ini changes weren’t applied anymore since a while.
- Dishonored 2: scalable HUD added.
- Dragon Age Origins: deal with GOG version 2-core lock.
- Dragon Age II: deal with GOG version 2-core lock.
- Farming Simulator 25: Fixed a Z3D issue related to vehicle mirror count.
25/12/20 | vorpX 25.1.4 has been released
This maintenance update mainly focuses on an annoyance affecting mouse/keyboard players in some games that upscale the image to the monitor size. Under certain circumstances that can lead to vorpX’s stereo cursor being shown at a wrong position, making it difficult to hit buttons in menus etc. Various reasons for this super annoying glitch are now covered. The remaining will follow later.
Apart from that there have been a few more fixes and a new profile for Farming Simulator 2025 with automatic FOV and a scalable HUD.
Click here for a list of noteworthy changes
- vorpX: Improved stereo cursor rendering in games that upscale their output.
- vorpX: Z3D could break in some games after taking off the headset.
- vorpX: some games could crash with Windows display scaling set to 150/175.
- vorpX: some games could crash on audio device change (25.1.3 regression)
- Farming Simulator 2025: new profile with HUD scaling and DirectVR FOV.
- Farming Simulator 2022: DirectVR FOV update.
- Fallout 4: DirectVR FOV scan was broken after a game update.
25/12/16 | vorpX 25.1.3 has been released
Another maintenance update, mainly addressing various issues and annoyances that came up since 25.1.2. Aside from the fixes there is a subtle improvement in regard to how the game/desktop images are sampled before sending them to the headset. Power users can also configure the sampling method now with expert settings enabled.
Click here for a list of noteworthy changes
- vorpX: Battlefield 2 could crash on map load.
- vorpX: some games could crash on CPUs with more than 12 cores.
- vorpX: different image sampling methods for screen/FullVR modes.
- vorpX: image sampling method user selectable (expert setting).
- vorpX: option to improve FPS in games that limit core count (e.g. Witcher 1 GOG).
- vorpX: back to OpenXR 1.0 due to outdated runtimes (eg. Valve, Virtual Desktop).
- vorpX: relaunching games with another graphics API could fail.
- vorpX: DX9: (rare) 64-bit DX9 games ran at roughly half the supposed FPS on Win11.
- vorpX: DX9: some FPS lost since quite a while have been reclaimed (eg. Skyrim).
- vorpX: DX11: Z3D did not work anymore in several games (e.g. COD Black Ops III).
- vorpX: DX12: fixed an (currently unused) Z3D method that didn’t work at all.
- vorpControl: hook helper install auto API detection didn’t work anymore.
- vorpControl: creating desktop shortcuts did not always work anymore.
- vorpService: fallback for virtual display/desktop viewer not working on some PCs.
- vorpService: The virtual display didn’t always get disabled on standby as intended.
- vorpService: Quest Link detection not working anymore after a recent Link update.
- Just Cause 3: depth buffer detection could fail occasionally.
- The Witcher 3: DirectVR: camera position was broken, second position added.
- The Witcher 3: DirectVR: auto EdgePeek for menus, cutscenes etc. didn’t work.
- Elder Scrolls Online: shader parser to detect future UI changes automatically.
- F1 2019: restarting with DX11 didn’t work anymore.
- F1 2020: restarting with DX11 didn’t work anymore.
25/09/12 | vorpX 25.1.2 has been released
Another maintenance update with about a dozen noteworthy changes and fixes.
Click here for all changes
- Head tracking mouse emulation did not work anymore in desktop viewer.
- Messages shown in some games on start could become unresponsive.
- Mod component install with the virtual display failed due to an unclickable prompt.
- Some games did not exit cleanly since vorpX 25.1.0.
- Workaround for 32-bit games that use too much RAM on CPUs with many cores.
- Potential workaround for old games that assign small stack sizes (untested).
- In games with .ini and mem-scan FOV, ini-controls weren’t shown before scanning.
- Avoid more annoying virtual monitor related Quest Link self-restarts.
- Communication between the service and 32-bit vorpControl was broken.
- The service could use an entire CPU core after lock/unlock, standby/resume etc.
- Custom sync selection in the vorpX menu selected different options than shown.
- Trouble shoot data now includes all relevant log files.
- Better service handling in the installer.
- Elder Scrolls Online: HUD shaders updated (again).
- Cyberpunk 2077: mod components updated for CP2077 2.31
- As always numerous smaller fixes and optimizations.
25/08/30 | vorpX 25.1.1 has been released
This maintenance update brings some OpenXR improvements, carves out more precious GPU memory, enhances Quest controller support with SteamVR and fixes a bug where Z3D became heavily pixelated after switching 3D modes.
Auto-updating from 24.1.0 and 25.1.0 will likely fail (sorry!), you may have to reinstall manually with your web installer. If you didn’t keep it, you can get one here: click
Click here for all changes
- GPU memory usage reduction due to headset sync optimizations, ~150 MB at 4K.
- Auto judder protection when a VR runtime throttles the headset framerate.
- Rendering the start room could produce glitches/DX errors.
- DX11/DX12 Z3D could become heavily pixelated/after switching 3D modes.
- SteamVR: emulated start/back gamepad buttons on Quest controllers now working.
- OpenXR: deal with outdated OpenXR runtimes (e.g. Valve, WMR)
- OpenXR: VR controllers were rendered upside down since an OpenXR lib update.
- OpenXR: resetting the renderer in case of an error could cause a crash.
- OpenXR: head rotation felt wobbly in immersive screen/cinema mode.
- OpenXR: don’t use Valve’s broken OpenXR, use SteamVR if set as OpenXR runtime.
- OpenXR: auto switch to Quest Link or SteamVR if no active OpenXR runtime is set.
25/08/28 | vorpX 25.1.0 has been released
This update reunites the regular and the ‘cutting edge’ branches. For those who until now used the regular version it brings three major new features: motion controller gestures, a rewritten desktop viewer and a virtual monitor.
Those who already used the cutting edge build can skip to the full changelog at the bottom of this post to check what has changed since then.
Motion Controller Gestures
You can now map predefined motion controller gestures to key presses and gamepad actions. Aminig down sights, reloading, melee combat, steering wheels and a lot more gestures are available to turn flat games into more immersive VR experiences. While not every game benefits from gestures in the same manner, some (e.g. first person shooter games) can actually feel close to native VR that way. Even seated just a handful of gestures can tremendously improve immersion compared to playing with a gamepad or mouse/keyboard.
Various profiles already have gestures predefined, try e.g. Cyberpunk 2077, Starfield, Titanfall 2 or Aliens Colonial Marines. More will follow. For other games you can easily define gestures yourself. Be amazed how easy that is and how well it can work. Check the video below for a brief introduction.
Desktop Viewer Rewrite
The rewritten desktop viewer now handles high GPU load a lot more stable and also addresses a bunch of annoyances the old desktop viewer had, e.g. the inability to display Windows admin rights prompts.
If vorpX can’t hook a game, try the new desktop viewer. Especially in tandem with the third new feature the vorpX desktop viewer now is the ultimate VR flat game cinema.
Virtual Monitor
The new virtual monitor finally makes running games at higher resolution than your actual monitor allows a breeze. All important resolutions are predefined, and you can easily add more if you want in the config app.
Added benefit for desktop capturing and playing games unhooked with the desktop viewer: the virtual monitor always runs at the refresh rate of your headset, which removes any form of micro stutter that normally is the result of capturing e.g. a 60Hz monitor and displaying it on a 90Hz headset.
The easiest way of using the virtual monitor is launching the vorpX desktop viewer and putting on your headset. Per default vorpX will then switch to its virtual monitor.
Full Changelog
Biggest changes from official (21.3.5) to last cutting edge build (24.1.0)
- Motion Controller gestures that easily let you map VR controller gestures to key/button presses. vorpX gaming as close to native VR as never before.
- A virtual monitor has been added that lets you play games at arbitrarily high resolutions and always has the exact same refresh rate as your headset, which is especially great in cunjunction with the desktop viewer. The smoothest VR desktop experience ever.
- Desktop viewer rewritten to minimize CPU/GPU usage, get rid of a few annoyances, and work great with the new virtual monitor.
Biggest changes since 24.1.0
- Redesigned rendering/post-fx pipeline that significantly reduces the amount of GPU memory used by vorpX at high resolutions.
- Custom memory manager that keeps memory allocated by vorpX separated from game memory as much as possible. Improves general stability everywhere, most notably when using high resolutions with some 32-bit games, e.g. Dragon Age Origins, Venetica.
- Special treatment for 32-bit games able to handle more RAM than the usual 32-bit 2GB limit. vorpX can now detect and directly utilize the extra memory. If you encounter crashes with 32-bit games at high resolutions, check the internet for tools that make them ‘large address aware’. Note that trying that with modern 64-bit games has no effect, those can use all your RAM per default.
- Major (ongoing) spring cleaning continued: lots of internal changes and refactorings that improve general stability and/or help keeping the developer of this Tower of Babel happy.
Noteworthy smaller changes/fixes since 24.1.0
- Optimized texture sharing between game and vorpX threads. Fixes DX12 black screen caused by nVidia driver 580.88+ and in general may/should be a bit smoother under high GPU load.
- Improved cursor tracking. Fixes cursor flicker e.g. in AC:Valhalla/Odyssey.
- Cinema mode uses reduced lightmap sizes in 32-bit games that aren’t large address aware to squeeze out some extra GPU RAM for higher resolutions.
- DX9: Some rarely/never encountered StateBlock related stuff handled. Just in case.
- DX9: Hooking related changes that may improve hooking reliability in some cases.
- DX9: Generic 3D/Headset modes did not work on some AMD GPUs
- DX9: Fixed an issue that could cause games to hang on device creation.
- DX9: Fixed an issue that could cause games to crash on display mode change.
- DX9: Fixed an issue that could cause games to crash on load (e.g. GTA IV).
- DX9: Fixed an issue that could cause games to hang fullscreen (e.g. Splinter Cell 3).
- DX9: The start scene had some weird render glitches in ‘Generic VR headset’ mode.
- DX10: Potential exception on init (e.g. Crysis DX10)
- DX11: Support some rarely used DX11 features (e.g. WoW non-legacy DX11)
- DX11: Improved G3D performance, up to 300%! Don’t get too excited though, that is an outlier. Usually expect anything from 0%-15%.
- DX11: More efficient multithreading. Improves FPS in some games (e.g. Elex 2).
- DX11: Image was garbled in some games, e.g. ArmaA III (24.1.0 regression).
- DX11/12: Optimized shader bookkeeping. Can save >200 MB of RAM (e.g. HZD).
- DX12: More efficient resource bookkeeping. Up to 20% better FPS (e.g. Uncharted 4).
- DX12: Fix for hiccups/uneven FPS in some games (e.g. The Last of Us/Uncharted 4).
- DX12: display mode switching/window resizing failed for some games (e.g. Far Cry 6)
- DX12: various authoring hotkeys did not work.
- Tracking: The jump/crouch detection didn’t work correctly anymore.
- vorpX control: App could crash on startup (24.1.0 regression).
- vorpX control: App could crash after installing hook helpers.
- vorpX control: App could hang after running for a while.
Game Profile Changes/Fixes since 24.1.0
- Cyberpunk 2077: support for latest game version.
- Dark Souls III: scalable HUD didn’t work under some circumstances.
- The Elder Scrolls Online: shader fixes for latest game version.
- The Witcher 3: The profile’s mod part could activate itself without vorpX running.
- World of WarCraft did not work anymore after removal of the old D3D11 renderer.
- Abzu: ini changes were applied on each launch instead of just once.
- Hellblade: ini changes were applied on each launch instead of just once.
- Observer: ini changes were applied on each launch instead of just once.
- Prey (2006): resolution wasn’t set as intended due to a typo.
- Conarium: improved DirectVR memory apply on/off check
- Deus Ex: Human Revolution: various fixes.
- The Surge: motion blur hint added.
- Morrowind: MGE shader chain could become unavailable.
- dgVoodoo2: shader parser for versions 2.7+
Topic: Arma 2 OA help please
i have vorpx open, launch OA, go to play and everything’s massively zoomed in, when i turn my whole stuff turns not just my head, please help!
Nvidia gpu
Htc headsetanyone got a premade profile etc?
Topic: Baldur’s Gate 3 Black screen
Hi, I’ve only started using VorpX recently, managed to run it with arma3 alrigh, I’m trying to use it with Baldur’s gate 3 but all i get the game runs on the pc screen but all i ged on HMD is black, I’ve tried with quest 2 and 3
any help appreciated
thanks
SebHey Ralf I need you to try clear up and set the record straight why I could get vorpx previous versions to hook onto to Arma 3 G3D all the effects all the options battleye on. But now I can’t, my question is #1 how and why the hell did vorpx previous versions work around battleye eye and #2 I’ve noticed I could create new blue local profiles by continuously clicking on games as they entered game forming it’s own profile that could be used flawlessly afterwards no need to mess around. I can’t create profiles like that anymore and there’s no indication that cloud profiles are even at work once imported?
Topic: Arma 3
I have been thinking about ARMA 3 and 2 for many years to play on VR. I have tested it on vorpX. Weapons become gigantic even the sights and Hud is not visible on the game even if you try to set it to vorpX. The menu on the game is almost unusable too wide from the field of view. Is there anything to fix it?
Or if someone can fix new profile for ARMA3 and 2 everything works perfectly. I think it’s a great game please help me….
Very kind regards Patrichttps://www.theverge.com/2023/2/6/23588083/meta-shutting-down-echo-vr-john-carmack
That´s the right spirit, ya dipshits! Just cancel even more VR-Exclusive games and shut down servers, this will of course attract even more users get into VR and buy VR-Exclusive titles to begin with!
Not enough that VR is still struggling, especially this meta-crap, they´re already starting to shut down server(s) of game(s).
I don´t care what reason they may have to justify such a stupid move, it for sure will not help VR to become “better” in any way. So why even buying their next titles, when they are going to shut down its servers too soon probably?
Not that i even played ECHO or any other vr-exlusive title lately, let alone multiplayer-only vr-titles, but as a “vorpx-MANIAC” who is playing every game in VR now, i guess we and VR need all the industry-based support it can get, rather than doing the exact opposite META is obviously doing now.
Topic: Attaching to Wow.exe (fail)
I’m playing Wow on Warmane (private server) and vorpX wont attach to the .exe.
The game runs on DX9
I have however ran Tridef3D and that hooks on properly. Any ideas how to make VorpX work natively?
Currently I can use Tridef3D to do a side by side 3d and then use VorpX desktop viewer to view the side by side 3d image into the headset (oculus Q2)
Following significant hardware upgrades I set up arma3 last night and once I’d got the higher custom resolutions running it’s all pretty good, I have a couple of questions though.
In order to replicate the pancake version weapon position/size I’ve had to adjust head position and image zoom accordingly, this seems to give a slight barrel distortion swim when I move my head – I presume mostly from the image zoom.
I’ve adjusted the FOV in the arma3 configs to 120°, would changing this improve things? Is there a defacto baseline value that most people use?
I’m currently using a 16:9 custom resolution of 3200×1800, however I’ve read that the 9:8 can reduce GPU load. Should I be shooting for keeping the 1800 width to achieve the same image clarity?
System is 5800X3D/3080ti/reverb G2 running @60Hz. With high arma3 settings at the above resolution is running above 60fps without a problem.
Any thoughts would be appreciated 🙂
Topic: Arma 3 Major Flickering
Hi there,
So I’ve been able to play Arma 3 with VorpX for the last few days with good results, and suddenly I’m getting major flickering. I’ve tried reloading the default profile multiple times, as well as trying different VorpX settings, 3D modes, etc to no avail. Any suggestions on what could be going on?
GIF for example:https://gfycat.com/flakydrearygreatdane
My specs:
CPU – 5900X
GPU – RTX 3080
2TB SSD
64 GB RAM
Quest 2 w/ Link CableHi support and community,
I recently bought VorpX to replicate what this guy has done with WoFF, getting VorpX to hook into its engine (Combat Flight Sim 3) using the Flight Sim X template; he has it working fine – https://www.youtube.com/watch?v=k130n3K6PPI&t=650s
I also have the G2 headset and a similar specced PC. I notice he has a slightly older version of WoFF which still uses CFS3 for the 3D engine, and a slightly older VorpX which doesnt have a separate WMR choice for VR, including it within Steam VR.
I’ve tried every combination I can think of in the setup to get VorpX to hook into CFS3, including waiting for it to time out and install the ‘hook helper’, but it refuses to hook. I know VorpX works as I had it working fine with ARMA3.
Could anyone in support offer me advice? Could something have changed with the newer VorpX version?
Thanks!!
