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Ingame 3D only works if i zoom in.
Without zooming in, i can only see bodyand weapon – world is broken.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+
Hello,
I am playing Battlefield 3 using VorpX, but in all depth modes I encounter ghost silhouettes. The 3D appears to extend beyond the models, creating ghostly extrusions around the edges.
I have tried adjusting various VorpX and game settings, but so far I have not found a solution. Has anyone experienced this or knows a possible fix?
Hey everyone. I’m new to PC VR gaming and vorpX. With the PSVR2 I’m having an issue that I’m hoping you guys can help me with as I can’t find anything about it on reddit or google.
When I minimise or close a game my screen goes black (not the headset but the actual PC screen goes black.) There was nothing I could do to get around this so I’d shut my PC manually using the tower’s power button. After this happened several times I randomly thought about unplugging and re-plugging the HDMI cable and that ended up restoring the PC screen without having to resort to powering down.
This problem has happened with 3 titles so far. Dishonored, Battlefield 4, and Skyrim VR (was playing skyrim VR without vorpX).
Any clue what’s going on here? I can’t keep unplugging and replugging the HDMI cable, its silly.
I built this pc specifically for VR gaming and would love to get this working properly.
I’d appreciate any help. Cheers!
RTX 4080 Super
Ryzen 5 7600
32GB RAM
Asus Prime B650M-A WIFI II-CSM motherboardTopic: Battlefield 3 Help
Just reinstalled VorpX after 2 years and this time I’m determined to get it working good with my Pimax 5K Super.
1) When playing Battlefield 3, the mouse cursor remains in the middle of the screen and will not disappear
2) In BF3, when I move my head, it’s not just the view/head that moves, but also the gun/aiming as well. I don’t even have to use my mouse to aim my gun, I can just move my head to aim my gun anywhere I want.
3) There are graphical glitches with the right-eye only such as double-images at times, almost like ghosting or something or like a faint ghosted texture going through the gun or something like that. It happens a lot while there’s smoke and mist around. It does not happen with the left eye though.
I’m using the Pimax 5K Super w/ 9-axis tracking (ie. no lighthouses / basestations) and keyboard and mouse.
I’m using the default BF3 profile and tried to make some changes but nothing helped.
using beta so i dont know if this is same with stable
when i turn off vorpx the game works normallyDirectX function
“m_renderer-> createSwapChain(&swapChainDesc,&swapChainObj)” failed with E_FAIL (“Attempted to create a device the debug layer enabled and the layer is not installed.”). GPU: “”, Driver: “42531”Topic: VorpX Desktop Viewer
Does anyone know why some games start up well with Vorpx Viewer and some instant crash?
Outriders, Far Cry 5, 6, New Dwan, even Star Trek Battlefields 2 – all run perfectly on start up,
on the other hand MARVELS Avengers, Control, Quantum Break straight away crash with the Vorpx Viewer running.
No idea why.. cant really be the 3D engine as Tomb Raider runs great with the Vorpx Viewer but Marvels Avengers crashes, both run same engine..Anyone has an idea or tip how to bypass those crashes on start up?
Topic: Cant get any games to run.
Wondering if anyone can help, I have a oculus quest 2 with a 3080ti
I cant get past the loading screen on my oculus on many games, am i missing something?
I’ve tried battlefield 1, battlefield 5, portal 2 and siege. I can see a loading screen on my oculus and the games loads on the PC but doesn’t do anyyhthing else on the headset.
I’ve tried running the games in admin mode, disabled anti-viurus, disabled MSI after burner and disabled Origins overlay.
Any Help?>
Hi, I am trying to get BF5 to work on cinema mode in g3d, but the official profile starts on full vr mode and if I change to cinema it does no change, the head tracking also does not disable. It just becames a real mess if I try to change the vorpx settings. I dont know how people can play these games in full vr mode, it is really bad. The default mode for all official profiles should be cinema mode.
I have a good game I’d like to see in true stereo 3D… it is not listed in the supported games (probably just because nobody tried)…. but right now it seems to only open in the flat 2D modes in VR, which is no good. It seems to be just a normal DX 3D game so I don’t know why the stereo 3D option is not available.
Is there something I can do in config or something to add the stereo 3D VR option to game or is it automatically determined by vorpX and not shown if unsupported? Or does it just not add stereo option for unknown games?
Reason i know stereo not working is because I know what it looks like when it is working eg for Battlefield 4.
Hey…
I’m having an issue with BF4 in G3D where the game hooks, and I can see it working in 3D, but most (basically all) of the main textures are missing and flickering.
I can see the skybox and some floating debris/smoke/ash etc… but that’s it.Any ideas?
