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  • #222971
    nm723548
    Participant

    The working G3D profile has been uploaded to the cloud.

    With the Quakespasm-Spiked 24-03-01 port, you will be able to play and complete Arcane Dimensions, Brutalist Jam I–III, Dwell, Alkaline, Limnal Places, Spiritworld, Xmas Jams, Func Map Jam X, Mjölnir, Immortal Lock (an add-on made by a very clever lady from Canada), Malice Refined, and many other great add-ons that transform good old Quake into the king of the VR realm.

    Arcane Dimensions, Alkaline, and Brutalist Jam III are probably three of the best ultra–high-quality add-ons that the gaming community has given us for free.

    With Arcane Dimensions, Alkaline, and Brutalist Jam III, the creators transformed the base game into an almost metaphysical, gargantuan-in-scope, often surreal experience (particularly in VR). They were also probably among the first to use infinite loops in some maps, similar to those previously seen in sci-fi movies.

    Steps for everything to work:

    Main problem: After launching the game, there is no image in one eye.

    Workaround: After launching the game in VorpX Virtual Desktop, go to Options → Video Options, change Vertical Sync (on or off—it doesn’t matter), and click “Apply Changes.” After applying the changes, everything should work correctly again, and you are ready to play. I tried to fix this via CFG files (e.g., V-Sync), but without success.

    Download Quakespasm-Spiked 24-03-01 and extract it into the Quake folder. Overwrite files if needed.

    Set the resolution to 3840×2880. For this resolution to appear in-game, you must first select it in your display settings after launching VorpX Virtual Desktop. To enable it, create a custom resolution in VorpX Virtual Monitor. Then launch VorpX Virtual Desktop, right-click your desktop, open Display Settings, and select the resolution. After that, launch the game and choose 3840×2880.

    After launching the game in VorpX Virtual Desktop, go to Options → Video Options, change Vertical Sync (on or off), and apply the changes.

    Running the add-ons:

    Always run the add-on using the shortcut you created.

    Create a shortcut for quakespasm-spiked-win64.exe and rename it to match the add-on, e.g., BRUTALIST JAM III.

    Right-click the shortcut and open Properties. If you extracted the add-on to a folder named “qbj” (for example), add the following after \quakespasm-spiked-win64.exe: -heapsize 1597152 -game qbj

    The full target line should look like:
    “\quakespasm-spiked-win64.exe” -heapsize 1597152 -game qbj

    If the add-on contains larger maps, consider using a larger heapsize. This helps prevent crashes caused by memory limitations.

    Before launching the game or add-on, you may need to set the display scaling to 100% and the resolution to 3840×2880 in VorpX Virtual Desktop. Sometimes the game may start at a lower resolution even if it incorrectly displays 3840×2880 in the video options.

    Rule of thumb: Always set scaling to 100% and the desired resolution in desktop settings after launching VorpX Virtual Desktop and before starting the game or add-on.

    The in-game resolution should be judged visually—everything should look very sharp. At lower resolutions, the image will appear slightly pixelated or blurry.

    Making your own soundtrack:

    To create a custom soundtrack for Quake fan maps, install Foobar and Foobar Portable. In one instance of Foobar, you can play the Herbstwind (Patrick Lynen | Meditation & Relaxation) track (for example), while in the other you play your preferred music with Playback → Order set to “Repeat Playlist.”

    After setting up your soundtrack, launch the game/add-on/map and enjoy the best possible version of the experience.

    The Dungeon Synth Archives channel on YouTube offers a lot of music that fits Arcane Dimensions. You can record music for specific maps using Windows Recorder, play the map with your custom soundtrack, and then delete the recording afterward.

    Optional I:

    You should consider playing Brutalist Jam III in G3D—it feels like entering the worlds of Zdzislaw Beksinski (a famous Polish surrealist/grotesque painter) in VR.

    Over time, some players may consider it one of the best FPS add-ons ever created. Brutalist Jam II also features a remarkable hub that is truly outstanding and unforgettable in VR. Some maps in Brutalist Jam III offer a one-of-a-kind experience, with vast vertical spaces that feel both suffocating and breathtaking at the same time.

    It could be said that VR was waiting for Brutalist Jam III—as it is so magnificent, raw, and elegant.

    Optional II:

    For the best immersion, consider using 3M Peltor (or similar) noise-canceling headphones together with Panasonic in-ear buds, and a backlit keyboard for night play.

    Consider using a Samsung HMD Odyssey Plus headset for excellent colors and contrast in Quake. Darkness is often a crucial part of the experience, so deep blacks matter greatly.

    The Samsung HMD Odyssey Plus still offers outstanding color and contrast thanks to its AMOLED display.

    When buying one, ask the seller whether the USB cable works properly. Signal interruptions can crash AMD drivers. If signal loss is detected (VorpX acts as a virtual monitor), the system may switch to standard graphics drivers, resulting in a black screen.

    AMD Adrenalin driver crashes may still occur even with a fully functional cable. In such cases, both the monitor and headset may go black. You may need to restart your computer and reinstall the drivers via Windows Device Manager—sometimes twice, as the first attempt may fail.

    Minor scratches or lens blur can be removed using PolyWatch Plastic Polish, though it may damage certain lenses. Use PolyWatch only if you are sure it is safe for your device.

    Removing scratches requires applying firm pressure—be careful, but don’t be overly hesitant.

    If it’s your first time, watch several YouTube tutorials. PolyWatch works by dissolving and polishing plastic, so avoid overuse as it can deform or reshape lenses.

    Some interesting ideas to try:

    Entering the City of Pale

    Entering the City of Pale is a Quake fan map by Benoit “Bal” Stordeur.

    Once a year, there is a truly magical time called Christmas. It is the only time when you can enter the City of Pale—the city gate opens only once a year during Christmas.

    Set the Sorcerer’s Dream track by Old Sorcery in Foobar, and launch the game in VorpX Virtual Desktop after midnight during Christmas, when everyone is asleep.

    After opening the city gate in VR, you won’t be able to go further. At that point, you should go to bed and fall asleep, reflecting on what you saw and, most importantly, the feeling of the solemn Christmas atmosphere and the place you visited.

    In this way, you may pass through the gate and enter the City of Pale in your dreams. During Christmas, once a year, the gate opens in the dream world as well. The younger you are, the higher your chances—entering such places in dreams becomes harder with age, as people begin to question the possibility and they erase such experiences from memory.

    To fully understand this idea and appreciate the brilliance of Entering the City of Pale, you must experience it in VR (G3D).

    Entering Dante’s Hell

    If any vision of hell exists, it is perfectly captured in the Sheer Hellish Miasma Quake map by CZG.

    Set tracks 3 and 4 from the Mohnomishe album by Zoviet France in Foobar, enable “Repeat Playlist,” launch the Honey add-on in VorpX Virtual Desktop, and play until you reach the first map.

    Experience Dante’s Hell if you are searching for deeper meaning or a change in your life.

    #222959
    nm723548
    Participant

    The working profile has been uploaded to the cloud.

    After trying the official profile without success, I was able to achieve depth using a different official profile.

    The 3D effect breaks every time you take out a weapon or a blackjack. After using them, always hide them using the ~ key (or any other key you assigned earlier for that purpose). This restores the 3D effect. In most other games, this issue would make the game unplayable in 3D, but in Thief it’s irrelevant, as the game focuses on stealth and exploration.

    With everything properly configured, the game looks as good as Blood in G3D. The City in the “Endless Rain” and “Winds of Misfortune” fan missions is breathtaking.

    Once everything is set up, the 3D effect is strong, creating a real sense of moving through space and observing objects with depth.

    Steps to make everything work:

    Install TFix 1.27 for Thief I, Thief II, and Thief Gold.

    Copy (clone) thief.exe and rename it to thiefvorpx.exe. Repeat the same process for Thief II and the executable inside the Thief Gold folder.

    Change the FOV to 140 in cam_ext.cfg. Don’t forget to remove the “;” so the optional FOV setting works. You can adjust the FOV to your preference, but remember you may also need to tweak VorpX Immersive Mode settings and save the changes.

    Set the resolution to 3840×2880. For this resolution to appear in-game, you must select it in your screen settings after launching VorpX Virtual Desktop. To enable this, create a custom resolution in VorpX Virtual Monitor. Once created, launch VorpX Virtual Desktop, right-click on your desktop, open Screen Settings, and select the resolution. Then launch the game and choose 3840×2880.

    Websites like Thief Missions and Keep of Metal and Gold host over a thousand fan missions. Most are unrated, but the only way to judge them—especially in VR—is to play them. Even a simple mission aesthetics can be great to look at in 3D. With the sense of moving through space, you gain access to countless new places to explore, with VorpX acting as the only secret door to them.

    Use AngelLoader to catalog and launch fan missions. Start them through VorpX Virtual Desktop via AngelLoader.

    After playing for a while, adjust VorpX Immersive Mode settings to your liking—distance, scale, curvature, and so on.

    Use Alt + Space to recenter if you feel too short or if you feel that the picture is misaligned.

    Optional:

    Set F5 for quicksave and F9 for quickload—you’ll use them frequently.

    You can also try cloning the Dark Messiah of Might and Magic VorpX profile, as more options seem to work in Z-Normal mode. However, there may be ghosting issues.

    For the best immersion, use Peltor (or similar) noise-canceling headphones together with Panasonic in-ear buds, and a backlit keyboard for night play.

    Consider using a Samsung HMD Odyssey Plus headset for excellent colors and contrast in Thief and The Dark Mod. Since darkness is a core part of the experience, display quality matters greatly.

    The Samsung HMD Odyssey Plus still offers outstanding color and contrast thanks to its AMOLED screen technology.

    When buying one, ask the seller whether the USB cable (which is long and sturdy) works properly. Signal interruptions can crash AMD drivers. If the system detects a signal loss (VorpX acts as a virtual monitor), it may switch to standard graphics drivers, resulting in a black screen.

    Note that AMD Adrenalin driver crashes can still occur even with a fully functional cable. In such cases, both the monitor and headset may go black. You may need to restart your computer and manually reinstall the graphics drivers—often twice, as the first attempt may fail—via Windows Device Manager.

    Minor scratches or blurring on lenses can be removed using PolyWatch Plastic Polish. However, on some headsets, it may cause additional blurring.

    Only use PolyWatch if you are certain it’s safe for your device, as improper use can damage the lenses.

    Removing scratches requires applying firm pressure—don’t be afraid of pressing too hard, but proceed carefully.

    If you’re doing this for the first time, watch several YouTube tutorials. PolyWatch works by dissolving plastic on a microscopic level, so avoid overuse, as it can deform or reshape the lenses.

    Tips for new Thief players:

    Always pick up rope arrows—they are reusable.

    You can pull yourself up by pressing and holding Space after a jump.

    Shooting rope arrows close to edges makes climbing easier.

    Some surfaces (like windowsills) are wooden—these can support rope arrows if you aim carefully.

    Certain pipes can be climbed.

    Some roofs can be climbed by jumping and holding Space, similar to windowsills and walls.
    Doors and windows can be deceptive—some that look unusable can actually be opened. Always check them up close.

    Knocking out peasants is not always a good idea. They may serve a purpose, such as opening doors, which they cannot do if unconscious.

    Illuzio
    Participant

    Hi, I saw in the 2026 VorpX update that you made some changes to Dishonored 2! Thanks for improving support for my favorite game, and for all the work you do to improve VorpX, Ralf :)

    I’m writing this message here because I’ve made some interesting discoveries for Dishonored 2 and Dishonored: Death of the Outsider that could make it easier to add G3D if someone ever wants to do it.

    I discovered that it’s possible to force the removal of certain shaders for D2 and DOTO very easily by adding parameters to the game’s launch shortcut.

    For example, to remove the DOF effect and the SSAO effect:
    “C:\GOG Games\Dishonored 2\Dishonored2.exe” +cvarAdd r_skipDOF 1 +cvarAdd r_skipSSAO 1

    With the option “+cvarAdd r_skipPostProcess”, it’s possible to remove a HUGE amount of shaders in the game with this:
    “C:\GOG Games\Dishonored 2\Dishonored2.exe” +cvarAdd r_skipPostProcess
    (Although the majority of shaders are disabled with this option, the Timepiece still works correctly in the mission “A Crack in the Slab“.)
    It’s also possible to use a less drastic option, such as:
    “C:\GOG Games\Dishonored 2\Dishonored2.exe” +cvarAdd r_skipTemporalAA +cvarAdd r_skipShadows +cvarAdd r_skipDOF 1 +cvarAdd r_skipSSAO 1

    Using “+cvarAdd r_skipPostProcess”, or disabling certain shaders, could therefore help make G3D support easier, since a large portion of problematic shaders can be disabled at the game’s launch and make it easier to handle G3D.

    VorpX could create a batch file next to “Dishonored2.exe” with this command:
    “Dishonored2.exe +cvarAdd r_skipDOF 1 +cvarAdd r_skipPostProcess”
    And ask the player to launch the game using this batch file ;)

    Here is the list of shader options that can be disabled and work for D2 and DOTO:

    +cvarAdd r_skipMergeMeshes
    +cvarAdd r_skipIBL
    +cvarAdd r_skipGodRaysUnderWater
    +cvarAdd r_skipFogUnderWater
    +cvarAdd r_skipFogBlur
    +cvarAdd r_skipAnisoTextureStreaming
    +cvarAdd r_skipToneMapping
    +cvarAdd r_skipBloom
    +cvarAdd r_skipLensFlares
    +cvarAdd r_skipAutoExposure
    +cvarAdd r_skipAutoExposureTemporalAdaptation
    +cvarAdd r_skipColorGrading
    +cvarAdd r_skipLights
    +cvarAdd r_skipPostToneMap
    +cvarAdd r_skipUnderWaterPostProcesses
    +cvarAdd r_skipOceanSSR
    +cvarAdd r_skipFog
    +cvarAdd r_skipGodRays
    +cvarAdd r_skipDepthAlpha
    +cvarAdd r_skipEmissiveGlare
    +cvarAdd r_skipPostProcess
    +cvarAdd r_skipOutlines
    +cvarAdd r_skipIndirect
    +cvarAdd r_skipAlbedo
    +cvarAdd r_skipSSAO
    +cvarAdd r_skipDirect
    +cvarAdd r_skipTemporalAA
    +cvarAdd r_skipDofBck
    +cvarAdd r_skipInsideBodyDithering
    +cvarAdd r_skipCameraMotionBlur
    +cvarAdd r_skipOcean
    +cvarAdd r_skipDynamicDecals
    +cvarAdd r_skipStaticDecals
    +cvarAdd r_skipModels
    +cvarAdd r_skipShadows
    +cvarAdd r_skipLightScattering
    +cvarAdd r_skipLightsFromLayerA
    +cvarAdd r_skipLightsFromLayerB

    (Excuse my poor English, it’s not my native language)

    #222857

    In reply to: Metro Exodus dx11 G3D

    Boblekobold
    Participant

    “Enhanced” Edition doesn’t have G3D (but it can be played in full VR with an unofficial profile, even if I would recommand Standard DX12 instead if you want to play with Z3D and raytracing, because it’s very beautiful & optimized, you don’t have Depht of Field / blur and you can switch to G3D when you want – which is much better indoors).

    There are details here :

    Is Metro Exodus Enhanced working for anybody?

    They don’t behave the same way at all so maybe you did something wrong.

    In your case, if you just want 3D, given Z3D DX12 profile isn’t very powerful, you really have to use the Standard edition with the official profile to get G3D (you don’t have to import/apply anything, it works by default), and you must specify DX11 in the game’s option before using VorpX (so launch it in flat at least once in order to change video settings).

    fahad233
    Participant

    Have had vorpx since 2021. Didn’t really use it much since my rig wasn’t good enough.

    Finally have a good rig. Trying to play Need For Speed Unbound and Hogwarts Legacy.

    Both games hook successfully but show horizontal colored lines.

    I’ve tried disabling FrameGen / DLSS / VSync / Motion Blur / etc to no success.

    Could some vorpx setting like desktop viewer be causing this?

    #222379
    Benedict81
    Participant

    Ok, still having issues with the latest Pimax Play software (this can all be negated by using the version 1.40.1, but it is frustrating to not be able to use the latest PP). The issue seems to be with just Vorpx. With the latest Pimax Play, I can launch Vorpx virtual desktop just fine, it works, but when I launch any game through virtual desktop, all I get is a fuzzy\blurry screen (it is not pixelated, it is blurred so much that I can’t make anything out). Games start thought, the Vorpx homeroom starts, I can hear the game music starting and it is working but the visual are just a blur. Now I thought this was because of all the new functions that Pimax introduced, but I have turned those off completely (GPU scaling \ Sharpening). Any ideas, Ralf, anyone? I am again reverting back to 1.40.1 to be able to play anything with Vorpx but maybe this is something to check out what is causing this. Other VR stuff works just fine with the latest Pimax Play.

    #222186
    JDogDaBoy
    Participant

    I’m no longer getting the open XR instance creation failed message anymore but vorpx still doesn’t seem to want to hook into the game. And I don’t know if the home screen you’re talking about has recently become the default, but I’ve never had to go to that space before. The game always started up with just a blurred background and I can’t get that to happen anymore. And with the home screen, the game is not the center screen it’s a very small screen off to the left. The center screen which is fairly large is just a man with a VR with a question mark. I only use one VR controller to click on things and I don’t really have the ability to use both VR controllers. When the game starts with that screen I can press delete on the keyboard and the menu will pop up, but none of my buttons will work for the game and I can’t even get off of the start screen from the game because the controller and the keyboard become inactive as soon as I enter that space. I really only use vorpx as an aiming assistance for things like Call of Duty and so mostly I just need the head tracking capability. But when I enter that gridded room there doesn’t seem to be any sort of head tracking. I don’t even know how to get that big gray box with the man in the VR to go away and how to get the game to Center.

    #222077
    Detective_Yoshi
    Participant

    The game is on sale so why not? Tried but it was too blurry. There is this graphics mod that improve resolution, but it breaks the game with Vorpx message saying that the dll from the mod is the problem. Anyone tried this or have a tip?

    #221816
    Ralf
    Keymaster

    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+
    #221741
    yaglourt
    Participant

    @moderators: Could you please delete my three previous posts?

    **How to center and shrink the minimap (and other HUD elements):**

    1. Copy the update.rpf file from your game’s update folder to the mods\update folder. (You’ll need to create these directories if they don’t exist).
    2. Use a tool like OpenIV or CodeWalker to open the update.rpf file that you just placed in your mods folder.
    3. Navigate to common\data\ui\ and replace the frontend.xml file with the one provided at this link

    You may need to adjust the minimap’s horizontal position if your in-game resolution is different from mine (1920×1440). To do this, edit the frontend.xml file and look for the lines that begin with:

    * <data name="minimap"
    * <data name="minimap_mask"
    * <data name="minimap_blur"

    Then, increase or decrease the three posX values by the same amount to shift the position.

    I also recommend the “GTA 5 HUD Toggle” mod (bind F12 to down D-Pad to toggle the minimap)

    #221680
    Boblekobold
    Participant

    I played with Epic Games version on Reverb G2 (OpenXR).

    I have this in my XML file (Graphics.config.xml in C:\Users\<username>\AppData\Local\Frontier Developments\Jurassic World Evolution 2\Config_Local) :

    <?xml version=”1.0″ encoding=”UTF-8″ ?>
    <Graphics>
    <Terrain />
    <Display preset=”Custom” version=”5″>
    <ScreenWidth>5120</ScreenWidth>
    <ScreenHeight>3840</ScreenHeight>
    <VSync>false</VSync>
    <EnableIndirectDrawCalls>true</EnableIndirectDrawCalls>
    <PresentInterval>1</PresentInterval>
    <AdaptiveVsync>false</AdaptiveVsync>
    <AdaptiveVsyncRatio>1.000000</AdaptiveVsyncRatio>
    <Adapter>0</Adapter>
    <Monitor>0</Monitor>
    <DX11_RefreshRateNumerator>90000</DX11_RefreshRateNumerator>
    <DX11_RefreshRateDenominator>1000</DX11_RefreshRateDenominator>
    <ResolutionScaleMin>1.000000</ResolutionScaleMin>
    <ResolutionScaleMax>1.000000</ResolutionScaleMax>
    <ScreenMode>Fullscreen</ScreenMode>
    <SwapChainColourSpace>Auto_HDR_scRGB</SwapChainColourSpace>
    <EnableTripleBuffering>false</EnableTripleBuffering>
    </Display>
    <Settings preset=”Custom” version=”11″>
    <EffectQuality>2</EffectQuality>
    <TextureQuality>High</TextureQuality>
    <AOQualitySetting>3</AOQualitySetting>
    <FullScreenAAQuality>TemporalUpscale</FullScreenAAQuality>
    <TemporalUpscalingResolution>Ratio6_5</TemporalUpscalingResolution>
    <LightPropagationVolumeQuality>0</LightPropagationVolumeQuality>
    <WaterQuality>3</WaterQuality>
    <WindQuality>1</WindQuality>
    <RainQuality>1</RainQuality>
    <ChromaticAberration>1</ChromaticAberration>
    <MaxAnisotropicLevel>16</MaxAnisotropicLevel>
    <AtmosphericsQuality>3</AtmosphericsQuality>
    <PostProcessQuality>2</PostProcessQuality>
    <DepthOfField>0</DepthOfField>
    <MotionBlur>0</MotionBlur>
    <GeometricQuality>VeryHigh</GeometricQuality>
    <DetailObjectQuality>High</DetailObjectQuality>
    <ScreenSpaceReflection>2</ScreenSpaceReflection>
    <DirectionalShadows>
    <Quality>5</Quality>
    <CascadeCrossFadeDistance>0.200000</CascadeCrossFadeDistance>
    <CullingDistance>1000.000000</CullingDistance>
    <CascadeCount>4</CascadeCount>
    <Variance>
    <Resolution>512</Resolution>
    <SuperSampling>4</SuperSampling>
    <Threshold>0.970000</Threshold>
    <DepthBias>-0.003000</DepthBias>
    <SlopeBias>3.500000</SlopeBias>
    </Variance>
    <CascadeResolution>2048</CascadeResolution>
    <Cascade>
    <Index>0</Index>
    <Distance>16.000000</Distance>
    <SlopeBias>3.500000</SlopeBias>
    </Cascade>
    <Cascade>
    <Index>1</Index>
    <Distance>48.000000</Distance>
    <SlopeBias>3.500000</SlopeBias>
    </Cascade>
    <Cascade>
    <Index>2</Index>
    <Distance>144.000000</Distance>
    <SlopeBias>3.500000</SlopeBias>
    </Cascade>
    <Cascade>
    <Index>3</Index>
    <Distance>432.000000</Distance>
    <SlopeBias>3.500000</SlopeBias>
    </Cascade>
    </DirectionalShadows>
    <RaytracedAO>true</RaytracedAO>
    <DLSSEnable>false</DLSSEnable>
    <DLSSFGEnable>false</DLSSFGEnable>
    <DLSSQuality>Off</DLSSQuality>
    <DLSSSharpness>0.000000</DLSSSharpness>
    <ReflexMode>Disabled</ReflexMode>
    </Settings>
    <DisplayCalibration />
    </Graphics>

    I played the entire Jurassic World campaign with VorpX, but that was a few months ago. I would have to relaunch it to be sure but it’s what I remember. It’s probably my last VorpX settings, because I couldn’t play with 5120×3840 on my monitor.

    So like in most games, my settings were :
    – resolution : 5120×3840 fullscreen
    – max graphics
    – no “motion blur” and no “depht of field” (because I don’t like that)
    – raytracing : on
    – DLSS : off

    I used ClarityFX and sharpness filters (probably at max) to enhance image quality, and I probably lowered the gamma in VorpX as I usually do (but not in the game options)

    I used headtracking with Immersive Screen (with vertical curvature and relatively low distance). I probably used edgepeek a lot.

    From what I can see, I simply added JWE2.exe to Dellrifter22’s profile. I don’t remember if I used a hook helper, etc.

    You can also use Reshade (SuperDepth3D) with VorpX Desktop Viewer. I tried it with VorpX on this game, but the image quality and performance were worse (like if ClarityFX wasn’t working) and even 3D was better with VorpX alone in my opinion. VorpX is also easier to launch and it saves settings so you don’t have to reconfigure it every time. In addition, headtracking is great with this game (you can disable it when it’s not useful).

    Boblekobold
    Participant

    All the games I tried on UEVR had no issues with raytracing or graphical settings tbh… I haven’t tried a lot of them though. I definitely have had more issues with VorpX, but I’ve been using VorpX for like almost a decade, so its only logical lol

    UEVR doesn’t handle raytracing with Unreal Engine 4. There are a lot of other visual glitches in most beautiful games. Anyway it’s nearly impossible to have max settings with most AAA games from the reviews. A lot of people, including me, have constant crashes depending on the game.

    But as I already said, it’s really good if the game isn’t too ambitious, and I understand why you like it with third person game (I personnaly prefer to not have a true full VR view in TPS because I feel less immersed in the character I play).

    But I enjoy UEVR with some minor games.

    I definitely have had more issues with VorpX, but I’ve been using VorpX for like almost a decade, so its only logical lol

    At worse, if G3D isn’t perfect, Z3D never really disable anything important, as far as I know.

    ??? what do you mean? It isn’t broken, automated or unused…?
    It works pretty well and its nicely integrated into UE.

    It’s unused because the developper of the games didn’t use this to create a clean VR game. They didn’t care or relied on UEVR.
    It’s broken because of a lot of reasons (raytracing doesn’t always work, 3D can be strange, it’s blurry at medium/long distance), but most of all, there is camera clipping, animation problems, HUD issues, cutscenes issues, etc.
    Most of the time it feels like beeing the developer of an unfinished game when you play a first person shooter. You didn’t experience it because you mostly play third person games.
    It’s automated because unless you use a profile, it is.
    Without a profile, the gameplay isn’t adapted to VR. And even the camera doesn’t work well in a lot of cases.
    Even with a profile, when it doesn’t crash, it’s usually far from perfect and you can feel the game wasn’t designed to be played in VR.

    VorpX may be less close to exclusive native games, but it relies more on the base game gameplay and animations, so it’s a much cleaner experience from a flat gamer perspective (especially with first person games and if you play seated).

    I’m a gameplay programmer, and my role is to ensure games aren’t like UEVR conversions…

    Also, didn’t UEVR build its own stereo views by intercepting DirectX drawcalls instead than using the two camera tricks, and thus becoming more “native”? That would be waaaay more performant, don’t quote me on it tho.

    I just mean both programs do two renders. I have no way to know how and it doesn’t really matters. VorpX probably use several ways depending on the game.

    #221438

    In reply to: Higher resolutions?

    Boblekobold
    Participant

    Vegetation – Close-up full VR :

    Arches High FOV full VR :

    The arche in the background is already quite clean on the screenshot. It’s better in the G2 with VorpX’s magic. It’s what I like the most in VorpX with a displayport headset. Things don’t get blurry even if they are very far from you. With Metro Exodus it’s a lot better. It depends on the the game engine.

    Trees medium distance Edgepeek :

    Ikran (dragon) Edgepeek Full VR display mode :

    A few limited volumetric clouds (not lucky with the weather yesterday).

    Clouds Godrays Edgepeek :

    This one is not so beautiful but it’s funny with the godrays.
    (This area is less beautiful except sometimes there is some amazing volumetric clouds / fog but I had no chance yesterday).
    It’s interresting because you can see the outlines of the 3D objects.

    Boblekobold
    Participant

    PPD isn’t everything (It doesn’t actually improve graphics and as I said, it’s even not noticeable for a lot of people). Even actual resolution isn’t really useful above a certain limit depending of the game (because of textures).

    And in my opinion, some games are actually more beautiful when they are a little bit blurry (because there can be details you don’t want to see).

    Concerning details in VR vs monitor : if used normally, most people don’t really see pixels and details on a 4k/8k monitor.
    You see a lot more details in VR because it fills your entire field of view.

    If you play in immersive screen, the displayed game can be larger than your FOV so it can be more detailed than a monitor with the same resolution than your VR headset.

    It’s the difference between an hemispherical Imax theater (with headtracking and 3D in this case) and a monitor.

    #221426

    In reply to: Higher resolutions?

    Cless_Aurion
    Participant

    @Boblekobold

    Both images look terrible in your pictures.

    Well, they are raw images 2k images downscaled from almost 5000×5000 resolution output.
    The UEVR looks worse (since its actually rendering at 4860p), the VorpX one… actually looks better than on the HMD.

    It can be a profile or configuration problem (maybe the wrong type of 3D, etc.)

    It is in all games, in all types, from flat 2D to geo3D and any normal configuration.
    Its like if VorpX internal resolution has an arbitrary ceiling it won’t go past for some reason.

    This is ugly even in 1080p. You shouldn’t be able to notice it on a 1080p monitor

    Yeah, the image quality of VorpX is only SLIGHTLY better than on my VivePro… which has SIX times less pixels than my current HMD…

    If the image quality is so bad, I guess it’s because you weren’t able to record correctly the output ? In this case I don’t see how we could compare.

    I exported the raw output, that way they are comparable, its what its being fed to the HMDs.
    I tried to take regular screenshots, but UEVR in 2D mode won’t play ball.

    Why do you want to use VorpX instead ?

    I want to play all my games in VorpX (even the ones that won’t hook and will need to use the desktop viewer!).
    I’ve been using VorpX for almost a decade now, and my dream since was “Having 4K-like resolution on an OLED HMD, so I can play all the games in VorpX!” … and its very sad to get finally the HMD that can do it… but now VorpX is the one that is bugging out (or limited in some internal way) :(

    I’m also a professionnal game developper (and I have advanced 3D modeling, animation and rendering skills too but it doesn’t really matter).

    Awesome! A fellow gamedev and artist too to boot then!
    I’m a professional indie and AAA game developer specialized in 3D Character creation! Moved to Japan and everything to make my gamedev dreams come true and everything hahaha
    If this forum had DM’s I’d definitely send you a couple to chat about it lol

    There is no way I can see blurry letters in VorpX.

    I know right?
    Even the G2 has more resolution than the image I sent! (you can even see the aliasing in the letters!)

    But as we said, you may be right on a PPD limit. I wouldn’t be able to tell with my current VR headset, which is already better than most.

    Nah… far from the PPD limit still (sadly lol, its “only” around 45PPD).
    Since you have a G2 it is easy to realize. For every 1 pixel the G2 has, the MeganeX8K has 3.
    I’m not even getting to the 24PPD from the G2 in VorpX right now I’d bet :(

    I never use auto resolution, but most peope do, and as far as I know it limits resolution (it depends on game profiles).

    Make sure you disable it if you want to play in very high resolution.

    Of course, first thing I checked! I also disabled any sort of AA on both, to make the aliasing more obvious in both images and make comparisons better (very noticeable in the bridge ropes!).

    Anyway, with hooked games, if you don’t see any difference between resolutions above 1440p or 2160p (or even 3200p), there is a problem somewhere, because it’s not the usual behavior.

    I thought so too! That’s why I tried to reinstall a couple versions.
    Reinstalled GPU drivers… and nothing.
    The HMD is SteamVR native, so it should be acting just like the Index or any other native SteamVR HMD :/

    Everytime I tried, UEVR was particularly bad in 2D screen mode (a lot of aliasing and there is no curvature so there are distortions).

    Dammit, weird again. That is exactly the opposite experience to what is happening to me.
    In UEVR when I put it in 2D mode, not only the FPS boost up massively (due to all the processing that is not being done), but all aliasing instantly disappears (which… to be honest, makes sense, its stretching like a 4000×4000 image on a small square in front of me, instead of stretching it all over my FOV lol)

    ——————————————————————————–


    @dellrifter22

    With the extreme resolutions you are mentioning, I think only the virtual monitor can reach, although it might currently be limited to 4860p max in the vorpX app.

    That’s the thing. I made sure that in both instances, the game is running in 4860p. (I tried both by launching from the desktop, and the normal way without any differences)

    The framerate matches 4860p on VorpX, the computer is using the GPU at an expected level… its just that VorpX isn’t showing the detail for some reason.

    There may be be other special cases.

    I tried many games, all of them max out at that very specific “VorpX” resolution. So does the desktop viewer (even when the desktop or the games are clearly set at 4860p!)

    It’s important to note that you must have these custom resolutions created for a game to be able to recognize and display them. You test and create these in Nvidia Control Panel for your physical monitor, or the vorpX config app for the virtual monitor.

    Forgive me if you already knew all this. I only mention this on the chance you are skipping something. like editing a game’s ini resolution without first creating the monitor custom res to match.

    It’s the in game selected resolution that matters, not the SteamVR slider.

    Nono, please, thank you for taking time to reply at all!
    I did try all that. I made sure the games are ACTUALLY rendering at that resolution (checking not just the settings, but also GPU usage and FPS and such).
    It really does just feel like there is an arbitrary “ceiling” I can’t pass when using exclusively VorpX :(
    My SteamVR resolution is set at roughly 6100×5600, which basically 1.5x the resolution of the MeganeX8K (using up 100% of the panel’s image quality, which makes it equal in pixel density to a 4K 32″ monitor at regular viewing distance).

    And don’t use the Desktop Viewer (not to be confused with the Virtual Monitor) for games, always better to hook in with vorpX the intended way. Even for 2D play. The viewer is just capturing the desktop, performs worse, and looks pixilated.

    Yeah, I tried both, just in case anything changed… and it didn’t :(

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