Ralf profile is working basically with certain limitations. When DLSS or DLAA is activated in combination of G3D right eye is black, so we are limited to use regular TAA. This is somewhat upsetting as without the ability to use DLSS or DLAA both performance and visual quality in VR is on the edge even with best hardware. Im running RTX 3090 and i have to take compromises and reduce graphics settings in order to achive somewhat acceptable fps in VR with vorpx. Also TAA makes everything blurry and washed out even at highest available resolution setting and sharpening cranked up in vorpx. Everything that is beyond 10 meters distance appears unsharp with TAA. Now if i enable DLSS only one eye is rendered but the quality and performance receives a significant improvement. Its running smooth (on one eye) with doubled fps (which allows to use higher graphics settings) and is all perfectly sharp. Just on one eye.
I would really appretiate if it would be possible to you to fix DLSS/DLAA. This would greatly improve vorpx experience for this game. Im not asking for promises, just take at as a wish. Im using vorpx only for this game.
No that’s not normal. It sounds like you still have anti aliasing and/or motion blur enabled
You should disable those for best visuals in VR.
I would highly recommend you try with the optional mod for visuals.
It doesn’t change anything in terms of graphics/textures….but helps remove eyesores from post processing effects
They look great on flat screen, but don’t play nice with geometry 3D at all
Great profile and mod, thank you. I havent tried the second mod for settings yet but for me on a G2 running the game at 4k it’s really blurry. Is that normal?
If you have a PS5 and a 4K capture card, then you will be able to play it on a “cinema screen” (without 3D, but in 4K) via vorpx on your headset.
You can even use the “ps5 remote play pc app” without a expensive capture card, but this app supports 1080p only, and that is very blurry.
Check out some of the side-by-side comparisons on YouTube. It’s looking really excellent, that’s for sure. So much crisper than DLSS and only slightly more jaggies. DLSS having so little aliasing may be due to DLSS being intrinsically linked to TAA? If FSR 2.0 isn’t linked to TAA that would be a huge win for FSR 2.0 over DLSS as TAA is always a blurry detail-destroying mess.
It’ll be amazingballs if Ralf can get FSR 2.0 wedged into vorpX.
Any chance for an official fix to the vorpx WOW profile intermittent squished blurry screen bug?
I have been managing decently with a mouse button macro that fullscreens/ windowed mode in 1 press, to clear this bug.
Although there is a workaround to this bug, it can be quite cumbersome at times, especially in group environments, as it will freeze the screen for 2-3 seconds.
People might not have the technical ability or knowhow to create a macro to clear this bug and deem the vorpx wow profile broken and give up playing WOW in vorpx. This would be a shame because the vorpx WOW profile is truly amazing.
Reverb G2 (version 2) in VorpX is a great experience! I’ve just upgraded my aging Oculus CV1 after building a new PC a few months ago (GTX 3070Ti GPU… waiting list on a 3080 was too long), and the difference is pretty staggering. I’m running most of the games I’ve tried so far at ~4k desktop resolution and piping them into VorpX. The end result would be a resolution I’d visually describe as somewhat equivalent to sitting in front of a 1440p display running at 90hz… but on any size of screen you want, and in full 3D if you like. Pretty great! Also, the contrast is quite good for an LCD type panel, and there’s basically no God-rays, and certainly no screendoor effect (wow, CV1 – how did I live with you for so long?). Peripheral vision is… eh… passable. Reverb G2 has a pretty small sweet spot where it looks crystal clear in the middle, but then begins to blur and has chromatic aberration off-centre. So, you won’t want to roll your eyeballs around a lot inside the headset… better to move your head and look directly at the things you want to view. Also it’s pretty comfortable, even while I’m wearing glasses.
Overall, G2 seems like an excellent fit for VorpX. I’m really looking forward to revisiting a lot of my PC gaming catalogue with this setup!
Awesome mod. When I try to use G3D using youri profile, the right eye is blurry and no real view. When I change it to Z-normal I have both eyes working. Anyone have this issue? I am also getting some type of revive error in the background.
Wheel of Time DGVoodoo2 DX9 (Z3D) – DX 11 (G3D) – ->GOG Remaster<-
I created two different profiles for this game Z3D and G3D. – Z3D is quite weak and has blurry HUD. For the Z3D profile you need to throw DGVoodoo 2 D3D9.dll in the games system folder and choose “Direct3D support”.
For the G3D profile you need to use the Wheel of Time DX11 Renderer from here https://www.gamepressure.com/download.asp?ID=76998. G3D is great but many objects are at HUD depth. (there was no way to fix that).
download the profiles from the cloud.


For vorpx only I’d recommend reverb. I have index and quest and its really hard to chose between resolution and quality – no matter what GPU you have quest even set on top quality with a cable will have the feel of compressed video – here and there there will be compression artifacts hidden in dark corners, some textures smeared into single color, overall image quality being a bit blurry even with sharpening.
This especially matets if you try to play a heavy modern game using Z3d and compression eats small objects like rain or pixel thin bullets or whatever too.
I do enjoy higher resolution of quest and compression isnt game breaking, but if index screens had quest resolution I wouldnt even think twice, but even with inferior pixels I chose index for number of games just to get sharper image and better 3d feel.
Oh and more juice you try to squeeze out of quest more chances image quality will degrade even further, like if you set supersampling to best it can do and 120hz you wont just get a bit of stuttering in games, compression artifacts will become worse too.
Considering HP device has higher resolution than index and you plan to only use vorpx I’d say there is no reason to chose quest apart from price or potential to play wireless.
UPDATED
some improvements to shaders
also, for performance and visuals you can adjust .ini files
go to C:\Users\<Your Username>\AppData\Local\Terminator\Saved\Config\WindowsNoEditor
find Engine.ini
then open it with a text editor (for example Notepad).
Then under the values that are already there make two line breaks and add this entire section:
[SystemSettings]
r.MaxAnisotropy=16
r.TemporalAACurrentFrameWeight=0
r.TemporalAASamples=0
r.PostProcessAAQuality=0
r.SSS.HalfRes=0
r.SSR.Quality=0
r.SSR.Temporal=0
r.SSS.Filter=0
r.SSS.SampleSet=0
r.SSR.MaxRoughness=0
r.ShadowQuality=0
r.Shadow.RadiusThreshold=0.01
r.Shadow.RadiusThresholdRSM=0.01
r.MotionBlurQuality=0
r.DefaultFeature.MotionBlur=0
r.DepthOfFieldQuality=0
[/script/engine.userinterfacesettings]
bEnableMouseSmoothing=false
bViewAccelerationEnabled=false
then go back to C:\Users\<Your Username>\AppData\Local\Terminator\Saved\Config\WindowsNoEditor
find GameUserSettings.ini
Open with notepad and change the following
FieldOfView=120.000000
BaseMinFieldOfView=120.000000
BaseMaxFieldOfView=120.000000
anyone got any advice for Titanfall 2. No matter what I try the game just looks like Ass in Vorpx. Everything is pixelated and jaggy and just looks low res, and turning on geometry 3d makes it a bit blurry too.
I have tried multiple different resolutions and settings but cant seem to get it looking decent.
in immersive screen mode it looks better but in FullVR its just ugly
I just got vorpX today and I was really enjoying it while it worked but now I’m constantly greeted by crashes. I am currently running in Immersive mode and I’m using a HP Reverb G2 with a 1080 Ti. With Full VR it always crashes no matter the setting and when in Immersive mode, G3D, Z-Normal or Z-Adaptive, it crashes the game the moment I’m in the world and then I’m back straight to SteamVR. Any way to solve this? I quite enjoy Full VR and FidelityFX (I can’t play without FidelityFX, wayy too blurry without) but it looks like the game doesn’t run stable no matter what I do.
It would devastate me knowing I just spent $47 to get vorpX just for it to be of no use in my system
Hey guys, sorry if this issue is as incredibly noob as it feels, but I can’t seem to find the answer on the old ME threads on these forums and I’m a complete newcomer to VorpX settings (and PCs, honestly) so not only don’t know *what* I need to change, I don’t know *where* the settings are (or if the term I should be using while asking is colour, or lighting, or saturation, or…)
Basically, I’m launching the Mass Effect Legendary Edition and finding that once my headset (Oculus Quest 2) switches from showing what’s on the desktop, to running with VorpX in ‘immersive screen mode’, the colour and the lighting of the game completely blow out. I mean, Mass Effect games love their lens flares at the best of times, but this is next level: I take my headset off and look at what my monitor is showing and it’s all muted colour palettes and shadows with spots of light, and then I look back through my headset and the humans’ skin looks dark orange while the Asari are shining such a bright neon blue you can’t see where the edges of their models intersect with the white walls behind them. It runs wonderfully smooth, everything’s scaled correctly and the 3D effects look great, but the colours are just so blown out it almost hurts. It’s happening across each of the games, too.
Since the Oculus is showing the ME:LE launch menu with a pretty direct 1:1 replication of what the monitor is showing in terms of colour, quality and lighting, I assume this means something’s going on from the VorpX side – but it seems no matter what settings I fiddle with in the in-game VorpX menu, it doesn’t resolve the issue.
Has anyone come across a similar issue, or can point me to the settings I should be fixing up? Is this a resolution issue (there’s no blurriness or stretchiness, just the colour/lighting being off, but I’m not tech savvy enough to know if it’s related), is it something else, or is it just the way that these games port to 3D?
Appreciate any help.
First person settings for mod
https://www.nexusmods.com/starwarsjedifallenorder/mods/537
also recommend the following for better visuals in vr – https://www.nexusmods.com/starwarsjedifallenorder/mods/9?tab=description
Use Either
CustomEngine: Disables Motion Blur, Depth of Field, Bloom, also sets MaxAnisotropy to 16x.
or
CustomEngineNoAA: All the above + Disabled AA – can be useful for Reshade mods with custom Anti-Aliasing settings.
open the official profile for Jedi Fallen Order and change the following (I am unable up upload custom settings for some reason)
change the following
Main Settings
play style : Full vr.
image zoom : .96
3d reconstruction: Geometry
3d strength/Scale : .60
Camera Height Modifier: .35 (or else you will see your headless model when running lol )
3d FOV enhancement : .16
Headtracking Sensitivity : .83
Image Settings
game HUD Scale : 0.545
game HUD scale Horizontal : 0.755
game HUD scale Depth : 1.00
(optional….but come on, its awesome)
Head Tracking Settings
HT Pos. Tracking Unlock : on
HT Positional Tracking : on
thats it….enjoy