Currently the standalone version is the recommended way, it does a lot more than the ‘normal’ profile since it comes with a game specific mod that not only allows to adjust the driving FOV, but also provides (alternate frame) G3D, positional tracking, decoupled walk/look and a lot more stuff that isn’t possible without more direct access to a game.
With your GPU you should be able to get a decent framerate pretty much all the time with medium graphics details set in the game options. Most importantly disable raytracing. Looks nice, but without you will be able to go a bit higher resolution wise. Overall the crisper image from the higer res is more beneificial than raytracing effects.
BTW1: The next version of the mod (hopefully next week) will come with a motion controller gesture system that let’s you use motion controllers for more than just gamepad emulation. E.g. for steering cars/bikes, throwing grenades and more.
BTW2: The next vorpX will have the mod built-in, so after the next vorpX update standalone and regular vorpX will be the same.
@ Demuse, mr_spongeworthy:
Settings are supposed to be saved. If you play with mouse and keyboard, you have to use the OK&SAVE button, with gamepads and motion controllers settings should be save automatically when closing the menu.
If you are sure you actually saved the setings, it would be great if you could check whether you have write access to [CP2077]\bin\x64\plugins\cpxCP2077\Data and let me know whether that’s the case or not. The installer should take care of that, but maybe that failed for some reason.
@ Zel1984:
Super weird glitch, luckily only in bright daylight. My personal guess is that the game’s postprocessing pipeline does some kind of light metering, which gets confused by the increased car FOV in VR, so that it assumes a darker environment than it should in cars and then brightens the image too much. Just a theory though. I already adjust the image gamma in cars, but that can only do so much. Good workaround: In bright daylight I usually switch to the hood camera the mod adds. You can do that with the game’s usual camera perspective button.
Please reinstall vorpX using the web installer. Early December I uploaded a small update that fixes an issue when entering cars in GTA V. Didn’t want to raise the version number just for this single fix, so you didn’t receive it automatically if you already had the latest version installed.
Theres simething off when trying to play with a mouse and keyboard. The following was observed using a Quest 2 on airlink via Ocukus runtime.
Moving the mouse vertically seems to kind of rotate and skew the view, leading to incredible discomfort.
Is there a way to lock the mouse so that moving it only moves mouseX or even better doesnt rotate the view incorrectly.
Also is there a setting for snap turn or to speed up the rate of rotation on the right stick?
Turning with the stick also seems off.. less smooth than you would want.
Other weird things include. At the beginning of the game you take a ride in soneones car. No matter how much I recenter (Alt-Shift my view ends up being misaligned with my vidy. Its as if rhe cars rotation is affecting it for some reason.
I dont remember having the above issues with any vorpx game before bioshock for example.
I uploaded a little update that adds a hood cam for driving. You can change between the normal in-car view and the hood cam with the game’s usual vehicle camera switch button/key. Hopefully without any unwanted side effects. Didn’t test it too long. Anyone annoyed by the overbright colors in cars when driving in bright daylight should definitely grab this.
Also the hood cam is a cool way to drive around anyway.
Re your GTA V issues: please reinstall vorpX. I uploaded a fix for the EdgePeek glitch when entering cars a few weeks ago, but didn’t raise the version number. Also please make sure that you see XX/90 FPS in the vorpX FPS counter as per instructions.
Great work, so by reinstall will I need to go through the whole activation email step again?
And what instructions? You mean the vorpx overlay?
My version number is on 21.3.1 FYI.
Wouldn’t it have been easier to just push a 21.3.2 ?
@ all:
Please consider the vorpX support forum as what it is meant to be: the vorpX support forum and nothing else. That keeps out pretty much any potential flame wars and useless discussions automatically. If anyone likes to fight: the internet is full of places that more or less live from people yelling at each other over nothing. Not here please. THANKS!
@ drowhunter:
Coincidence is not always causality. Although I will improve vorpX for my customers whenever and however I seem fit. I find this whole notion rather odd TBH considering that these mods basically are what vorpX does with DirectVR games since ages. If anyone had reason to complain about imitations here, it would be me.
That aside: this has been planned for quite a while as a 10 year anniversary gift. It’s not even paid. This will be free for everyone.
Re your GTA V issues: please reinstall vorpX. I uploaded a fix for the EdgePeek glitch when entering cars a few weeks ago, but didn’t raise the version number. Also please make sure that you see XX/90 FPS in the vorpX FPS counter as per instructions. Then there will actually be less stutter when turning since vorpX can factor in gamepad/mouse movement into the frame interpolation if that condition is met. Also it’s 20% faster and doesn’t have head bobbing, which is a fairly huge comfort plus. Not to mention the better in-vehicle perspective, removal of many nauseating camera movements and fully decoupled walk/look under all circumstances.
@ fubar:
Just to emphasize what drowhunter said: please keep it civil. I have redacted your post (one word removed), sorry. In general please keep my wish under @all above in mind. Better for everyone.
@ Lawrence:
AA is handled by the game, so it uses its TAA, like (rather unfortunately) most modern games.
Can’t really say much since the game is not officially supported. I have the game, but didn’t have a chance to check it yet.
However: F1 2020 and 2019 are supported and work very well. Almost fully automated setup and decent head tracking utilizing the game’s TrackIR support. With a fast GPU (RTX3080) and medium deteil you’ll be able to run them at almost stable 90fps.
I know, playing with last years drivers and cars is lame, but currently that’s the best recommedation I can give if you don’t won’t to tinker. I’ll take a look at 2021 in the not too distant future.
Dear Gamers,
yesterday i found this MOD and i found it worth to post something about it here.
My Setup:
FlatOut: Ultimate Carnage Steam Version
Valve Index – SteamVR
VorpX
Zolika1351’s FlatOut UC Trainer (MOD) – https://www.nexusmods.com/flatoutultimatecarnage/mods/2
The MODs-Name is “Zolika1351’s FlatOut UC Trainer” which is basically a GTA 5 like trainer menu. i thought “Camera rotation with the mouse” would be a good feature for Headtracking in VorpX but as i used this mod i saw that the developer himself added VR Support for this task:
Version 11.0
Added .ini options for VR
Fixed Custom Camera not disabling properly in the VR enabled version
Made VR Offset consistent across all cars by driver position
Version 10.0
Added VR support with head tracking (for displaying the image, use either VorpX, or Reshade with the SuperDepth3D_VR shader and Virtual Desktop)
(the needed DLLs for VR are in a seperated folder)
with F7 you could open the mod and the last menupoint is VR. You could position the camera where you want (i prefere cockpit)
Known Problems i found:
1. Menu crashes the Game
The Game is extremly instable if you use the menu. If you use it in the Game menu its better than in a race. Just Tweak your camera the way you wanted and put the Values in the mod ini. Than you can activate VR in the Game Menu and if you dont bring up the Modmenu ever again the game seems not to crash
2. No geometric 3D witch VorpX
I thought that VorpX could do real 3D but maybe the Camera-Mod kills that feature. I dont know but ive turned it of because the performance is horrible with it.
3. Boost effect let you think you jump in hyperspace
So if you use boost the camera effect is really not as funny as it sounds in vr. but if you change the ingame camera ( c ) there is a “position” without a driver. in this camera the boost effect isnt shown
4. No HUD
Didnt find a workaround for it yet
5. Bad Graphics
Well the game is from 2008. If you zoom in the textures dont look good at all. Maybe i find a way with Supersampling SteamVR or scale the game to 4k – or maybe there is a texture mod?
Note: i dont made this mod, i only found it. I cant help you with errors. Thanks to Zolika1351, it was my dream to play this game in VR!
@VorpX Developers:
Maybe you could contact the developer and find out what he uses to set the camera. The Freelook might be added in the vorpX injection and than we would need that mod (and maybe the 3d comes back)
Thank you Ralf for fixing the San Andreas and Gta3, vice city, Bully (D3D8to9) profiles. When i was testing after the update i thought i am dreaming its not just the Roomscale is working again you fix the flushing flickering moments that was appearing when you sit still in cars or in Cutscenes without much movement. This problem was in all Games that i list it was not just in San andreas. Why i also really appreciate this fixes is, be course to the fact that VR is growing and so many people want something from Ralf. So thank you so much Ralf you did a very good Job making VorpX greater and keep supporting and helping and answering so many people. I don’t think this taken for granted. cheers
I haven’t tried virtual desktop’s synchronous spacewarp with vorpx but I tried it with Project Cars 2 and a few other heavy PCVR titles… it was a horrible experience and it was super horrible compared to airlink. I suspect the claims it’s better than airlink’s own variant is based on hyper specific scenarios of on screen movement and performance loads. Airlink performed far superior in terms of perceived framerate smoothness and reducing motion artifacts.
I have a lot of empathy for VD and its developer. They’re in a tough spot and facebook’s treatment of them has been petty and cruel, but VD just doesn’t perform as well and is just a rather clumsy layer added to a not particularly great user experience.
Hi, I really would like to play this in Cinema mode so I can play it sitting in my racing rig. When I start it I get a short vorpx trying to hook message, but it doesn’t. I found a cloud profile called ‘gpl’, tried that but same issue.
Also found an old post on this forum from someone mentioning he did get it working in Cinema mode.
I know it’s a long shot since this is such an old game but it’s still being modded. GPL has been my obsession for years.
Anyone maybe have an idea what I could try?
Here is a free ‘demo’, well it’s more like the complete game with only a couple of cars and tracks available:
http://www.gplworld.de/en/grand-prix-legends/gpl-2020-demo
lipplog – My opinionse on the game. The size and scale of the city is a plus. It genuinely feels like you are in a city so sprawling you dont become familiar with it too quick.
Borderland style character advancement , guns, bladed,clothes, mods, addictive.
Im impressed with how good the gunfights feel. And that im having those gun fights in vr first person is next level to me.
Its not vr in a limited for vr game. Its vr in a giant non vr game with tons of scale, depth and content.
Ive enjoyed the companionship ive been given so far. Ive been in a duo with at least three different characters so far.
A mixed bag of missions, stealth and huge mall full of gangsters on all floors.
A rewarding level of difficulty. Not too easy, die a bit, advance a bit.
Impressive ai faces, very real up close.
I like the vehicles, lots of cars and bikes to nick, mega city to mess around in. But in vorpx there isnt perfect control due to per5spective and controls. I think there are mods about to improve this though and i still enjoy it. Riding around city on a super bike marvelling at the detail on the tank below me.
For me it frequently crashes. Only for that i rate the vr experience as one of the best yet.
Short remark regarding senotcars post two posts above: It almost correctly describes what FluidSync does, but the part about the ‘Headset Sync’ setting is not correct at all.
Headset Sync
That’s a rather technical setting which defines which method vorpX uses to synchronize the game and the headset thread. Always leave this setting at ‘Fast’ unless you encounter situations where the headset frame rate can’t keep up (usually a sign of GPU overload). The noticeable effect of ‘Safe’ is more leeway for the GPU on the headset thread at the expense of game frame rate. Don’t use unless necessary.
The ‘Headset Sync’ setting does not affect the motion smoothing behavior in any way.
FluidSync
The noticeable effect of this setting is capping the game frame rate at half the headset refresh rate. There’s a bit more to it behind the scenes, but that’s what you should be aware of. Depending on the headset it may also cap the headset thread frame rate (but usually doesn’t).
General Remark
I’ll take a look at the new SteamVR smoothing shortly, but unless it solved inherent artifacts that so far plagued each and every video smoothing technique, I’d recommend to not use it with vorpX. Just as your TV’s ‘soap opera mode’ VR motion smoothing is more or less bound to fail in situations where there either are conflicting motion directions within a small space (obvious examples: legs of running people, galloping horses, cars crossing each other etc.). Same for static elements in front of fast moving stuff (e.g. TV station logos or in case of games, even worse, crosshairs or HUD elements directly in the center of your view). Situations like these often cause pretty ugly artifacts when a motion estimation based frame interpolation algorithm takes its guesses.
vorpX per default tries to always keep its headset thread frame rate at the full refresh rate and maps potentially lower game frame rates via head rotation interpolation to the higher headset frame rate. That doesn’t interpolate the whole image, but it interpolates what is most important for comfort in VR (head rotation) without any artifacts at all.
I had no idea they had rolled this out until reading these posts.
The updated motion smoothing implementation seems to be a BIG improvement on the previous effort based on some quick and dirty tests. I previously found the oculus variant lightyears ahead of the competition and mandatory for a select few games. For comparison, I found the motion vector variant for the HP reverb to take (a somewhat distant) 2nd place, and steamVR dead last.
Project Cars 2 and various other race/flight sims were usually a case of fidelity compromise in order to prevent steamVR’s ugly motion smoothing kicking in and introducing ghosting or oddball artefacts.
I’d say this updated smoothing variant puts it within spitting distance of Oculus ASW. Project Cars 2 felt very smooth for me with shadow, track, car and MSAA at combinations of med/high/ultra at either 120 or 144 hz which was something I never felt previosly even when those settings were low/med at 80-90Hz to try and squueze performance out of the game.
I could always tell when motion smoothing kicked in or was being utilised because track side detail would strobe or jitter. Now I can’t really spot it.
I haven’t tested DCS yet, which is where I find motion smoothing sinks or swims in terms of performance, but I am hopeful based on what i’ve seen thus far.