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Search Results
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Topic: Soldier of Fortune 2 (G3D)
The working G3D profile has been uploaded to the cloud.
Soldier of Fortune 2 feels like playing Call of Duty I with an extra gore mod. It features an intense airport mission with hostages and terrorists, including one section inside the airplane, as well as the long and highly excellent Kamchatka mission.
With peaceful intermissions at the secret agent agency, it also has a No One Lives Forever–like feeling. Occasionally, the rainy weather adds a great atmosphere—especially in G3D VR.
So soldiers, to arms!
Steps to make everything work
To remove the parental lock and unlock gore, create a shortcut for the game executable and append:
+set lock_blood 0
In the sof2sp.cfg file (located in the base folder), modify or add:
seta cg_fov “120”
seta r_mode “-1”
seta r_customwidth “3840”
seta r_customheight “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
Launch VorpX Virtual Desktop
Right-click your desktop → open Display Settings
Select the desired resolutionOptionally, you can enable Virtual Super Resolution in AMD Adrenalin or NVIDIA Control Panel. This removes the need to launch VorpX Virtual Desktop beforehand.
Before launching the game, you may need to set:
Display scaling to 100%
Resolution to 3840×2880 in VorpX Virtual DesktopRule 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.
Optional
If you liked the game, you can try Call of Duty: United Fronts mod, which has a similar feel and aesthetics (minus the gore without CoD gore mod) and includes many great fan-made missions accessible from a menu.
ModDB:
Call of Duty: United Fronts mod
The working G3D profile has been uploaded to the cloud.
With the Xash3D FWGS Engine Build 3963, you can play and complete Field Intensity, Echoes, C.A.G.E.D., The Trap, The Gate, Delta Particles, They Hunger I–III, Military Duty, Escape From Darkness, Residual Point, Heart of Evil, Black Ops, Uplink, and many other great Half-Life fan add-ons.
The Xash3D FWGS Engine performs very well, even at very high resolutions.
Once, there was a Czech website called Modifikace.cz, which focused on reviewing and rating Half-Life add-ons. One of the highest-rated add-ons on that site was “The Gate.”
It is worth noting that one of the highest-rated fan add-ons for Return to Castle Wolfenstein is called “Timegate.” While similar in both name and execution, both add-ons are highly regarded. However, it seems that the Half-Life version is far less known, as I have never seen it appear on any English lists of top-rated Half-Life fan add-ons.
Steps to make everything work:
Download Xash3D FWGS Engine Build 3963 and extract it into your Half-Life directory, where the original game and its two expansions are installed, as their assets are required for some fan add-ons to function. Overwrite files if necessary.
In the autoexec.cfg file (both in the main folder and in each add-on folder—for example, field_intensity), add:
default_fov 120
Inside the add-on folder (for example, field_intensity), open video.cfg and add or modify:
width “3840”
height “2160”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.
Do not change the resolution while playing, as this will cause the game to crash.
Optionally, you can enable Virtual Super Resolution in AMD Adrenalin or NVIDIA Control Panel. This removes the need to launch VorpX Virtual Desktop beforehand.
If the default_fov command does not work from the config file, you can apply it manually after launching the game by pressing the ~ key. A sensible FOV range is 105–130, depending on whether you prefer greater immersion or a wider field of view. If the image appears zoomed in, slightly increase the FOV.
Running the add-ons:
Always run add-ons using a dedicated shortcut.
Create a shortcut for xash3d.exe and rename it according to the add-on, e.g., FIELD INTENSITY.
Right-click the shortcut, open Properties, and if your add-on folder is named field_intensity, append the following after \xash3d.exe:
–console -32bpp -game field_intensity
The full target line should look like:
\xash3d.exe” -console -32bpp -game field_intensity
Optional:
The original Half-Life was at its best when the gameplay truly reflected its name—when you were barely alive, desperately searching for medkits and ammo.
Unfortunately, Opposing Force and many fan add-ons that use its assets are too easy on medium difficulty. Therefore, it is recommended to play these add-ons on the highest difficulty level for a more challenging and engaging experience.
MODDB:
Half-Life 1 Mod Archive from the 2006 DVD Collection | With Lost Mods
Topic: Witcher 3 issues
Quest 3, vorpx 25.1.5, RTX 5090, Driver 595.79, using virtual monitor
I’ve been tinkering a lot to make Witcher 3 look great and results would be amazing. 5090 handles ~Ultra settings at 3648×3840@120Hz (Virtual Desktop Godlike res + H264+ ~400Mbps for the best image).Two outstanding issues:
* The image suddenly corrupts after ~1-10minutes as in the screenshot at these non standard resolutions tested – repros at 2736×2880 too. Not sure if it’s because the res are high or that they are “unmanaged”. Usually the whole frame corrupts, and often with red and blue “fractal” regions.
This repros through Oculus too, not just OpenXR/VD.
I’ve not reproed this with vorpx managed resolutions (Ultra).
I’ve not reproed this without vorpx at 6832×4840 in 25 mins (though might be just chance).
I don’t have similar problems elsewhere, and haven’t reproed hardware problems with OCCT VRAM test + concurrent FurMark to drive temp up.
Interestingly, the corruption persists after resolution change, and even Exit To Main Menu -> Load Game.* OpenXR/VD
I understand it’s not recommended but have no perf issues with this setup, but a control issue – when putting the headset down, seems that some movement is captured when the headset “disconnects” (during movement of putting the camera down) and gets continuously reapplied making the mouse/camera move all over the place – persists after reconnecting, haven’t figured out a way to reset it.i have a problem using pimax crystal light headset with steamvr , since most older games dont work with openxr , while using steam vr my gamepad gets disabled and refuses to work if i touch the vr controller or the vorpx menu key to make adjustments , this problem dosent happen with open xr
i already have gamepad disabled in steam , tried with it on same issue , i use ds4 windows and ps5 controllerif you have any tips how to fix this , and thank you
Hi Ralph,
I’m using vorpX with a Bigscreen Beyond while lying down and staying perfectly still. This is part of a medical protocol — I’m treating post-traumatic stress from a polytraumatized eye and maintaining bifocal fusion through VR. The immersive environment allows me to enter self-hypnosis, which is essential for my therapy.
The burn-in protection kicks in after a few seconds of immobility and stops frame submission, which breaks the immersion and makes the therapeutic process impossible. I cannot move my head — that defeats the entire purpose.
Could you please provide a way to disable the burn-in protection? A config toggle, a hidden setting, a command-line flag — anything would work.
I want to be transparent: I’ve spent considerable time trying to work around this on my end, without success. Here’s what I’ve tried through a proxy DLL replacing vpenvr_api.dll:
Hooked IVRSystem::GetTrackedDeviceActivityLevel (vtable slot 15), force-returning UserInteraction
→ 0 calls observed across entire sessions, despite correct hook installation with readback verificationInjected pose jitter via IVRCompositor::WaitGetPoses and IVRInput::GetPoseRelativeToNow/GetPoseForNextFrame (up to ±50mm / ±5°)
→ no effectAsync thread writing Block B of vpx_vorpxinterprocess shared memory at 70Hz during Submit gaps
→ no effectHooked LoadLibraryA/W/ExA/ExW to intercept any separate loading of openvr_api.dll
→ 0 redirections, not used
Binary analysis: no “idle”/”burn-in” strings found, GetTrackedDeviceActivityLevel string absent from the injected DLL, vorpControl.exe contains zero OpenVR strings
None of the OpenVR API channels are involved in the idle detection — I’ve eliminated every one systematically. The mechanism appears to be entirely internal to the injected DLL.I completely understand the rationale behind burn-in protection for OLED panels. But in my case, the content is never truly static (game scenes have ambient animation), and my medical need for complete immobility overrides the display concern.
Would it be possible to add a toggle to disable this feature, or could you point me in the right direction?
Thank you for your time and for an otherwise excellent piece of software.
Best regards
Topic: Failure to completely start
Hi,
Using PC with Valve Index, no VR controllers or Xbox type controller. So trying to use keyboard and mouse.
On starting Fallout NV, things seem to start and hook in. Steam VR starts and the game boots to the start menu but is displayed in a window to the left. In the centre is a panel with a couple of hints and to the right is some more help in another panel.
Only Vorpx functions appear to respond to any keystrokes or mouse in the headset.
Mouse disappears outside of any Vorpex function or panel.
There is no way to do anything outside of Vorpx fuctions at this point. Game is displayed on my regular monitors, partially across two monitors. Alt-Tab works, sort of, to get out of VR, but mouse is gone, keyboard sort of works outside of VR. I have to log out or reboot to get mouse functionality back.Plugged in an Xbox controller to see if that would make a difference, but no luck.
Note, I do not know if this is specific to the game, as this is the only game I’m using it for. It used to work years ago and I’m only just revistiing this game after quite some time.
Any help would be appreciated.
Thanks.
Just wanted to say thank you Ralf. I’m a first time user with a backlog of so many games. I wanted to find a reliable way to port games to VR that are not using the UEVR model. I had a slight hiccup yesterday so today I followed your tech support suggestions: turn off Steam Overlay (inc FPS counter), wallpaper engine, nvidia app, and others. It hooked and now I’m in the Himalayas enjoying FarCry 4 in VR. I can already tell that the image rendering is way better than other mods for this game (the one that recently was removed).
Specs:
Far Cry 4
16:9
2560×1440Vorpx set at standard profile. I can’t believe I can even play in the VR controller!!!
Pimax Crystal Light
Steam Frame set at 50% per eye (still plenty)PC
7800X3D, 5070TI, 64 GB DDRA5 RAMWell, I’m excited to play my backlog in VR now.
Hello everybody,
since the latest update(s) the mouse does not control the camera anymore in Mass Effect 3 LE (using the ME1 LE profile).
Until now things worked fine, but now only the cursor is moved by the mouse, not the camera anymore. Mouse and keybord buttons still work and so does playing with the gamepad. I tried basically every setting I could find, nothing helps. When I use the VR controllers in Mouse/KB mode, the analog sticks stop working as well btw. I am playing on Pico 4 using Virtual Desktop and immersive screen mode.Is anybody having similar issues? I presume it is a bug introduced with one of the latest updates, the last time it worked was roughly a month ago, I did not play in the meantime.
Best,
TillTopic: Stuck on hint screen
Hi I’m hoping someone can help. I’m trying VorpX for the first time with Tron 2.0 with a Meta Quest 2 and link cable. When I start VorpX desktop, I’m sent into a black void where I can see my two Quest controllers. Once I start Tron 2.0, I’m sent into a tutorial/hint screen where one of my controllers inevitably disappears. Sometimes the left one goes, sometimes the right. Depending which hand I still have access to, I can sometimes use the right trigger to move to the next hint, but after that, no button seems effective at all. Any help is appreciated. I desperately want to be in Tronland
