I want to give thanks for the ingunity of Edgepeek feature.
Specifically, I was having some issue with reading dialog text in-game. I attempted to use the VorpX config to assign a single key, I could map to controller,so to quickly disable 3D. While it worked, it just felt wrong to suddenly get rid of the depth instantly, a bit nausea too. I wanted (needed?) Transition. It occurred to me, just the way the screen moves, it like flattens it out with EdgePeek, and that realism aspect is somehow less disorienting. I was going to make a feature request for being able to turn off 3D with EdgePeek, but sure enough, its already available. Just set EdgePeek 3D Strength to 0.
@Ralf, thank you very much for giving consideration to my request, and letting me know you’ll consider it. It’s not often you hear a dev say they think about your suggestion.
My thoughts on the possible confusion.
– I would leave it up to the user to do the mapping, rather then have defaults. This way should a game have tap+hold default functions, it wouldn’t cause an issue and its up to user to assign. (Star Trek online for example has this hidden in the game engine, and you have to setup through console commands). Alternatively, as an example to demo this feature to users, use something like the Fn Keys (or use AI to search if there is some keys which no game has used as tap+hold).
– I can also see how double_tap could cause confusion, because if the single_tap is assigned to a game function that’s used frequently (God forbid someone assign a punch, or fire function), then double_tap could get triggered more then desired. This again is why I would simply have no default key binds assigned to these advanced functions, its a great available advanced feature, available to users/games that would benefit from it. If a button is not assigned either of these advanced functions, it disabled,
– There are a few keybinding software, such as reWASD,( and I believe SteamInput), which has the ability to add tap+hold and/or double_tap to controller. You can review how they implemented the feature. (Don’t believe I can use these with VorpX)
-LOL, it actually just occurred to me, that The Witcher (and STO) both implemented double_tap and press+hold (although not as a secondary function trigger). WASD. Double tap either and you preform a roll/dodge. (Although it doesn’t work so well when WASD is assigned to Thumbstick)
@Ralf, I actually was able to figure out a way to do this. I tried it initially but it didn’t work, think I forgot to hit apply.
1) On Desktop, open VorpX config App, go to, in-game key bindings, changed “VR Hotkey Menu” from ‘Shift+Middle_mouse’ to ‘p’.
2) In the game, open VorpX Menu
3) Go to Oculus Hand Controller Menu. At bottom, click into Change Button Mappings.
4) here I mapped the Oculus ‘Y’ button to keyboard ‘p’.
Then it worked at least in Immersive Screen Mode.
I JUST bought the program VorpX out of desperation to try and use my 3d TV. It works AWESOME!!!
I haven’t even tried the VR headset yet… but its already worth it… But I do have a newbie question:
Is there a way to disable the nag screen for Generic 3D (Hit Alt, Control & Shift). It’s kind of a pain in the butt to hitt Alt & Control & Shift every time. I know this sounds silly.. but some games detect me touching the keyboard and than thinks I don’t want to use the controller…
Got an easy idiot proof way to disable this nag screen?
PS: Personally… I humbly think the programmer should just fix whatever tiny bugs exist for Generic 3D because its already awesome and then really promote selling it to a whole new group of folks… I previously used a program called Tridef 3D.. but that software no longer is supported so I tried ForpX out of desperation… From all of the disclaimers saying it isn’t intended for 3D monitors, I really figured it was going to be junk… but from the few games I tried (i.e. Rayman Origins), its friggin’ awesome and I can once again use my 3D tv. :)
Is it possible to use Full VR with the free camera ?
Can you only unlock rotations but let the game control translations (to get for example Full VR from behind the character in a Third Perso Shooter) ?
Like the title says. I want to play some newer games in the next months, like Dying Light 2 and Alan Wake 2, and i tried to look up if they’re running in Z3D, the stereoscopic mode that i favor.
In the VorpX control panel i can find if a game has a profile, but not what mode it’s compatible with. But maybe i’m missing something? Is there a way to find out if a game supports Z3D or G3D?
Sorry, i may have confused my request with last statement. For clarification in my request, i will use an example with Game bindings (will use The Witcher, as that’s what I recently attempted to plan out a key mapping for).
For the most part, the game binds are single press (single_tap, push, press, etc.), except movement WASD. As far as i can tell, the game as no built in key mapping ability for press+hold or double_tap key mapping. Using the “A” button on the Quest Motion Controller, here is a description of the feature request (again using default The Witcher key binds):
Quest Motion Controller ‘A’ | Keyboard key | Game Function
——————————————
Single_tap | Spacebar | Pause
Tap + Hold | Z | Quen Sign Magic
Double_Tap | Q | Draw Steel Sword
These are in addition to using the VorpX MAP_SHIFT key, so potentially a total of 6 key mappings to a single Motion Controller button. Although, I’ll admit, i likely wouldn’t use MAP_SHIFT with more then Single_tap (Tab | Sheath Weapon, for those curious).
While I can’t currently access the cool VR Hotkey “gaze menu”, via motion controller, I did plan it out, and without additional inputs, such as this feature request, there are still 4 key i would like to have access to without being able to look at keyboard.
Binding the VR hotkey menu to motion controllers that way indeed doesn’t work. Simulated keys that are supposed to be game input are filtered out for internal functions on purpose.
Making the menu hotkey menu available from motion controllers is on the to-do list since forever, but considering how rarely it is used for some reason, I never got to it. I’ll move it up a few slots.
BTW: Was quite amusing to see various reviewers rave about Apple’s gaze based UI in VisionPro over the last weeks while vorpX has something that works quite similar (minus the eye tracking) since basically forever…
If a game binds actions to press+holding or double tapping a key that should work with any controller binding in vorpX too normally. key down/up events are sent on controller button down/up, so unless a game does something weird it shoud detect both press+hold as well as double tapping just as if you did the same on the keyboard.
BTW: You can go back to the last regular build from 24.1.0 by uninstalling it and then reinstalling the last regular build.
I agree. But things are better now than they were in 2019 when i started using VorpX. We even have different inofficial Discord servers with VorpX related channels, so there is more info available. And there are alternative tools, for the games that VorpX doesn’t work with, so we are not dependable on one single tool anymore (and the limited time of one single developer to fix issues with profiles).
I’m currently playing AC:Origins, and it works brilliantly on the Quest 3 with my xBox controller. I have issues with hooking from time to time, but other than that it’s a great way to be “inside” the game.
When using controller, such as Quest’s, how to bring up the VR hotkey menu?
I tried keybinding shift+middle mouse button and that didn’t work. Also changed the key to ‘P’ in the VorpX config, then mapped p to controller, but it didn’t work either.
While im still on v21.3.5, i love the idea of gesture control mapping. I generally find the Quest controllers more comfortable then an Xbox/PS, but it has reduced inputs and we also need the all important VorpX buttons. Even with shift/alt, sometimes a double tap or press and hold are quicker.
Is is possible to add double tap and/or press and hold? Obviously some games have buttons that are needed to be held, like crouch (unless it’s toggle based), and double tap/press and hold wouldn’t be used for those.
So I guess maybe my assumption that you could control the desktop similar to Virtual Desktop was wrong.
Seems kinda silly that you can’t honestly.
So I start up VorpX desktop, it shows me a black screen for a very long time with what I think are Rift S oculus controllers instead of my Quest 2 controllers.
Eventually it actually shows my desktop but none of the controls work, every button I hit seems to do a random thing on the computer.
Oculus is my selected device in the configuration.
Not a very good first impression.
ok have it running and head tracking is working and it is in full vr. YES! But still same issue as others above – wont move unless it is changed in vorpx menu to keyboard and mouse setting. When Vorpx menu is set to game controller setting the controllers have the right buttons mapped visually but no movement – but when in keyboard and mouse setting the buttons showing on the oculus controller don’t match the actual buttons physically there, so you cant “push” some of the needed buttons, but the joysticks work for movement and turning