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AuthorSearch Results
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Jul 16, 2025 at 3:05pm #221664
In reply to: Titan Quest Anniversary Edition
DrBoria
ParticipantHi, thanks for this mode.
Can you please help me to find an issue.
I’m launching in dx9 mode, with xbox elite 2 controller and quest 3 via virtual desktop.
It switches a lot in game into mouse / xbox layout but works OK for 3-5 minutes in game.
But after 3-5 mins it stucks on some frame and do not move in vr after it.
But at the pc everything works fineJul 5, 2025 at 3:07pm #221627Cless_Aurion
ParticipantThanks again for your time replying. I really appreciate you taking this issue seriously.
Simply sending the res to the headset that you dial in in SteamVR no matter what the actual game res is doesn’t make sense.
Yes, I know. I’m just saying it so I could try and force the resolution manually, instead of having an arbitrarily “double the vertical resolution” setting.
I do that with BigsScreen for example. Even when watching a 1080p movie, or playing some old flat game, I will run native resolution (5500p), even if it is to get the dark environment or the screen borders to have 0 aliasing.Like said above, you have to look elsewhere to pinpoint your issue. There is no such thing as a “2160p wall” in vorpX.
I am aware, that is the tragic part. Unless its something driver or hardware/HMD specific, I can’t pinpoint anywhere else since there are 0 issues elsewhere, its only VorpX failing me (which to be honest, its the magic software that made me go and spend $2k on a new HMD at all) :S
If I had another high resolution HMD over 3000p around, I would test it there, but I only have my VP1 that is 1600p, which won’t do.The issues other people with higher than 3000×3000 per eye HMDs (mostly Pimax users) seem to match closely my experience as well, so I suspect everyone with high resolution HMDs has this issue. As more and more high resolution HMDs come in, this issue seems like it will become more and more prevalent.
A game rendered at 1080p doesn’t look better just because you copy it to a 5500p texture before sending it to the headset obviously.
We agree in that of course. As long as the image is wrapped around your head or, the resolution of your HMD has a higher PPD than the screen in front you with the game, it should make barely any difference.
The problem here is… we are DEFINITELY copying a 4860p game image into a 3000p texture before sending it to the headset.
Not only that, but because I am watching that using the floating VorpX display, now we are rendering what is visible in my FOV of a downscaled 4860p game image at 3000p.
So, we are squishing that 4860p image into around 2000p in front of my eyes. That’s why aliasing is so aggravating.That is also why when I lean in, I can see way more detail that I couldn’t see before
Also, just in case, yes VRAM bumps up as it should as I scale up resolution over 2160p (in fact, BG3 at 4860p is almost maxing out my 24GB of VRAM, which is about double what it consumes at 2160p).Your “2160p wall” sounds suspiciously as if the game actually runs at your monitor’s res although you think it doesn’t.
Indeed, I thought that too, and it might be the root cause of this issue. If I had a lower(or higher) resolution monitor I would try that theory by plugging only that other monitor in, but I sadly can’t.
The best way I could control for that on the tests I already did was:
1. Start VorpX (virtual display gets enabled)
2. Set Virtual display resolution to 4860p.
3. Start SteamVR and disconnect all my 2160p displays so only VorpX’s Virtual display is enabled.
4. Start the game making sure that the only display windows (and the game) detects is VorpX’s 4860p monitor.
5. Change the resolution of the game to 4860p and restart (or make sure the resolution is already at 4860p or any other higher number than 2160p).To deal with such potential issues, either run games windowed or (assuming you already have set up a high enough custom resolution), try setting your desktop res to it before launching the game.
I already did that, of course. In fact, all the tests I ran I did try in windowed mode first. Then after it didn’t work, I started to experiment and tried fullscreen and borderless modes without any success (which kind of makes sense).
If a game actually runs at 5500p, vorpX creates a 5500p headset render target. You wouldn’t even be able to let it create something smaller than that even if you wanted when the image vorpX receives is actally a 5500p image.
I’m 100% sure that is not happening in my computer though. The games and the image VorpX is receiving, are higher than 3000p. This is the core of the issue, which you in your own tests proved that VorpX IS able to pull off (that’s why I said it infuriated me!). Because again, the game window inside VorpX HAS 4860p of detail in it.
-VRAM reading matches 4860p
-Performance matches 4860p
-Visually checking the image by leaning in confirms its 4860p.
And yet… the actual HMD is only rendering at that fixed maxed 2781×3072 resolution, so its absolutely ignoring that headset render target if its being sent. :SMaybe this is a Virtual Display/Windows issue?
I’m going to try to create a virtual display through other means, and use that instead of the VorpX one, I’ll report back once I do so, but I don’t have much faith in it either.In any case, I’m almost convinced that if we don’t solve this here… as the next wave of HMDs come in and we start getting over 3000p resolution, people will start complaining, since right now its only affecting high tier HMDs.
Jun 30, 2025 at 5:09pm #221612GritsanY
ParticipantDear sir,
Seems like you’re the only one who actually made it work, maybe you can give me some advice-
I can’t get it to work with either VDXR/SteamVR/Oculus. Technically all 3 options work, I don’t get any error or warning messages, but when I launch VorpX Virtual Desktop Viewer, I can see my controllers with proper button prompts, but there is no screen, only the black void surrounding me.
Since I think VDXR will be the most efficient way for me, here’s how it’s set up-
– Virtual Desktop is set to VDXR, I have good Wi-Fi 6 1200MBps connectivity through Laptop’s Mobile Hotspot, VR Graphics – Low (I have RTX 3050Ti), VR Framerate 90fps.
– VorpX is set to OpenXR, all other settings are default (Virtual Monitor is enabled)Jun 27, 2025 at 5:15pm #221606Topic: Cyberpunk help
in forum Technical Supportfitprovr
ParticipantFor Cyberpunk 2077. I can’t get my quest 3 to go to VR with all of the steps. It stays in flat screen but all of the controls work. I’m not sure what else to do. All the configurations seem fine. Headset, controllers, and gesture settings all work in game, it’s just stuck in flatscreen.
Jun 25, 2025 at 5:53pm #221590In reply to: Cyberpunk VR Update Thread
Ralf
KeymasterI don’t recall currently what button you need to press, but since per default gamepads are fully emulated with VR controllers, there shouldn’t be any issue in that respect.
Just in case: don’t forget about the second mapping set (press and hold the left grip button).
Jun 25, 2025 at 2:36pm #221589In reply to: Cyberpunk VR Update Thread
_John Smith_
ParticipantHi,
I just started playing Cyberpunk with the free Vorpx mod (thanks for the great work!).
I couldn’t figure out how to activate the scanner to hack computers with the VR controllers. Or are you supposed to use the keyboard for that?
Jun 22, 2025 at 4:27pm #221561Topic: Need help with best settings for Cyberpunk
in forum Game Hints and Settings_John Smith_
ParticipantI need help with 2 issues in Cyberpunk.
First one is that the movement of NPC characters in 3D view does not look smooth even though my headset frame rate is at 90. Vorpx sets the game frame rate by default to 2/3 of that, 60, an d according to the built-in fps display I achieve 60, but still the movements of the waitress in the bar at the beginning don’t look smooth. Is that due to the rendering method of Vorpx or should I change any settings?2. My vertical field of view is a bit too narrow, there are a few degrees of black content below the picture. Is there any way to increase it like a zoom factor in Vorpx settings? This may be due to me using a 16:9 screen resolution (4K) but I’m hooked up to a 4K TV which does not allow me to add custom resolutions in the NVIDIA control panel (TV can’t display them).
Thanks for your help!
Jun 13, 2025 at 1:44pm #221503In reply to: Vorpx sometimes closes when I start a game
Ralf
KeymasterRandom vorpControl crashes when launching vorpX or games should be gone in the next release. Until then switching back to the regular build instead of using 24.1.0 should also help if the issue is too annoying on your machine.
Jun 12, 2025 at 9:27pm #221498In reply to: Cannot hook to FarmingSimulator 2025
duke54
ParticipantI am able to hook by setting Device Selection to ‘SteamVR’ and without using ‘alternative hooking’ and as a normal user by using the FS22 profile. It’s Z3D only, but it looks ok.
Also, in the Nvidia control panel I have all the antialiasing options turned off, and MFAA turned off.
Jun 8, 2025 at 5:38pm #221490In reply to: Murdered: Soul Suspect
Buzbee
ParticipantI created a vorpx shortcut from the steam executable with parameter -DX9 in Target.
“C:\Program Files (x86)\Animation Labs\vorpX\vorpControl.exe” “C:\Program Files (x86)\Steam\steamapps\common\Murdered Soul Suspect\Binaries\Win64\Murdered.exe” -DX9
I also followed the pcgamingwiki for
Skip intro videos
Disable Chromatic Aberration
Mouse smoothingI also disabled in-game vsync which forces 30fps and forced vysnc and triple buffering with Nvidia GPU control panel so that game no longer runs at 30fps. Cutscenes are always 30 FPS though.
Game does not crash anymore probably because of the -DX9 but I listed the other changes just in case.
Jun 8, 2025 at 5:24pm #221489In reply to: Murdered: Soul Suspect
Buzbee
ParticipantI created a vorpx shortcut from the steam executable with parameter -DX9 in Target.
“C:\Program Files (x86)\Animation Labs\vorpX\vorpControl.exe” “C:\Program Files (x86)\Steam\steamapps\common\Murdered Soul Suspect\Binaries\Win64\Murdered.exe” -DX9
and now it does not crash anymore.
May 20, 2025 at 5:13pm #221426In reply to: Higher resolutions?
Cless_Aurion
ParticipantBoth 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 lolThere 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)——————————————————————————–
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 :(
May 20, 2025 at 1:22am #221422In reply to: Higher resolutions?
dellrifter22
ParticipantWith 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.
Are you turning off your physical monitor when playing? Or rather, does vorpX turn off your monitor? This is how you know the virtual monitor is active.
If your physical monitor is active for playing, you may be limited to its capability.
In my experience, standard 2D games can only be set to render as high as your monitor can accept. In the case of my physical 1440p monitor, 2880p is the highest custom resolution test it can pass and create. Therefore 2880p is the highest in game resolution I can select in game.
If I want to go higher, I must use vorpX’s virtual monitor instead. I use the vorpX app to create and save the custom resolution I want for the virtual monitor, then select that resolution within the game’s settings.
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.
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.
May 16, 2025 at 6:46pm #221416In reply to: Higher resolutions?
Cless_Aurion
ParticipantIt’s definitely not better than VorpX. At best it’s different, but image quality can’t even compare because most beautiful settings don’t even work with UEVR.
I see! Maybe it varies a lot between games, because the games that have proper Native Stereo for me… look like the improved version of the monitor version. And I’m a graphics whore, after all, I’m a professional 3D videogame artist.
How do you configure UEVR to get a good image quality and see every details miles around like in VorpX ? Because every person who really tried both around me said me that VorpX has a lot better image quality.
I’m… not sure. I’ve been using VorpX since the early days, even going as far to using the shader authoring tool to create my custom profiles and… Even if its good, its never been flawless as UEVR seems to get to. (although I get way less control in UEVR without actually coding in LUA than with the authoring tool :S)
Well, let’s put an example. If I run Tales of Arise on VorpX, a UE4 game. 3D shadows are borked, due to the common issue with shaders on G3D. On top of that, like I said, it not only runs in a “window” since it isn’t fullVR compatible, but even when put both in that mode, VorpX only goes as high as under 3000p. On UEVR most shaders are flawless, except for the camera FOV that seems a bit weird at times (since it doesn’t zoom in like it would in a 2D screen)… and that’s it. I can run it if I can at 7000p, where pixels are literally so small I can’t tell them apart. A visual clarity that is so ridiculous I can see into the distance (at like… 10fps, of course lol). But even in UEVR “2D window” mode, I can easily put it at 5000p, get 90fps, and flawless image.
Maybe you don’t know how to configure VorpX, or as I said, you are very sensitive to something most people don’t even notice.
Maybe I’m missing something, but I mean, like I said, been using the thing since the early days, and I’m a user advanced enough to make their own profiles with the authoring tool… Tinkering with settings is totally my jam.
I just think not that many people are running HMDs with resolutions of 3550×3880 per eye yet. It would be ideal if Ralf could throw some light into this to be honest! And I mean, many people would notice if a program is rendering at like 2/3 or less resolution the HMD is capable of, I’m sure!Did you try the ClarityFX, Sharpness and Texture Enhancements settings ? (VorpX’s Ingame menu page 2) It’s very impressive on my VR headset if properly configured.
Yes, of course! I mean, it does make things better, but that doesn’t cut it, it really just needs way more resolution.
We probably don’t play the same games. I mostly play AAA games in VR (and anyway most of them aren’t made with Unreal Engine, except Atomic Heart which is an UE4 game and is better in VorpX).
I see! Surely we don’t play similar. To be honest, I like VorpX better as a “3D window” to the world better than full VR immersion. For that I feel UEVR is great, since it basically uses native UE VR rendering pipeline to show stuff.
As far as I know, you can always use max settings with VorpX in AAA games with a good enough resolution. It’s impossible with UEVR (either because it doesn’t even work, or because it works but it’s not optimized enough).
The problem is I straight out can’t. Like I said, is like VorpX just hits a ceiling of resolution the HMD won’t go over, even when I’m trying to force it (be it through the game engine rendering at higher resolutions, or the settings in SteamVR).
As I said, you could not reach such resolutions with most beautiful games (especially with Unreal Engine 4/5 AAA games…)
I mean… I have a heavily overclocked 4090 with a 9950X3D, and tolerance for low FPS, so I can easily play a game at like… 40fps and not feel wrong about it. Even in VR I play with most maxed out always (when it makes sense ofc). I don’t play that many AAA games though, I’m more interested in AA and indie, with the nice AAA here an there.
So It depends on the game, and on your use. Anyway both programs have other pros and cons depending on your expectations.
Yeah! I just seem to choose UEVR for all the UE games.
Hopefully, I am doing something wrong, or there is a fix I didn’t think for this! It really is a shame not being able to use VorpX now that the MeganeX8K is giving me such ridiculously high PPD (it sits at around 46PPD, with mOLED quality, its insane!)
May 10, 2025 at 3:59pm #221398In reply to: New Vegas Motion Control Mod
Detective_Yoshi
ParticipantHiya
Im having a hard time setting it up when I run the script the vorpx controls do not work no button bindings or tracking, same with head rotation
Only vorpx menu shortkeys and positional tracking works
Need help, I really want to showcase this mod on the channel
Yeah! Im always watching your channel and waiting for your tutorial for this too since I was already playing with the old profile. Hope its not as difficult to install as it seeems to be. Great work on your videos!
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AuthorSearch Results
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Search Results
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Topic: Cyberpunk help
For Cyberpunk 2077. I can’t get my quest 3 to go to VR with all of the steps. It stays in flat screen but all of the controls work. I’m not sure what else to do. All the configurations seem fine. Headset, controllers, and gesture settings all work in game, it’s just stuck in flatscreen.
I need help with 2 issues in Cyberpunk.
First one is that the movement of NPC characters in 3D view does not look smooth even though my headset frame rate is at 90. Vorpx sets the game frame rate by default to 2/3 of that, 60, an d according to the built-in fps display I achieve 60, but still the movements of the waitress in the bar at the beginning don’t look smooth. Is that due to the rendering method of Vorpx or should I change any settings?2. My vertical field of view is a bit too narrow, there are a few degrees of black content below the picture. Is there any way to increase it like a zoom factor in Vorpx settings? This may be due to me using a 16:9 screen resolution (4K) but I’m hooked up to a 4K TV which does not allow me to add custom resolutions in the NVIDIA control panel (TV can’t display them).
Thanks for your help!