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Hi, I saw in the 2026 VorpX update that you made some changes to Dishonored 2! Thanks for improving support for my favorite game, and for all the work you do to improve VorpX, Ralf :)
I’m writing this message here because I’ve made some interesting discoveries for Dishonored 2 and Dishonored: Death of the Outsider that could make it easier to add G3D if someone ever wants to do it.
I discovered that it’s possible to force the removal of certain shaders for D2 and DOTO very easily by adding parameters to the game’s launch shortcut.
For example, to remove the DOF effect and the SSAO effect:
“C:\GOG Games\Dishonored 2\Dishonored2.exe” +cvarAdd r_skipDOF 1 +cvarAdd r_skipSSAO 1With the option “+cvarAdd r_skipPostProcess”, it’s possible to remove a HUGE amount of shaders in the game with this:
“C:\GOG Games\Dishonored 2\Dishonored2.exe” +cvarAdd r_skipPostProcess
(Although the majority of shaders are disabled with this option, the Timepiece still works correctly in the mission “A Crack in the Slab“.)
It’s also possible to use a less drastic option, such as:
“C:\GOG Games\Dishonored 2\Dishonored2.exe” +cvarAdd r_skipTemporalAA +cvarAdd r_skipShadows +cvarAdd r_skipDOF 1 +cvarAdd r_skipSSAO 1Using “+cvarAdd r_skipPostProcess”, or disabling certain shaders, could therefore help make G3D support easier, since a large portion of problematic shaders can be disabled at the game’s launch and make it easier to handle G3D.
VorpX could create a batch file next to “Dishonored2.exe” with this command:
“Dishonored2.exe +cvarAdd r_skipDOF 1 +cvarAdd r_skipPostProcess”
And ask the player to launch the game using this batch file ;)Here is the list of shader options that can be disabled and work for D2 and DOTO:
+cvarAdd r_skipMergeMeshes
+cvarAdd r_skipIBL
+cvarAdd r_skipGodRaysUnderWater
+cvarAdd r_skipFogUnderWater
+cvarAdd r_skipFogBlur
+cvarAdd r_skipAnisoTextureStreaming
+cvarAdd r_skipToneMapping
+cvarAdd r_skipBloom
+cvarAdd r_skipLensFlares
+cvarAdd r_skipAutoExposure
+cvarAdd r_skipAutoExposureTemporalAdaptation
+cvarAdd r_skipColorGrading
+cvarAdd r_skipLights
+cvarAdd r_skipPostToneMap
+cvarAdd r_skipUnderWaterPostProcesses
+cvarAdd r_skipOceanSSR
+cvarAdd r_skipFog
+cvarAdd r_skipGodRays
+cvarAdd r_skipDepthAlpha
+cvarAdd r_skipEmissiveGlare
+cvarAdd r_skipPostProcess
+cvarAdd r_skipOutlines
+cvarAdd r_skipIndirect
+cvarAdd r_skipAlbedo
+cvarAdd r_skipSSAO
+cvarAdd r_skipDirect
+cvarAdd r_skipTemporalAA
+cvarAdd r_skipDofBck
+cvarAdd r_skipInsideBodyDithering
+cvarAdd r_skipCameraMotionBlur
+cvarAdd r_skipOcean
+cvarAdd r_skipDynamicDecals
+cvarAdd r_skipStaticDecals
+cvarAdd r_skipModels
+cvarAdd r_skipShadows
+cvarAdd r_skipLightScattering
+cvarAdd r_skipLightsFromLayerA
+cvarAdd r_skipLightsFromLayerB(Excuse my poor English, it’s not my native language)
My Xbox controller behaves strange in some games. It works fine in dishonored with vorpx set to gamepad or m/kB, zero issues in that game.
But the next game I tried was the long dark. The gamepad works but I’m running at what seems double the speed the game allows. The game isn’t running too fast like was an issue with older games, it’s just the inputs seemingly triggering this.
I thought as a workaround I’d try m/kB in vorpx but same issue. Not many games have it but in-game you can disable gamepad support in the long dark. I disabled gamepad support and thought I’d use microx to bind gamepad inputs to kbm. This worked fine flatscreen but the issues I had still persisted in vorpx. I tried as gamepad, kbm and even turning controls off in vorpx but that didn’t work.
I then realized even if I have gamepad off in vorpx it still seems the gamepad. What I mean is you can’t seem to truly disable gamepad support.
I then tried hidhide (a utility to hide devices from apps) but to my surprise vorpx still saw the controller.
I gave up and then tried amnesia the bunker. This too had input issues. It would always run even though in-game run is normally a run button and ever input seems to be inputting twice. For ex is press a button to pull out my gun and the play would draw the weapon but immediately put it away.
I’m usually pretty good at working around quirks but I can’t resolve this.
I also tried gamepad override, partial and off, no difference.
If there’s a way to resolve this great, but I would also like a feature to truly disable gamepad support as in vorpx doesn’t see it at all and I would do keyboard mapping. Ideally things would work in-game, but if vorpx had this ability I could have probably worked around it myself.
Another issue with using a gamepad is the menu binds. Binding these to joystick clicks is game breaking for some games as they need it for click run etc. I would think the solution is to use long press for the vorpx menus and a normal click would behave properly in game.
Also I wish we could do custom bindings. For ex, dishonored as I mentioned works great, but each time you die the fov resets. At first I was doing a direct VR scan each time, but then I realized just a quick fov fix by pressing F8.
Great but I don’t want to go in the menus each death to trigger this. Im no where near my keyboard when I play VR. Being reliant on needing to be near my keyboard is a dealbreaker for me. So I’ll probably use some binding utility to bind f8 to an input, but it would be great if we could do that in vorpx
I might as well mention it here instead of starting another thread but Batman Arkham city, another game that works fine with my gamepad, but I like to play in VR. However in VR mode the right stick up down does not change the camera angle only left right rotation works. I thought for this profile it was defaulting to lock the y axis on right controller but I went in the menu and saw it was already off. If I switch the game to cinema mode the right joystick behaves as expected but not in VR mode.
Sorry for the long post, I haven’t tried vorpx in years but trying it again now I’m liking what I see in a few of the games I tried but the gamepad issues are a problem.
I hope there are workarounds for this but just for flexibility sake I do wish there was a way to truly block vorpx from seeing my gamepad, and then I could have worked around it, obviously ideally it would work properly as a gamepad in game.
Topic: vorpX 25.1.5 Available Now
26/01/13 | vorpX 25.1.5 has been released
Another maintenance update. Addresses a couple of input glitches, comes with a rewritten host-exit that better handles exit crashes with Meta’s OpenXR since a recent Meta Link update, makes alternative hooking usable for more games, fixes a rare DX9 issue, has a bunch of profile fixes/updates and more.
Click here for a list of noteworthy changes
- vorpX: keys wrongly blocked in some DirectInput games (e.g. Fallout 3/NV).
- vorpX: the tracking center hotkey also ensures foreground and input focus.
- vorpX: ALT+TAB and back could occasionally confuse key state tracking.
- vorpX: fixed cursor clipping in some older games (e.g. Metro 2033).
- vorpX: headset audio device switching did not work anymore.
- vorpX: D3D9: better unhooked surfaces handling, e.g. Venetica ALT+TAB crash.
- vorpX: improved host exit, cleaner in various games and with Meta OpenXR.
- vorpControl: folder exclude handles symlinks (e.g. latest EA Desktop).
- vorpControl: minimize runtime windows option supports latest Quest Link.
- vorpControl: alternative hooking working for more games.
- Cyberpunk 2077: improved sync between mod-portion and vorpX.
- Tron 2.0: .ini changes weren’t applied anymore since a while.
- Dishonored 2: scalable HUD added.
- Dragon Age Origins: deal with GOG version 2-core lock.
- Dragon Age II: deal with GOG version 2-core lock.
- Farming Simulator 25: Fixed a Z3D issue related to vehicle mirror count.
25/12/20 | vorpX 25.1.4 has been released
This maintenance update mainly focuses on an annoyance affecting mouse/keyboard players in some games that upscale the image to the monitor size. Under certain circumstances that can lead to vorpX’s stereo cursor being shown at a wrong position, making it difficult to hit buttons in menus etc. Various reasons for this super annoying glitch are now covered. The remaining will follow later.
Apart from that there have been a few more fixes and a new profile for Farming Simulator 2025 with automatic FOV and a scalable HUD.
Click here for a list of noteworthy changes
- vorpX: Improved stereo cursor rendering in games that upscale their output.
- vorpX: Z3D could break in some games after taking off the headset.
- vorpX: some games could crash with Windows display scaling set to 150/175.
- vorpX: some games could crash on audio device change (25.1.3 regression)
- Farming Simulator 2025: new profile with HUD scaling and DirectVR FOV.
- Farming Simulator 2022: DirectVR FOV update.
- Fallout 4: DirectVR FOV scan was broken after a game update.
25/12/16 | vorpX 25.1.3 has been released
Another maintenance update, mainly addressing various issues and annoyances that came up since 25.1.2. Aside from the fixes there is a subtle improvement in regard to how the game/desktop images are sampled before sending them to the headset. Power users can also configure the sampling method now with expert settings enabled.
Click here for a list of noteworthy changes
- vorpX: Battlefield 2 could crash on map load.
- vorpX: some games could crash on CPUs with more than 12 cores.
- vorpX: different image sampling methods for screen/FullVR modes.
- vorpX: image sampling method user selectable (expert setting).
- vorpX: option to improve FPS in games that limit core count (e.g. Witcher 1 GOG).
- vorpX: back to OpenXR 1.0 due to outdated runtimes (eg. Valve, Virtual Desktop).
- vorpX: relaunching games with another graphics API could fail.
- vorpX: DX9: (rare) 64-bit DX9 games ran at roughly half the supposed FPS on Win11.
- vorpX: DX9: some FPS lost since quite a while have been reclaimed (eg. Skyrim).
- vorpX: DX11: Z3D did not work anymore in several games (e.g. COD Black Ops III).
- vorpX: DX12: fixed an (currently unused) Z3D method that didn’t work at all.
- vorpControl: hook helper install auto API detection didn’t work anymore.
- vorpControl: creating desktop shortcuts did not always work anymore.
- vorpService: fallback for virtual display/desktop viewer not working on some PCs.
- vorpService: The virtual display didn’t always get disabled on standby as intended.
- vorpService: Quest Link detection not working anymore after a recent Link update.
- Just Cause 3: depth buffer detection could fail occasionally.
- The Witcher 3: DirectVR: camera position was broken, second position added.
- The Witcher 3: DirectVR: auto EdgePeek for menus, cutscenes etc. didn’t work.
- Elder Scrolls Online: shader parser to detect future UI changes automatically.
- F1 2019: restarting with DX11 didn’t work anymore.
- F1 2020: restarting with DX11 didn’t work anymore.
25/09/12 | vorpX 25.1.2 has been released
Another maintenance update with about a dozen noteworthy changes and fixes.
Click here for all changes
- Head tracking mouse emulation did not work anymore in desktop viewer.
- Messages shown in some games on start could become unresponsive.
- Mod component install with the virtual display failed due to an unclickable prompt.
- Some games did not exit cleanly since vorpX 25.1.0.
- Workaround for 32-bit games that use too much RAM on CPUs with many cores.
- Potential workaround for old games that assign small stack sizes (untested).
- In games with .ini and mem-scan FOV, ini-controls weren’t shown before scanning.
- Avoid more annoying virtual monitor related Quest Link self-restarts.
- Communication between the service and 32-bit vorpControl was broken.
- The service could use an entire CPU core after lock/unlock, standby/resume etc.
- Custom sync selection in the vorpX menu selected different options than shown.
- Trouble shoot data now includes all relevant log files.
- Better service handling in the installer.
- Elder Scrolls Online: HUD shaders updated (again).
- Cyberpunk 2077: mod components updated for CP2077 2.31
- As always numerous smaller fixes and optimizations.
25/08/30 | vorpX 25.1.1 has been released
This maintenance update brings some OpenXR improvements, carves out more precious GPU memory, enhances Quest controller support with SteamVR and fixes a bug where Z3D became heavily pixelated after switching 3D modes.
Auto-updating from 24.1.0 and 25.1.0 will likely fail (sorry!), you may have to reinstall manually with your web installer. If you didn’t keep it, you can get one here: click
Click here for all changes
- GPU memory usage reduction due to headset sync optimizations, ~150 MB at 4K.
- Auto judder protection when a VR runtime throttles the headset framerate.
- Rendering the start room could produce glitches/DX errors.
- DX11/DX12 Z3D could become heavily pixelated/after switching 3D modes.
- SteamVR: emulated start/back gamepad buttons on Quest controllers now working.
- OpenXR: deal with outdated OpenXR runtimes (e.g. Valve, WMR)
- OpenXR: VR controllers were rendered upside down since an OpenXR lib update.
- OpenXR: resetting the renderer in case of an error could cause a crash.
- OpenXR: head rotation felt wobbly in immersive screen/cinema mode.
- OpenXR: don’t use Valve’s broken OpenXR, use SteamVR if set as OpenXR runtime.
- OpenXR: auto switch to Quest Link or SteamVR if no active OpenXR runtime is set.
25/08/28 | vorpX 25.1.0 has been released
This update reunites the regular and the ‘cutting edge’ branches. For those who until now used the regular version it brings three major new features: motion controller gestures, a rewritten desktop viewer and a virtual monitor.
Those who already used the cutting edge build can skip to the full changelog at the bottom of this post to check what has changed since then.
Motion Controller Gestures
You can now map predefined motion controller gestures to key presses and gamepad actions. Aminig down sights, reloading, melee combat, steering wheels and a lot more gestures are available to turn flat games into more immersive VR experiences. While not every game benefits from gestures in the same manner, some (e.g. first person shooter games) can actually feel close to native VR that way. Even seated just a handful of gestures can tremendously improve immersion compared to playing with a gamepad or mouse/keyboard.
Various profiles already have gestures predefined, try e.g. Cyberpunk 2077, Starfield, Titanfall 2 or Aliens Colonial Marines. More will follow. For other games you can easily define gestures yourself. Be amazed how easy that is and how well it can work. Check the video below for a brief introduction.
Desktop Viewer Rewrite
The rewritten desktop viewer now handles high GPU load a lot more stable and also addresses a bunch of annoyances the old desktop viewer had, e.g. the inability to display Windows admin rights prompts.
If vorpX can’t hook a game, try the new desktop viewer. Especially in tandem with the third new feature the vorpX desktop viewer now is the ultimate VR flat game cinema.
Virtual Monitor
The new virtual monitor finally makes running games at higher resolution than your actual monitor allows a breeze. All important resolutions are predefined, and you can easily add more if you want in the config app.
Added benefit for desktop capturing and playing games unhooked with the desktop viewer: the virtual monitor always runs at the refresh rate of your headset, which removes any form of micro stutter that normally is the result of capturing e.g. a 60Hz monitor and displaying it on a 90Hz headset.
The easiest way of using the virtual monitor is launching the vorpX desktop viewer and putting on your headset. Per default vorpX will then switch to its virtual monitor.
Full Changelog
Biggest changes from official (21.3.5) to last cutting edge build (24.1.0)
- Motion Controller gestures that easily let you map VR controller gestures to key/button presses. vorpX gaming as close to native VR as never before.
- A virtual monitor has been added that lets you play games at arbitrarily high resolutions and always has the exact same refresh rate as your headset, which is especially great in cunjunction with the desktop viewer. The smoothest VR desktop experience ever.
- Desktop viewer rewritten to minimize CPU/GPU usage, get rid of a few annoyances, and work great with the new virtual monitor.
Biggest changes since 24.1.0
- Redesigned rendering/post-fx pipeline that significantly reduces the amount of GPU memory used by vorpX at high resolutions.
- Custom memory manager that keeps memory allocated by vorpX separated from game memory as much as possible. Improves general stability everywhere, most notably when using high resolutions with some 32-bit games, e.g. Dragon Age Origins, Venetica.
- Special treatment for 32-bit games able to handle more RAM than the usual 32-bit 2GB limit. vorpX can now detect and directly utilize the extra memory. If you encounter crashes with 32-bit games at high resolutions, check the internet for tools that make them ‘large address aware’. Note that trying that with modern 64-bit games has no effect, those can use all your RAM per default.
- Major (ongoing) spring cleaning continued: lots of internal changes and refactorings that improve general stability and/or help keeping the developer of this Tower of Babel happy.
Noteworthy smaller changes/fixes since 24.1.0
- Optimized texture sharing between game and vorpX threads. Fixes DX12 black screen caused by nVidia driver 580.88+ and in general may/should be a bit smoother under high GPU load.
- Improved cursor tracking. Fixes cursor flicker e.g. in AC:Valhalla/Odyssey.
- Cinema mode uses reduced lightmap sizes in 32-bit games that aren’t large address aware to squeeze out some extra GPU RAM for higher resolutions.
- DX9: Some rarely/never encountered StateBlock related stuff handled. Just in case.
- DX9: Hooking related changes that may improve hooking reliability in some cases.
- DX9: Generic 3D/Headset modes did not work on some AMD GPUs
- DX9: Fixed an issue that could cause games to hang on device creation.
- DX9: Fixed an issue that could cause games to crash on display mode change.
- DX9: Fixed an issue that could cause games to crash on load (e.g. GTA IV).
- DX9: Fixed an issue that could cause games to hang fullscreen (e.g. Splinter Cell 3).
- DX9: The start scene had some weird render glitches in ‘Generic VR headset’ mode.
- DX10: Potential exception on init (e.g. Crysis DX10)
- DX11: Support some rarely used DX11 features (e.g. WoW non-legacy DX11)
- DX11: Improved G3D performance, up to 300%! Don’t get too excited though, that is an outlier. Usually expect anything from 0%-15%.
- DX11: More efficient multithreading. Improves FPS in some games (e.g. Elex 2).
- DX11: Image was garbled in some games, e.g. ArmaA III (24.1.0 regression).
- DX11/12: Optimized shader bookkeeping. Can save >200 MB of RAM (e.g. HZD).
- DX12: More efficient resource bookkeeping. Up to 20% better FPS (e.g. Uncharted 4).
- DX12: Fix for hiccups/uneven FPS in some games (e.g. The Last of Us/Uncharted 4).
- DX12: display mode switching/window resizing failed for some games (e.g. Far Cry 6)
- DX12: various authoring hotkeys did not work.
- Tracking: The jump/crouch detection didn’t work correctly anymore.
- vorpX control: App could crash on startup (24.1.0 regression).
- vorpX control: App could crash after installing hook helpers.
- vorpX control: App could hang after running for a while.
Game Profile Changes/Fixes since 24.1.0
- Cyberpunk 2077: support for latest game version.
- Dark Souls III: scalable HUD didn’t work under some circumstances.
- The Elder Scrolls Online: shader fixes for latest game version.
- The Witcher 3: The profile’s mod part could activate itself without vorpX running.
- World of WarCraft did not work anymore after removal of the old D3D11 renderer.
- Abzu: ini changes were applied on each launch instead of just once.
- Hellblade: ini changes were applied on each launch instead of just once.
- Observer: ini changes were applied on each launch instead of just once.
- Prey (2006): resolution wasn’t set as intended due to a typo.
- Conarium: improved DirectVR memory apply on/off check
- Deus Ex: Human Revolution: various fixes.
- The Surge: motion blur hint added.
- Morrowind: MGE shader chain could become unavailable.
- dgVoodoo2: shader parser for versions 2.7+
Hey everyone. I’m new to PC VR gaming and vorpX. With the PSVR2 I’m having an issue that I’m hoping you guys can help me with as I can’t find anything about it on reddit or google.
When I minimise or close a game my screen goes black (not the headset but the actual PC screen goes black.) There was nothing I could do to get around this so I’d shut my PC manually using the tower’s power button. After this happened several times I randomly thought about unplugging and re-plugging the HDMI cable and that ended up restoring the PC screen without having to resort to powering down.
This problem has happened with 3 titles so far. Dishonored, Battlefield 4, and Skyrim VR (was playing skyrim VR without vorpX).
Any clue what’s going on here? I can’t keep unplugging and replugging the HDMI cable, its silly.
I built this pc specifically for VR gaming and would love to get this working properly.
I’d appreciate any help. Cheers!
RTX 4080 Super
Ryzen 5 7600
32GB RAM
Asus Prime B650M-A WIFI II-CSM motherboardTopic: Dishonored 2 – G3D
Hello,
I know this topic has been discussed before, but I wanted to bring it up again to see if there have potentially been any updates or word from the developer. I just got Vorpx yesterday to play Dishonored 1, and I’m obsessed. It is truly amazing and is a dream come true to play my favorite game of all time in VR. I have seen that D2 does not support geometry 3D, but I was also looking through the forums and saw some chats around alternative solutions and the possibility of G3D eventually working with D2. I know it must be a big undertaking to get it working, especially with the different engine, but it seems there are others who would really love to play this game in true VR like me. If there is any possibility of that happening, I would love to help in way I can.
Thank you for making this awesome software :)
