I’ve tried them all and none work:/ as well as switching to steam client vr. Same thing happens in oculus and steam once game starts going a minute or 2 in. It just freezes, hourglass and audio halts until I press tab. But when I press tab again to go back in game it’s all frozen
The videos people were playing of Ghostrunner were from 3 months ago… so could it be a potential game update that is doing this? I went back and tried my other games and they are fine with vorpX. This one just seems to dehook a minute or 2 in.
Last note – when I take off my headset the game is playable on my computer monitor but the frame rate is horrible. When I put my headset back on it freezes on both monitor and headset. Hourglass of doom!
This was a good game for me to play with vorpx since im still on the 1070 (damn gpu shortages) playing most of newer games with vorpx is doomed to fail. But since this is basicly 2D game you can easily run with higher resolutions without problems.
Looks really nice with Reverb G2, gameplay is bit weak but the graphic style and music are done really well. And it was (allmost) free for me because it is included in the gamepass so it was fun experience for the short 3-4H duration.
There is however an explanation why some may experience an existing user profile as (partially) 3D. The first version of vorpX’s OpenGL render path used alternate frame rendering, which means the left and right eye are rendered at different points in time: left at frame 1, right at frame 2, left at frame 3, right at frame 4, and so on. Given these circumstances moving sideways (strafing) happens to have a similar effect as rendering two images for stereo 3D although vorpX doesn’t create any stereo 3D at all. Moving forward/backward doesn’t produce correct stereo 3D, but apparently some still experience what they see as 3D. My personal guess is that maybe their brains somehow try to make sense of the (garbage) input. I’d consider it way more likely though that you will experience anything else than strafing as weird and unpleasent, so try at your own risk.
At some point someone uploaded a user profile based on this (long superseeded) old OpenGL alternate frame implementaion, which then caused this whole Doom G3D confusion.
and thanks for this explanation!
I could swear to you that at certain moment I played Doom 2016 with that effect then, because I still remember seeing the effect on ladders and doors and it was certainly not a flat image at all.
Very interesting and enlightening discussion. Thanks, Ralf, for that insight.
For what it’s worth, I played through entire Doom 2016 with just desktop vorpx and had a blast. Yes, it wasn’t 3D, but having a dark movie screen in front of you with headphone spatial sound still was a treat. And because it wasn’t geometry, it was smooth as butter.
There definitely is no official profile for the game and it’s highly unlikely that there is a working G3D user profile since OpenGL support is limited to older fixed function OpenGL. Doom 2016 uses newer, shader based OpenGL.
There is however an explanation why some may experience an existing user profile as (partially) 3D. The first version of vorpX’s OpenGL render path used alternate frame rendering, which means the left and right eye are rendered at different points in time: left at frame 1, right at frame 2, left at frame 3, right at frame 4, and so on. Given these circumstances moving sideways (strafing) happens to have a similar effect as rendering two images for stereo 3D although vorpX doesn’t create any stereo 3D at all. Moving forward/backward doesn’t produce correct stereo 3D, but apparently some still experience what they see as 3D. My personal guess is that maybe their brains somehow try to make sense of the (garbage) input. I’d consider it way more likely though that you will experience anything else than strafing as weird and unpleasent, so try at your own risk.
At some point someone uploaded a user profile based on this (long superseeded) old OpenGL alternate frame implementaion, which then caused this whole Doom G3D confusion.
TLDR: There is no G3D in Doom 2016. There isn’t even any official profile for the game, but an existing user profile under some circumstances can create the illusion of 3D for some. Not really recommended by any means though. It’s fairly likely that you will experience the effect created by this user profile as unpleasent and weird.
Hi, I know the game isn’t officially supported. However, I can get the game to hook to vorpx. The only problem is it’s in cinema mode. The DEL key does not seem to work to bring up the vorpx menu so I can change this. Any help is appreciated.
First, I want to thanks Ralf for making this wonderful software. I’ve been using Vorpx since 2016 and trying many games with it. I found the FullVR mode work the best game in Walking Simulator like Dear Esther, Amnesia where there is no aiming required. But I always tend to skip FPS game because of Neck-Face-Aim at the enemy, it was cool at first but the neck really strains after a while, so the ideas I’m suggesting is :
–When pressing aim down the sight or just manual aiming, the game screen will enter EdgePeek and follow the 3DOF of the motion controller instead of staying stationary in the center–
Although your surround will be black it will feel like you are using the flashlight like doom 3 to look around in the darkness. Because it only needs to track the 3dof of the controller so it can work on any unsupported game, this ideas was getting from playing the DolphinVR of Metroid Prime trilogy, where the main camera is tracked using the Wiimote, while the head can be used to look around but most object won’t render outside the main camera, so mostly my head will naturally focus on the main camera tracking by the controller. So back to Vorpx, the most game can’t decouple and the head and the gun aim, so making the camera move around the controller instead of the head will give the immersion you are aiming the gun as in VR, sure the black screen might the bother for immersion so that when it better to use the traditional FullVR mode, but in a combat situation, I think to make the camera track the gun is going to make the game feel much better. I know it might be a stretch goal, but as one of the early users of Vorpx, I believe Raft the developer will able to do it, and it will increase newcomer to Vorpx
P/S: this video has the same concept, so I do think it is feasible in Vorpx, making EdgePeek and follow the 3DOF of the motion controller
I’m still holding out hope that my 1080ti will be enough to run it using Z3D.
I’ll just drop the resolution to 320×200 like the good old days of Doom. That should be enough. It’ll be good and retro.
Yeah its so hard to tell, has the g3d ever worked for anyone or has everyone been fooled? Cause its very deceptive in the current state it is, but never the less it is a pancake.
I wish somebody would finally confirm one or the other because I cant seem to get an answer anywhere and Im iv slowly begun to play it on my monitor.
Im not very savvy with Vorpx, all i can say is that of all 15 or so profiles for the game cloud have exactly the same vorpx build – 16.2.0
Has anyone tried making a more current one? Is that even how it works?
I tried looking up how to do it myself but honestly its either way too easy or way too hard, cant find the info on it.
All im seeing is start from a made profile, but which one? does it matter?
???????????????????
From what I gather it does use Direct X 12 and it is something that has been discussed on occasions that currently Direct X 12 isn’t supported so is there plans for Vorp X to support D12 in the future??
Some games that i play need to use the right joystick for choosing guns, dialog, options, … like the new Doom 2016. Also, I’m mainly playing in DirectVR mode so the view got drifted up or down quite often so i need to readjust it.
When in directVR, i use edge peek for working with game menu. And i mostly use my left joystick for it instead of the head mouse. So it get annoying sometimes.
Gotta say, 40$ was a tough price for me at first. But the program is great (one eye blind so i don’t need 3d) and the support has been phenomenon. That 40$ was a great investment.
Here to making that 40$ worth even more with each update!
I think I got it running as expected, but the head tracking has a lot of latency, even when running at 80fps. The player camera isn’t translating well for VR either, so I may just play this one on immersion mode or my 21:9. SMAA in this game is also killing g3d, and it looks like classic Doom without it.
Thanks anyway, Ralf, it’s just one of those games. I thought it would be good for sneaking around without a gun obstructing my view. :)
I’m so glad you posted this ralf. I have play 2 or 3 hours so far of Alyx and have enjoyed it mostly. I started out playing on a brand new Index that I was lucky enough to pick up when it went on sale last time, but I really hate the controllers. I really don’t like how to grab and crush things with force, I really prefer the Oculus Touch controller and their grab button. I also hate the touch pad area on the Index Controllers for switching weapons (well I guess its alright).
I rebuilt a PC just for this release and ran into all sorts of issues and I’m a super computer nerd with over 40 computers in my house (3 VR stations even). After having issues with Oculus Home loading up because of HMD not detected, I uninstalled Oculus software and reinstalled everything (took like 12 hours). Played 1 hour with the Index and then switched to the Rift-S. The visuals are truely amazing and the best that I have ever seen, but looks is not everything as I still play old 1980’s arcade games :)
I too have thought that I really did prefer VorpX games like Half-Life 2, Black Mesa (awesome), Bioshock, Borderlands, etc. I like to sit down on a swivel chair and it just works sooo well now.
Thanks Ralf for your incredible product and can’t wait for the next release. Hope that Doom Eternal could be possible at some point in the future.