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I recently got back to playing Fallout New Vegas (last played Feb ’24). However, it appears that vorpX now disables the “E” and the “ESC” keys. No other keys seem to be affected. I can run the game without vorpX and all the keys work fine. I can also run other games with vorpX, like Skyrim SE and Fallout 4, and all the keys work fine. I use MO2, so I tried FONV native (no MO2 and no mods) and I got the same results as running with MO2. That is, the keys work fine without vorpX. But, those two keys are disable with vorpX running. I have done all the noob fixes too, like rebooting the computer, etc.
In FONV, I can remap the action key “E” to something else (like “P”) and the action key works as planned. However, I can’t remap the ESC (menu) key and it is critical to game play. vorpX works fine itself displaying great VR once up and running. It’s just that I can’t use the E or ESC keys.
I have had vorpX for many, many years and used it with many, many games, and this issue is a head scratcher. Is there a different hook/method I should try? Any suggestions would be appreciated.
Hello,
I’m trying to get vorpx to run games on a HP Reverb G2. At first I tried to play Half-Life 2 using SteamVR but it didn’t work very well. The actual game screen appeared small in the distance, although it rendered there in stereo 3d. Once the game started it glitched out and frame rate dropped so bad I could barely move the mouse. Then I read that SteamVR is not advised for WMR headsets. But how does everything work now in the Oasis era? Will OpenXR, which I found out is the recommended method work still? Do I need to download it from somewhere, or is it included in windows?
I tried to change settings in vorpx to openxr and launch Fallout 3, but the headset doesn’t even turn on. Has anyone tried to get the Reverb G2 to work with vorpx with the Oasis driver?
Thanks for the help!
OS: Windows 10 latest with ESU
AMD driver: 25.10.3 – 25.12.1
GPU: XFX RX 6900XT (Both OC and non OC tested)
CPU: 9800X3D
RAM: 32GB DDR5-6000
Module: SteamVR – OpenXR
Headset: PS/VR2 with PC adapter – Displayport connection.
VorpX: 25.1.2I’ve noticed that the app is constantly crashing when using VorpX on any game. Tested Fallout 4, Cyberpunk, Stalker Anomaly, Left 4 Dead 2, Ghost Recon Wildlands, Factorio, 15+ others.
The Virtual desktop starts fine and works fine(usually, sometimes VorPX will attempt to hook vorpDesktop and timeout), until the moment I try to actually play a game. Game will usually start, but inevitably crash after less than 5 minutes. SteamVR reports ‘ IPC Namespace Unavailable ‘ and AMD driver reports that the driver has crashed. Notably, the driver crashes to the Virtual Desktop and in rare cases, crashes out of the VR experience outright.
This happens only with VorpX. SteamVR home works fine, mods for Cyberpunk like RealVR work great, so it’s a very specific VorpX problem with the headset.
Effectively this appears to make the software completely unusable under Windows 10 at this moment.
Hope this helps you ascertain the issue Ralf. I can provide additional info and tests if you need them, to hopefully help you get some more customers for the software.
I have the following hardware: RTX 3080, Windows 11, Meta Quest 3, and a 5 GHz router, but I’m not sure it supports Wi-Fi 6.
I’m connected to three monitors; that might be a lot, but even when I disable them, I don’t really notice any change.
I can connect Meta’s Air Link without much trouble, though I sometimes get an error because the 2.4 GHz band seems to be missing — yet the connection still works.
I try to launch Kingdom Come Deliverance 2, but I get lost in the settings. I can start the game on the PC, but it never launches the display in the VR headset.
I’ve tried many things, and it’s quite confusing for me to sum up all the (likely) wrong manipulations causing bugs. The whole setup feels rather erratic. I even noticed that the game’s settings (in 4/5 resolution) would reset when I launched it.
I tested with Fallout 3 to see if I could at least make another game run through VorpX, and that worked quite well.
Could you share any feedback, general advice, or essential steps to make this game work properly?
—————– (version original de mon post en français)—————-
Je possède le hardware suivant : rtx3080 Windows 11 Meta Quest 3 Un routeur en 5 GHz, mais je ne suis pas convaincu qu’il est Wi-Fi 6
Je suis connecté à 3 écrans, c’est peut-être beaucoup, mais même quand je les désactive, je n’ai pas vraiment l’impression d’un changement.
Je parviens sans trop de problème à connecter Air Link de Meta, j’ai parfois une erreur car la bande 2.4 GHz semble être absente, mais la connexion se fait.
Je tente de lancer Kingdom Come Deliverance 2, mais je m’y perds dans les réglages. Je parviens à lancer le jeu sur le PC, mais jamais à lancer l’affichage dans le casque VR.
J’ai essayé beaucoup de choses et c’est assez confus pour moi de récapituler toutes les (probables) mauvaises manipulations sources de bugs. L’ensemble me paraît assez erratique. J’ai même constaté que le paramétrage du jeu (en résolution 4/5) sautait quand je le lançais.
J’ai testé avec Fallout 3 pour voir si j’arrivais quand même à faire tourner un autre jeu avec VorpX, et cela a été un succès sans trop de problème.
Pourriez-vous me donner des retours d’expériences ou des conseils généraux, ou des impératifs absolus pour réussir à utiliser ce jeu ?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+
Topic: New Vegas Motion Control Mod
Hey guys.
I made a VR Motion Controls Mod for New Vegas: https://www.nexusmods.com/newvegas/mods/91589?tab=description
Trailer: https://vimeo.com/1070196230Fallout: New Virtual Reality brings virtual reality motion controls into Fallout: New Vegas and VorpX. With vanilla VorpX and NV, your gun is strapped to your face and you shoot directly where you look. Using this mod, your weapon will follow your hand and shoot in the direction you’re pointing it. You can also point your gun to select NPCs and containers, as well as pick up and move objects. You can also use gestures to open the Pip-Boy, ESC Menu, and select hotkeys. Movement is controller centric rather than HMD centric. Overall, it makes for a more engaging and entertaining New Vegas VR experience.
If I run Elder Scrolls Online with vorpx it gets as far as “next up” in steamvr then the headset goes black (before any splash screens) and it stays off after shutting down ESO. I have to reset steamvr to get the headset working again. I loaded the cloud profile with <vorpx>. Fallout 4 and Oblivion work fine. Since the headset is blank I can’t bring up the DEL console to change anything or do any scans. I can’t even be sure it’s hooking. Game is running in window. I’ve seen the old problem on the forums where it blanked after splash screens. This is not it, and without the DEL console I can’t switch it off just for the splashes.
