Fallout 3 is definitely one of my top, if not my very top vorpX game. It just looks great and it runs very well in G3D at high resolutions. Thanks for the tip about the multicore fix. I’ll take a look at that. I’ve got a thread here somewhere that covers using the Fallout stutter remover etc, which may be necessary for many (Fallout 3 and NV had major stuttering issues when run at frame-rates other than 60 or 30, if I remember correctly). Other issues to avoid are frame-rates greater than 60, which will break the physics and can cause all kinds of problems (this issue persist through at least Skyrim and FO4). So you’ll want to use motion smoothing to double your frame-rate and lock your actual fps to 45/90, or 60/120 (for example). I lock it to 45/90 and that’s plenty smooth enough for me even in full VR mode (and it allows me to use UGRIDS=7, as that makes a HUGE difference to FO3’s otherwise extremely short draw distance.)
Very well done Ralf !
To me the new filter makes distant objects more detailed and a little less sharp on close objects compared to the old one, but the overall view is definately better to many degrees. Way less artifacts compared to the old filter. Hair also looks more detailed now. (Fallout 4)
Then i freaked out on Fallout 3. Using a good texture pack and the new sharpening feature insanely boosts the image quality to an never before known state. Perhaps the new filter has even more impact on older games then expected.
Interesting detail about my Vive Pro. VorpX now seems to almost wipe out the screendoor effect. At least i had that impression on Fallout 3, i was trying so hard to find my pixels , but i just couldn find any. The image was “too clear” for it :-)
Additional hints if you want to use this https://www.nexusmods.com/fallout3/mods/12056 maximum texture pack and run in crashes.
This https://www.nexusmods.com/fallout3/mods/21888/ Multicore fix seems to make the game more stable. I tested this with resolutions at 3840×2880 and it seems to work.
I recommend changing your ini files manually in order to keep your FOV settings, just add the additional lines mentioned in the 4gB fix. Good luck.
Fallout 3
Greedfall
Outer Worlds
But I’m *really picky* so my list of ‘best experiences’ is going to probably remain very short.
I am currently playing Fallout 3 with VorpX. Even after the awsome FO4 experience i must say this game (2008!!!) looks so incredibly nice with vorpx, especially with the Fellout mod which removes the greenish lighting in favor of crisp colours and a blue sky. These ini settings my be helpful on random crashes. These settings will also improve FPS and minimize studder. Dont go too high in resolution though which may result in crashes or freezes. I found a resolution of 3600×3700 (Gtx108ti) working well. Push the VorpX sharpness slider all the way up to 2 makes the image look very clear. In my eyes no need for texture mods etc.

The Game (Game of the Year) with 5 add ons is currently 86% off Here
These are my favorites so far:
Fallout 4
Avatar
Hellgate London
Titan Quest with Camera Mod
Torchlight 2
Tombraider 2013
Game of Thrones
Bioshock 3
Outcast Second Contact
Dungeon Siege 3
Remember Me
Silverfall
Turok 2008
Hello community,
I am experiencing issues with running a freshly installed (Steam) copy of GTA V with vorpX 21.2.3 and Valve Index controllers. I did not change the default profile, as such I assume I use the new profile with the vorpX connection mod.
The game crashes shortly after starting the game when my Valve Index controllers connected to SteamVR already. If I connect one of the controllers with the game already running it crashes shortly after. Both crashes occur without error message nor crash report.
The crashes also happen if I change the default controller type in the vorpX settings.
Running another DirectVR game (Fallout 4) works fine, including using the Index controllers. Starting GTA V and beginning the story works fine when my controllers are not connected, too, though I cannot use mouse and keyboard controls to control my character. Both work fine in the GTA V menu/settings/map, so I assume locking the controls during playing is intended?
Has anyone a hint how to fix this problem or how to go on troubleshooting?
Thank you in advance!
Bethesda games traditionally are well suited for the different things vorpX can do ranging from 3D to the memory scanner stuff, so both Skyrim and Fallout 4 are still being used here for dev work quite often. Surprisingly they also both still seem to be fairly popular among users despite VR versions being available, probably for the same reasons as yours.
Anyway: did you run the DirectVR scan (either ALT-L or from the vorpX menu)? After a successful scan there should be positional tracking for both G3D and Z3D since that let’s vorpX access the game’s camera position/rotation values in memory. Without running the scanner positional tracking is only available for G3D.
I’ve been using Fallout 4 on the Rift S and have found some issues. I used to play it a lot on the original Rift, but now it’s getting to be an old game (with a full VR game too) so I’m guessing it’s not been looked at recently.
Anyway, here are my observations thus far, if they’re useful:
– rotation works, but positional tracking doesn’t, except if you’re in a chair.
– 3D doesn’t seem to work except in Geometry mode, where it’s very slow.
Other than those issues it’s the same as the original Rift. I have Fallout 4 VR but couldn’t get it to work while sitting down (along with other issues like swimming and weird workshop interface) so this is a good substitute.
Even the 3D of many “nativ” VR Games is not good enough to get the maximum immersion. For example in Asgard’s Wrath and Fallout 4 VR. It depends subjective how many hours i play in vorpx every week. I play often 4 Days a week for 4-5 hours per day, and that weakens the 3D more and more, and you don’t take that into account. I’m no hostile of vorpx, on the contrary i’m one of the biggest fans and i use it many hours every week. But I’m very impatient in the progress of vorpx and also stereoscopic gaming in general. But I’m a nice guy, and that is why I’m looking like a please guy. I exercise my constructive criticism with gentle pressure, but in a nice way. You don’t respond well to criticism either,not even if she is meant nicely. I’m not your hostile, i love your vorpx. But i want the progress of vorpx faster, because I’m impatient ! You like your Z3D like it is, thats your opinion and that’s perfectly fine. We don’t have to argue about that ! To mention that in RE8 or CP77 thread was a mistake, i also had other older game profiles in mind.
Most passive 3D displays work better with Half-TAB due to how the polarizing filters are oriented.
Frankly I don’t know why we don’t have a common/standard format based on color space.
The idea is you will lose details unless all of your software and hardware in the chain supports Full-SBS/TAB.
Yeah, ‘back in the day’ I ran all industry-standard HDMI 1.4a stereoscopic rendering on a 720P DLP (projector) using frame-packing (hence my familiarity with TriDef for quite some time, as it supported this format). This meant I was getting a full 60hz 720 display at 30hz per eye. I put this together very carefully as driving stereoscopy was really fringe back then, and the power to do so meant that driving 720p was way easier than driving 1080p. The quality, even at 6 feet wide was BETTER than any HMD I’ve ever seen because you were getting (except for 2d elements) a different set of 1280×720 pixels in each eye. In many ways the entire VR craze has been a step backwards for me. It’s been great for a few things, like racing SIMS where it’s absolutely the bee’s knees, but in the end the VAST majority of what I like is really more about stereoscopy and CLARITY than ‘VR’. It’s why I had to wait for a relatively high-quality HMD before I could invest; I absolutely cannot tolerate the blurry mess of anything below the Pimax 5K+ resolution; and it’s only barely enough. Even with this I have to push the in-game rendering resolution as close to 4K per eye as possible to get the clarity I consider minimally acceptable (for VR mode. For virtual cinema mode 2560×1440 is good enough.) I can’t wait to get something better. Someday.
Anyway, the difference between SBS vs Top and Bottom is enough to make me use SuperDepth3D instead of vorpX in every possible case where it works on my current 3D display (unless vorpX were to happen to have a working G3D profile for a game I suppose, but so far only Fallout 3 has worked well for me in G3D mode and I play that on my HMD.) In general, you don’t really get a quality degradation over ‘flat’ 1080p anywhere except in 2D elements, where it can be very apparent. But if you are rendering 2 different sets of pixels, each at 1/2 1080p resolution, and presenting those different pixels to each eye, then your brain basically reconstructs them as just as high-quality as 1080p.
I would hope that adding support for a number of other 3D formats wouldn’t be that big a deal? In the end it would be great to use vorpX alone for many of these titles.
BTW, while I’m being a nagging pest and asking for features; being able to use ReShade with vorpX would be *huge*. ReShade can downright *fix* many problems with modern games. Fallout 4, for example, has two AA modes; ‘jaggy’ or ‘vaseline all over the lens.’ Can be completely fixed in 5 minutes with ReShade and can’t really be fixed without it. Not being able to use ReShade in combo with vorpX is a pretty big bummer, at least in some titles. It’s great to have the basic vorpX adjustments of course, and they are very much appreciated; sharpness, saturation, etc., but in the end they are limited compared to ReShade.
Fallout 4 VR unfortunately requires motion controllers. It’s a bummer because I would like to play that title also, but don’t have motion controllers. Every six months or so I check to see if there has been a change, or if someone has released a mod to enable controller support, but as far as I can tell that’s never happened.
You can run the regular version of Fallout 4 though vorpX however, and it’s not too bad! You’ll probably have to use Z3D mode because the G3D mode isn’t quite right yet (issues with light sources etc,) but in the end it’s not too bad in Z3D mode, especially if you will be happy with virtual theater mode rather than full VR mode.
BTW, Skyrim VR will work with an XBox controller, so you could try that game instead. I like the Fallout series much better, but Skyrim is OK (lots of fetch quests and boring characters. Get ready to mod the heck out of it if you want a truly interesting game.)
Hi team,
I’ve been using vorpx for a few years now across a variety of different machines and headsets and have never had any issue. Within the last couple of days I have been plagued by some oddball behaviour on games that have always been working fine for me.
Fallout New Vegas:
DirectVR scan causes freeze and crash to desktop.
Metro 2033 / Last Light Redux:
About 1 in 3 game startups won’t crash. Once in game, everything looks fine but DirectVR scan crashes to desktop.
Some other titles work perfectly fine (Mirror’s Edge / Dishonored) and DirectVR scan as intended. I use windows defender as my AV and have changed no settings on that side of things. I also added vorpx to its exclusions just in case some windows update made it overzealous.
I went the nuclear option and did a fresh install of win10 and the issues persists. I have also tried doing clean re-installs of vorpx inside and outside of the c: programs folder. No difference was discovered.
I’m using a valve index on a AMD 5950x, 64gb RAM and a RTX 3090 on Win10 64bit (21H1 OS Build 19043.1052)
I’m curious if anyone else has encountered similiar issues.
Interestingly I too am having the head-tracking issue with Outer Worlds. No problems with Fallout 3, the head tracking there after a DirectVR scan is perfect, but in Outer Worlds all I can say is that it feels too slow and definitely a bit ‘wrong’ for lack of a better word. It’s not awful, and if I wasn’t playing any other VR games at the same time I could probably get used to it and it wouldn’t bug me, but switching from Skyrim VR natively, or Fallout 3 through Vorpx, into Outer Worlds through vorpX and the difference is distinct. It’s almost as if my head is too far back, I don’t know, it’s a hard sensation to describe. I do think that being able to increase the head rotation multiplier manually even after a DirectVR scan might be able to fix things.