I have to agree with this, I remember testing Fallout New Vegas, which basically is the same engine, with I think it was a California full conversion mod or something like that (it was a long time ago sorry), and the game looked incredible in Vorpx, I really have to work my vorpx backlog of shame at some point, but it just keeps growing instead.
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.
@ RJK_
Had I known that a pip boy speeds up working on vorpX, I’d definitely had gotten the Fallout 4 collectors edition. BTW: your mug is in use here regularly, must have been a hideous plan to remind me of what I have to do every day. ;)
@ Demosthenes
I somehow doubt that there would be any serious demand for someting like that. Still: do you by any chance know of a way to sell small amounts of merch without having to take care of worldwide shipping? If there was e.g. some service where one could upload pre-made graphics templates, I’d be happy to do that. Wouldn’t want to make any money with it, but having an option to easily order a mug or t-shirt for those of you who want to would indeed be great.
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.
When you run the DirectVR scan, make sure to look straight ahead. Although I don’t recall Fallout:NV to be among them, in a few games that may be important to get the horizon calibrated right.
In FNV I find the centre of the hud/crosshair to be angled way too high for where I wear my headset. I’m constantly having to tilt my head down to keep the horizon “level”.
Is there any way to lower the angle it sets the crosshair too? I haven’t been able to find any mods outside of vorpx to help either.
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.
That’s because you apparently also set Fallout 76 to run as admin. Normally the game doesn’t run with admin rights. When you run a game as admin, vorpX also needs admin rights to access it, of course. Most (almost all) modern games don’t run with admin rights normally though.