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AuthorSearch Results
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Oct 13, 2025 at 9:55pm #222268
In reply to: Bioshock Infinite the ultimate settings guide
BoblekoboldParticipantOf course, as usual, if you use a manual method, you have to adjust the Zoom option in Full VR tab once you have the desired FOV and resolution.
You can change 3D strenght (and 3D type), and you can also adjust headtracking speed.This manual method may not be necessary here, but it works with almost every game (as long as you can change the FOV and the resolution it should work, if the profile has headtracking).
Even if you play in immersive screen mode, it’s always useful to increase FOV as much as you can (at least with the FOV slider). You can activate vertical curvature, increase curvature, and even headtracking. With a close distance, it’s very close to full VR, but you can look at the edges, and it feels better when the camera is partially locked (when you are seated for example).
Don’t forget you can resize the HUD (and move it to the center of the view) in this game using VorpX’s options (but the menus will be reduced too). It’s useful in full VR if you want to see the HUD without using edgepeek. It’s less useful in immersive screen (as you can turn your head to see the edges).
Oct 13, 2025 at 9:38pm #222267In reply to: Bioshock Infinite the ultimate settings guide
BoblekoboldParticipantConcerning Bioshock Infinite, I played it a few years ago on Reverb G2 and I did something else. It probably works with Quest 3.
I don’t say my guide is better, but it was great on G2. It was my first game with VorpX but I think this method is quite simple and reliable.
It’s really easy to get a great result with this game because you don’t even need the virtual Monitor since you can choose any resolution you want, so you should be able to play this game with any VR headset, and even use it to calibrate the best way to configure VorpX to play another game.
There was a DirectVR scan option to autoconfigure the last time I tried (V21) but if you want to configure manually, as I did, I would recommand to :
– adjust the FOV in the .ini files (I used MaxUserFOVOffsetPercent=110 in XUserOptions.ini, but you can probably use a bit more on Quest 3).
– use a very high 4:3 resolution like 3840×2880 (if you can but it shouldn’t be a problem with most PC). You can probably use even higher resolution if you want but this isn’t a very detailed game so 2880p is probably good enough in most cases.Don’t use the FOV slider in game (at least if you play in full VR), because it’s limited and you probably would have to change the FOV again with the files.
Concerning resolution, you can either :
– use the Virtual Monitor with VorpX v23, V24 or V25 to avoid any problem (launch VorpX desktop Viewer instead of VorpX allow you to really play games with the desired resolution, even in fullscreen mode).
– or you can simply play Windowed, so you can choose any resolution you want, but you’ll have to navigate in the main menu with keyboard instead of mouse.Don’t forget to adjust Gamma in VorpX, and to use options to enhance image quality (ClarityFX, Sharpness, Texture enhancements in VorpX ingame menu page 2).
I didn’t try to modify the “G3D shadow” parameter on this game (it was my first game with VorpX) but usually it’s better on “auto” (you can try to change it if you experience differences between Z3D and G3D).
I think I had to replace .ini files every time I launched the game (simply reextract an archive you created once).
I may have checked “Don’t Optimize Game settings” but it’s probably not recommanded if you want to auto-configure (it didn’t seem to be a problem if you configure manually but I don’t really know – once again, it was my first game with VorpX a few years ago). This kind of games probably have a lot of automated features, especially if you want to play in 6dof. My method worked well enough to play seated.But you can probably just load a level and use the DirectVR scan button every time. With my method, changes are permanent and you never have to change anything (except It’s sometimes great to play in immersive screen mode too).
With this method, the game shouldn’t be pixellated at all (at least on G2, because there is no compression), and you shouldn’t have distortions or other problems. It works very well and it’s quite impressive in VR.
You can (and probably should) change font size in the file XUI.ini. Modify value of MaxResolutionUpScale :
https://steamcommunity.com/app/8870/discussions/0/828934723974503663/I used MaxResolutionUpScale=9.0
Bioshock 1 and especially Bioshock 2 with VorpX are even more beautiful in my opinion :
Oct 5, 2025 at 9:02pm #222250In reply to: Tomb Raider 2013
Benedict81ParticipantYeeeeah, I’ve fiddled with it, as soon as I regedit the RenderAPI to be DX9 the game stops working with Vorpx. I can get the game running on DX11 or whatever the other option is, but then it is only Z-buffer (and Vorpx reminds me too to change the RenderAPI to 9 if I want G3D). Just finished Rise of the Tomb Raider and that worked like a charm without changing the RenderAPI (so I assume it was running on DX11, it did say as much on the display options menu).
Oct 5, 2025 at 3:57pm #222249In reply to: Dead Space remake, anybody tried it ?
MartySl1ParticipantThanks for your instructions, it works. But I have a problem changing the FOV in the game. It works with Cheat Engine (https://fearlessrevolution.com/viewtopic.php?t=23214), but only on the Dead Space.exe game file, not on the modified Dead Space 1.exe file. Any advice on how to change the FOV? Thanks.
Oct 5, 2025 at 4:32am #222246
333hronosParticipantYes, I use Virtual Desktop, and it works just great (apart from those few minor bugs with VorpX I mentioned earlier).
I don’t agree that Meta Quest Link / Air Link is the best connection method for Meta Quest headsets, nor that it provides the best performance.In fact, if you use the OpenXR mode in VorpX together with Virtual Desktop’s VDXR (selected inside the VD PC client), the performance is just as high as when using Meta Quest Link / Air Link.
I suspect that when you wrote “Will feel like upgrading a 10-year-old PC to something recent. Prefer wired Link for the best experience. VD might work well in other cases, but with VorpX it produces performance issues, micro stutter and lag/latency even on fast WiFi that are beyond bad.” you might have been referring to the performance boost that comes from switching to OpenXR itself.
To clarify this point, I retested it in Outlast (which supports VorpX FullVR/DirectVR) as well as in VorpX Desktop Viewer (streaming a regular game and measuring performance), so I wouldn’t be just speculating:
VorpX in SteamVR mode (presumably using OpenVR): 53 fps
VorpX with Meta Quest Link / Air Link (also using OpenXR): 80 fps
VorpX in OpenXR mode with Virtual Desktop’s VDXR: 80 fps
At the same time, Virtual Desktop offers far greater convenience (fewer steps to get started, fast switching between VR and desktop mode, more reliability and simplicity), as well as much more flexibility (on-the-fly changes to refresh rate, bitrate, codec — including AV1 10-bit support) compared to Meta Quest Link, which by 2025 feels very outdated. Quest Link UX/UI feels stuck back in 2015, not to mention its poor stability (with Air Link it’s still considered “normal” to have to reboot the headset if, for some reason, it refuses to connect to the PC yet again).
In my personal circle of friends, 99% of Quest 2/3 users rely on Virtual Desktop and avoid Meta Quest Link / Air Link whenever possible.
I absolutely don’t mean to sound negative or offend anyone in any way.
I just really hope that those few minor but annoying bugs I reported earlier regarding OpenXR support can be addressed in VorpX — that would be truly fantastic!Oct 5, 2025 at 3:41am #222245In reply to: HK: Silksong – Broken cinematics
Cless_AurionParticipantAh! My bad, I thought we could report incompatible unsupported games here too!
And by “we” I meant that since its a Unity game, many other games might suffer a similar issues, but I might not know, so other users might already know a “profile to clone to fix” kind of deal.
If you have time to go into it of course, awesome! But your time is precious after all and the bug very small, so I don’t want to waste your time either Ralf!
Oct 5, 2025 at 12:14am #222244In reply to: Battlefield 2 crashing after recent update
RalfKeymaster@ gawky: Ideally please no “me too” posts below replies that contain solutions or fix announcements. Thanks! Makes life easier for everyone here and in every other forum on the planet. :)
Just a heads-up that I could pinpoint two potential issues with the game, using the demo. One can cause a crash directly at start on CPUs with >12 cores and another one can cause a crash when loading a map.
Both issues are addressed, so the game should work fine under all circumstances after the next maintenance update. No date set yet, but shouldn’t take too long.
Oct 4, 2025 at 11:48pm #222242In reply to: Simple Gamepad control in Cinema Mode
RalfKeymasterThere are three settings that affect actual gamepad input:
– The X-Box gamepad override (which maps gamepads to mouse/kb)
– Motion controller support if set to mouse/kb emulation.
– Head tracking sensitivity for default mouse emulation tracking.All three can make vorpX simulate mouse input, which as an unavoidable side effect causes gamepad issues in games that can’t gracefully handle simultaneous mouse and gamepad input, which are quite a few. The first option actually exists to deal with such games by translating gamepad to mouse input, which allows gamepad usage in affected games together with mouse emulation head tracking.
Disabling all three makes sure gamepad input stays unaltered and no simulated mouse input can interfere with games that can’t handle both at the same time.
Disabling all three also completely breaks everything motion controller related and head tracking related except DirectVR head tracking if available for a game.
Motion controllers set to gamepad emulation should be safe unless the X-Box gamepad override is enabled.
That’s all.
Oct 4, 2025 at 10:30pm #222240In reply to: Vorpx Virtual Monitor is not working
RalfKeymasterOn some PCs the vorpX service can’t handle the virtual monitor due to fairly convoluted Windows access rights issues. I implemented a fallback method for affected configurations in the meantime. Will come with the next maintenance update. Until then manually enabling like you did is the right workaround.
Oct 4, 2025 at 5:37pm #222235In reply to: Battlefield 2 crashing after recent update
schmitty1944ParticipantThanks for the update. In my case I’m pretty sure it was the last Vorpx update that caused the issue. It worked fine for me one day and not the next and the only thing that changed was Vorpx. I’m using an AMD Radeon card and not nvidia. I did try messing with the driver and it made no difference.
I’ll wait for the update and report back.
Thanks for your hard work!Oct 4, 2025 at 1:50pm #222234
McGuffinParticipantUpdate
Tried resetting game graphics and vorpx settings to defaults again and z-buffer modes started working. However, they only work at 1280×720 windowed, which is the resolution the game defaults to when settings are reset. Changing from this resolution seems to be breaking z-buffer modes for me. Vorpx will change to a different resolution and on restarting the game the z-buffer modes are no longer in 3d. Turning off vorpx resolution changing and changing the game resolution back to 1280×720 then restarting the game reenables the z-buffer 3d reconstruction.
Oct 4, 2025 at 1:16am #222232
McGuffinParticipantThanks Ralf. Tried resetting the game graphics to default – no change. Even deleted the profile and shader folders in users/<user>/Saved Games/kingdomcome to force them to be recreated – no change. Verified game files with steam but still have the issue. There’s a flicker when I switch between 3d off and z-adaptive but both z-buffer modes still look flat with no 3d (3d strength is set to 2.00). Z-Buffer modes are working fine with Fallout 3. Short of reinstalling both game and vorpx not sure what else to try
Oct 3, 2025 at 3:02pm #222231
RalfKeymasterCan’t replicate. Do not diable vorpX’s automatic setting feature and reset the game’s graphics settings to default. Sometimes 3D modes working depend on one or the other game settings being set to a certain value.
Oct 3, 2025 at 12:45am #222230
McGuffinParticipantZ buffer rendering seems to have broken for me with Kingdom Come Deliverance 1. Not sure if this broke with an update, as it was working. Z Normal and Z Adaptive both look flat – the same as 3d off. G3D still works though. I have reset vorpx to factory default. I was using Nvidia 572 drivers and upgraded to 581 but no change. I’m running vorpx 25.1.2
Oct 1, 2025 at 8:06am #222220
RalfKeymasterJust in case you didn’t see my reply in the release thread:
Your issues sound as if you are using Virtual Desktop together with vorpX. Don’t. Really, just don’t!
Exit the VD Streamer on your PC. Set your headset type to ‘Meta Quest Link’ in the vorpX config app and enjoy vorpX like intended. Will feel like upgrading a 10 year old PC to something recent. Prefer wired Link for the best exprience. VD might work well in other cases, but with vorpX it produces performance issues, micro stutter and lag/latency even on fast WiFi that are beyond bad.
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Z buffer rendering seems to have broken for me with Kingdom Come Deliverance 1. Not sure if this broke with an update, as it was working. Z Normal and Z Adaptive both look flat – the same as 3d off. G3D still works though. I have reset vorpx to factory default. I was using Nvidia 572 drivers and upgraded to 581 but no change. I’m running vorpx 25.1.2
