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  • #221997
    Ralf
    Keymaster

    Your post offended the spam filter due to the many links, sorry. I removed most of it to make sure it stays.

    In regard to your actual problem I can’t say much unfortunately. If you maybe have some mail forwarding to your own server configured in Gmail that’s probably the issue. Just a wild guess though, other mails from Gmail arrive without problems.

    Anyway: As an alternative use the contact form (Support > Contact in the menu above), although it says to not send key requests that way. Will take a bit longer since the license server can’t respond to messages sent via the form automatically, but I’ll make sure your key is sent manually.

    #221980
    Cless_Aurion
    Participant

    @Benedict81
    Oops, disregard my last message. Seems like 25.1.1 fixed that issue by 90%.
    It looks now great, even when running lower resolutions like 2160p, the image is rendering properly and its perfect!

    Cless_Aurion
    Participant

    Wait, half disregard my last message!!

    I didn’t realize there was a 25.1.1 version since an update prompt didn’t pop up! I did all my last message’s tests on the older v24.

    I rerun everything on the new one, and although it isn’t perfect, it is WAY better now, so whatever you touched, it did work to some degree @Ralf!

    I’d say we’re easy 25-50% higher resolution now, at 3000×3000 guessing by eye? Up from like… 2160!
    This is definitely on the playable side, sure it isn’t perfect, but text isn’t poking my eyes out anymore, and putting massive anti-aliasing seems to help lots.

    I did the Baldur’s Gate 3 test again, and now the image on the SteamVR menu and the VorpX one are soooo close, it is nitpicking to complain about it!

    Thanks @Ralf!
    Could you change the title of this thread to something like [SOLVED]Won’t be recommending VorpX anymore due to low resolution bug :(

    #221977
    Cless_Aurion
    Participant

    @Benedict81 Nah, it happens in other HMDs as well like the MeganeX8K. I think its a bug on VorpX side that Ralf seems to have issues checking out (since on his side it looks like its working as it should).


    @Boblekobold

    Like I told you in other cases… 2880p is not even close to enough resolution, 5500p is still not enough resolution (although it really is getting to heavy diminishing returns there). So people with good eyesight can see a very obvious very clear difference (after all, its almost twice the amount of pixels)

    Cless_Aurion
    Participant

    @Ralf
    I gave it one more go and… no luck there is just no way to make it work.

    I’m still pretty upset about it since it feels its so close to work, but it doesn’t.

    For example, while running Baldur’s Gate 3, the game in VorpX will look low res (around 2160p), but when pushing the menu button on the controller, which opens the SteamVR’s menu and shows your desktop (which now has the game since its windowed at 4860p), the actual 2D image that is cloned that shows you the desktop… that one actually IS showing the full 4680p resolution and will look great! (just not 3D). Incredibly infuriating stuff :(

    In any case, please tell us when and if you plan to do “VorpX2:Electricboogaloo” so we can support you once more properly! :D

    Ralf
    Keymaster

    Works fine here. Reply from a few days ago in your other thread:

    I could fix the issue by making SineMoraEX.exe large address aware, which raises the amount of RAM available to the game above the 2GB limit old 32-bit games have per default.

    That’s always worth a shot if you encounter issues like this with older 32-bit games on modern systems, regardless whether they actually run out of memory or not. Especially if you know they worked before.

    A small tool that can make 32-bit .exe files large address aware can be found here:
    https://www.techpowerup.com/forums/threads/large-address-aware.112556/

    Caveat: Only try this if you actually run into issues with a 32-bit game. In some, although probably rare, cases making a game large address aware can introduce new problems.

    Ralf
    Keymaster

    False positive, can happen after an update due to antivirus programs guessing wrong.

    Three options:

    1. Exclude the vorpX program folder from your AV scanner, usually C:\Program Files (x86)\Animation Labs\vorpX.
    2. Report the issue to AVG as a false positive so that they can fix the problem they have with their poorly working guesswork.
    3. Get rid of your unnecessary third party AV. Windows Defender is more than good enough since more than a decade. It kicks in when you uninstall your unnecessary third party AV program. I usually make sure that new updates get whitelisted by Defender before release if necessary.
    #221944
    djbert
    Participant

    @ garken

    Your symptoms are typical for a CET version mismatch or otherwise not fully loaded mod. Double check that you really have the right CET for your game version and that it’s installed in the right place.

    If you are 100% sure both conditions are met, the mod doesn’t work with 2.1 anymore. Unlikely, but not impossible. In that case you have to switch CP2077 2.3, which will work out of the box with the current mod version.

    @ djbert

    There is a ‘Resolution Quality’ option in the mod’s options menu (DEL key). With your 5090 you should be able to crank it up fairly high. Go has high as you consider OK performance wise with the image quality settings you prefer. No raytracing yields the best possible performance, no DLSS the best possible image sharpness. If you want raytracing you’ll probably need DLSS too though to keep the framerate high enough.

    Ralf,

    thank you for the input and i have it set up the way you have described. i also have the resolution quality on Ultra as well. i found the smoothness is the best with 120 FPS(set on the meta3), but i cant hold that FPS in busy scenes, and it typically drops to a stable 60 FPS in that situation. still playable but you can notice the difference between the two FPS when it shifts obviously. if i use DLSS, the FPS jumps up some but the image ghosting is a little much to my liking. I found the ghosting amount is due to the faster performing DLSS options and DLAA looks the best, but my FPS drop to 3O-40 FPS if i enable it.

    random thought for you. is it possible to use 2 GPUS to process the stereo images? the right and left image on their own GPU? my understanding is the GPU is rendering both images normally, which is going to be taxing no matter what you do. so why not distribute the load? i am spit-balling that would allow some non-VR games to look even better with vorpx or other VR implementations.

    #221940
    subroutine
    Participant

    Virtual monitor is enabled in the config app but it does not start in device manager when running up vorpx. I’ve never had to do it before but would running vorpx as admin make any difference? I’ll try a fresh install tomorrow.

    #221936
    Ralf
    Keymaster

    KCD1 works perfectly fine with vorpX 25.1.0.

    If for some reason it doesn’t hook on your machine, which would be fairly weird, wait until the trouble shoot dialog appears and try the trouble shoot options that are offered there.

    If that doesn’t help, try a factory reset (config app > trouble shooting page).

    #221935
    Ralf
    Keymaster

    @ garken

    Your symptoms are typical for a CET version mismatch or otherwise not fully loaded mod. Double check that you really have the right CET for your game version and that it’s installed in the right place.

    If you are 100% sure both conditions are met, the mod doesn’t work with 2.1 anymore. Unlikely, but not impossible. In that case you have to switch CP2077 2.3, which will work out of the box with the current mod version.

    @ djbert

    There is a ‘Resolution Quality’ option in the mod’s options menu (DEL key). With your 5090 you should be able to crank it up fairly high. Go has high as you consider OK performance wise with the image quality settings you prefer. No raytracing yields the best possible performance, no DLSS the best possible image sharpness. If you want raytracing you’ll probably need DLSS too though to keep the framerate high enough.

    #221932
    SilentOtto
    Participant

    Thanks for response.
    A few minutes ago, after launching vorpX, it automatically updated to version 25.1.0, which caused Kingdom Come Deliverance 1 to stop launching. Without the “use alternate hooking method” option, which was disabled by default in the older version of the application, vorpX won’t connect to the game. It causes the GUI to behave jerkily when the game starts. With the “use alternate hooking method” option enabled, the game starts, vorpX displays the message “attaching to Kingdomcome.exe,” and then crashes. Without the vorpX service running, the game (Epic version) runs normally. I don’t want to troubleshoot this version of vorpX because I don’t want to waste my time. I want to have access to the previous version that KCD1 works with. And what do I see on the website? – DOWNLOAD NOT AVAILABLE ANYMORE The cutting edge branch and the regular branch have been reunited with vorpX 25.1.0

    #221907
    djbert
    Participant

    I just wanted to drop some feedback on Cyberpunk in VR with Vorpx since I got working this week. It is awesome! I got the same feeling again like when I played Half-Life: Alyx for the first time with my Meta3; I was floored! Once you dial in the VR settings with Vorpx, it looks great and is smooth. I find myself just putting around and taking in the sights, as it really changes the perspective of the game; almost like it is brand new game you are playing for the first time. The immersion even gets to me a little bit. Like being high up in the game and looking around/down, I will get the heebie-jeebies for a bit lol. I wear my Astro A50 headphones with my meta3 and it is a great immersion bubble for the game. The sights and sounds really are great. And aiming with your head is growing on me as well, though I play with a xbox controller to get around. It works well imo once you practice the aiming mechanic with your head movements and the body movements with the controller.
    Some parting thoughts. I fired up Alyx again to compare the graphics between both and Alyx is way better than CP2077 by a long shot imo. To note I do have an RTX 5090, so I am sure that is factor. However, to be fair of course, Alyx is a purpose-built VR game, and it is nowhere as open-ended like CP2077. But if CP2077 was as CLEAR and SMOOOTH as Alyx in VR at least, man CP2077 would be the game of the decade for VR play. Well, if anyone actually knows how to tweak CP2077 to have the same clarity and smoothness as Alyx on a meta3, I am all ears lol.

    #221816
    Ralf
    Keymaster

    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+
    #221903
    garken
    Participant

    Yo anyone know where i can find a version of this mod for cyberpunk 2.1? I dropped the game for a while but now that i found this mod i want to continue my playthrough in vr. Can’t update the game to the newest version cause i don’t wanna break the mods i was using on the playthrough. I’ve been able to get the game to launch by rolling back to the version of cyber engine tweaks for 2.1 and everything seems to work as intended except for full vr not working, instead it just shows in cinema view or as if i had edge peak on so afaik it’s either broken from the version mismatch or i just can’t for the life of me figure out how to toggle edgepeak off but i swear I’ve pressed every button lmao. I feel like it’s so close to working, the beginning tutorial area works completely fine and works just as you’d expect a vr environment to w me being able to look around and all, any help with either downloading an older version of the mod or with getting this one to work is greatly appreciated, thanks in advance!! (and ralph from what I’ve seen so far and in videos this mod seems amazing and imo will be the best option for cyberpunk vr if i can get it to work since it has motion control support, great work!)

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