would be nice to get a download for this software that I own, requested few times in like a month.. cant contact anyone directly so here I am asking now
No 3D effect with the latest 25.1.4 version. Is it only my case?
For a Quest 3 Meta Horizon Link is the preferred option, and yes, The Meta Horizon app has to be running, just like when you play a native PCVR game that uses the Horizon Link/Oculus runtime.
Not hooking has nothing to do with the device type though. Everything you should check in that respect is in the trouble shooting guide I mentioned earlier.
what screen should I be on when on my quest 3? Should I use steam vr or meta horizon link? I’ve used those before and they work with star citizen. Do I need steamvr running on the pc? Do I need meta horizon link running? I feel like there are steps that videos are not explaining properly. The video shows them just at the steam vr screen and they start the game on the pc. Then everything works. I’m just going to an infinite loading screen on the quest 3. Maybe the wait time is 30 minutes? I haven’t tried that yet…. I’ve got a 9800x3d, 5090, 48 gb ram. I don’t think it should take that long to load.
I don’t have an anti virus scanner other than windows defender.
Sounds very much like a conflict with some other program on your PC that also hooks into games. If you happen to use anything else than Windows Defender, most likely an overzeleaous antivirus program that wrongly considers hooking into applications malicious. Especially considering the installer hang at the end that seems quite likely.
First try to exclude the vorpX program folder from your antivirus scanner. Usually that would be C:\Program Files (x86)\Animation Labs\vorpX.
If that does not help, please go through the trouble shooting guide in the vorpX help (alternatively pinned to the top of the sub forum), especially the part about hooking conflicts. Might have been written a while ago, but still contains the most important things to check for in a case like this.
I have to keep UI scaling at 1 because any smaller setting causes the markers on enemies, loot, vehicles, gigs, etc. to become wrong and “float” around the screen. Would love if this setting could be tweaked so it only affects the relevant UI like abilities, health, minimap etc. as is the best way to play is leave UI at 1 and toggle the edge view when needing to check UI.
Works fine with joystick however the motion steering is very bad, V will “jump” the wheel left or right a whole quarter turn or more at the slightest movement making VR steering impossible, I’ve tried various sensitivities and holding the controllers in different orientations and this issue is present in all of them. Aiming weapons with the motion controllers works pretty good!
Great. That explains why I couldn’t replicate the issue. Somewhat funny actually.
While authoring shaders in DX12 vorpX internally pretends that G3D is supported for technical reasons even if it’s not. That in itself wouldn’t be an issue, but in Farming Simulator vorpX disables mirrors in the game’s .ini with G3D since they caused G3D glitches in earlier FS versions that still had G3D support. So for me mirrors got disabled in the .ini during shader authoring automatically due to this leftover settings change, not for you though (or anyone else but me). As a result I didn’t get your issue.
I’ll check wehether I can resolve this without disabling mirrors, but that might not be possible. Sounds like the game re-uses the depth buffer texture for the mirrors. If in doubt, I’ll expand the automatic mirror disabling to Z3D too.
Thanks for the hint!
Problem found, affects (probably not many) games that use DirectInput for evaluating keyboards in a certain way. Borked mapping from Windows key codes to DirectInput key codes on vorpX’s end.
Thanks for the heads-up, will be fixed in the next build.
Semi-related sidenote: the game works great with head tracking and native gamepad/motion controller input after running the DirectVR memory scan, so not much reason to use keyboard/mouse here.
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.
Please try the above suggestions. My guess is that your antivirus interferes with finishing the installation, e.g. starting the vorpX service.
Might be some antivirus program feeling the need to be annoying. Windows built-in Defender works fine curently, just checked to be sure. If you happen to use something else, consider getting rid of it. Defender does the job perfectly well. No need for invasive third party antivirus programs since about a decade.
Alternatively try to disable your antivirus during the install and exclude the vorpX program folder, which per default would be C:\Propgram Files (x86)\Animation Labs\vorpX.
In FullVR mode game FOV and ImageZoom belong together. There is only one correct ImageZoom value for a given game FOV value and vice versa, so that game FOV and headset FOV match like in native VR games.
That’s actually the purpose of the ImageZoom option. Allows you to play pretty much any game with a headset matched FOV, even if a game doesn’t let you adjust its FOV high enough to match the headset FOV when filling te entire screen.
If e.g. you encounter a worst case scenario game with a fixed FOV of let’s assume 75° that can’t be changed at all, you simply lower ImageZoom until looking around doesn’t give you a fisheye/warping-feeling anymore.
In case of Cyberpunk (and many other games with official profiles) vorpX automatically ensures that game FOV and ImageZoom are in sync.
I see… But what does FOV have to do with Image Zoom setting? None of the other games FOV degree is tied to Image Zoom?
Say… why can’t Vorpx keep the in-game FOV at the max limit before it bugs out and lets me zoom in on that image more? Image zoom is done in Vorpx, and FOV is done in-game. They are supposed to be independent from each other, no?
Me being how far away from the Vorpx screen shouldn’t effect anything that’s rendering in Cyberpunk?