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Dec 28, 2025 at 9:16pm #222656
In reply to: vorpX 25.1.5 Available Now
RayXtremeParticipantDear Ralf,
The games enhanced through vorpX are, in my view, absolute masterpieces and represent the very top of what the gaming industry can offer.
I am currently playing several of the games you have transformed, and I can honestly say that this is the greatest gaming experience I have had in my entire life — and I am 40 years old.Your work allowed me to experience games in a way that feels years ahead of its time, offering a glimpse into what the future of gaming could truly be.
Please accept my sincere admiration and deep respect for your talent, dedication, and vision.With great appreciation,
ViktorDec 28, 2025 at 9:15pm #222655In reply to: Game can’t handle ultrawide
BoblekoboldParticipantNow I understand! If you zoom into the scenery, you loose pixels (that you do not see anymore). So basically you look through a small window and thus view the game at a lower resolution. Sure, you can compensate that with a higher monitor resolution so that in the end the portion of the screen that you actually see matches the headset resolution.
It’s a little bit complicated.
More details are computed by some games (it depends on the game engine, graphics settings, etc.) if the resolution is higher.
Some games even have an option to compute at higher resolution and rescale it to your resolution (like Metro Last Light Redux), and you can use it with an even higher resolution using VorpX, so it’s even better (it actually works very well !)
You can see every details miles around in a lot of games but objects close to you are also usually more beautiful.
It was especially true with recent games like Metro Exodus (in Z3D mode) or Frontier of Pandora which benefits from ultra high resolution (3840p).
Most of the time, it’s hard to use more than 2880p with G3D, and anyway it doesn’t seem necessary to get a perfect result, at least with official profiles (DX9 games like Bioshock 1&2 originals and some DX11 games are particularly impressive from my experience). Besides, you have an additional option in G3D games to enhance textures.
I also noticed full VR display mode is usually less clear&sharp than Immersive Screen, so you need a bit higher resolution to achieve the same result (when it’s possible).
So you need a very good computer to get the maximum from your G2 with demanding games, but it worth it. Anyway, I used 1440p immersive screen too with my GTX1080 and I already loved it. You probably can experience 2160p or even 2880p G3D full VR with some older games like original Bioshock 1 (or even Bioshock Infinite).
Too bad that (I think) the size of this window cannot be determined.
You’ll get used to it. I usually use more or less always the same FOV value (with 4:3 ratio), and adjust zoom without even thinking about it. The size of the window doesn’t matter. The important thing is to adjust the FOV to maximize immersion and minimize distortions (while the sweetspot can be bothering in some cases like strategy games, the G2 is great to play FPS in Full VR mode because you don’t really have visible distortions compared to other VR headsets like Quest 3 or Aero and 3D works very well).
Dec 28, 2025 at 6:23pm #222642In reply to: Farming Simulator 25 Z3D issue
subroutineParticipantJust so we’re on the same page here, I do not expect to use custom settings and then complain to you something isn’t working correctly or report it as a bug. I’m more than happy to use those custom settings though because in the case of FS25 (with the FS22 profile clone) , I was able to improve the 3D effect a lot, making it playable for my needs.
Dec 27, 2025 at 10:58pm #222632In reply to: Farming Simulator 25 Z3D issue
RalfKeymasterTry both the game settings and the profile settings at default and DO NOT disable automatic settings.
FOV in FullVR mode is calculated to perfectly match your headset with auto settings. No need to guess it manually. You can’t guess better than the calculation.
That aside:
I’ll look into it.
Dec 27, 2025 at 8:40pm #222627In reply to: Farming Simulator 25 Z3D issue
RalfKeymasterI’ll look into. Might be some depth buffer issue.
In the meantime check whether resetting the graphics settings to default helps. I didn’t encounter something like that, so there’s a fairly good chance that some graphics setting triggers the issue. Also make sure not to disable vorpX’s automatic game settings. These often ensure that 3D works as intended.
BTW: At least for me there was no 3D at all with the FS22 profile in FS25. To get that simply turn off 3D in the vorpX menu.
Dec 27, 2025 at 5:33pm #222624In reply to: Game can’t handle ultrawide
BoblekoboldParticipantI am not sure if a resolution higher that the headset resolution will have any benefit.
It greatly improves image quality in most games when you play in Full VR or when you zoom enough in Immersive Screen. I usually play at 3840p (5120×3840) without DLSS, FSR, etc if I can. But I have an RTX4090 so I can do it with most games (with max settings).
2880p is enough with a lot of games (especially old ones and ones with G3D). With the G2, you can achieve very impressive results, especially in large outdoors environments. Sometimes I use FSR with max quality if the game is too demanding (Frontier Of Pandora, etc.) but with very high resolution to compensate as much as possible. There may be other way to improve image quality, but it’s a very simple and effective way. Most games (at least the most recent ones) are much more accurate at long range with very high resolution.
But for you, if you don’t zoom at all, it’s probably not useful. 2160p should already be great.
Anyway, It’s surprising than you can’t tilt the Immersive Screen. It never happened to me. I think Cinema and Immersive Screen don’t tilt in the same direction (I don’t use Cinema mode anymore). I usually tilt down because of the way I wear the G2 (with a BoboVR M2 strap, so it doesn’t touch my face/forehead at all).
Dec 27, 2025 at 2:19pm #222621In reply to: Game can’t handle ultrawide
CerParticipantusing headtracking with Immersive Screen also provides you more range to look around you.
Yes, that is what I do. But picture moves only a bit, I think I have factor 0.5. By moving the head a bit I see more of the game but still don’t see the left and right edge in wide imersive screen mode.
In my opinion, VorpX isn’t meant to simply be a giant 3D monitor. When the game’s design has a good compatibility with VR (3D engine, not too much UI or not at the edge of the screen, high FOV available, first person or third person very close to it), it’s magic ;)
Yes, but is a very good 2nd use which I use more often than the 1st use case.
You probably know it, but you can hook with the Virtual Monitor (at least with the right version of VorpX like V23, V24 and V25) if the game has a profile. VorpX should create a default profile if there is not.
Correct, but there is no official profile and the user made one doesn’t give any 3D effect. No idead why, as DirectX12 game it should work with Z3D, but it looks flat regardless what settings I tweaked. Hence I use VorpX as giant screen in SBS mode, which gives a perfect 3D picture.
A solution may be to :
– configure the game in windowed mode (so it won’t have any reason to use the default res or the physical monitor resolution).Tried this, didn’t made a difference. Hence I initialy thought it must be a virtual monitor issue.
I used this method on Metro 2033 (Original) to get 3840×2880 resolution with 4:3 ratio.
I am not sure if a resolution higher that the headset resolution will have any benefit. At least you need a system that can handle this or will have to downgrade some grafic options. But here we go off topic.
Dec 26, 2025 at 1:13pm #222616In reply to: Horizontal colored lines in multiple games
RalfKeymasterThanks for the feedback.
Dec 26, 2025 at 1:01pm #222614In reply to: Game can’t handle ultrawide
CerParticipantIf you are in any way unhappy with the result you get using the virtual display in a specific game, and you also don’t want to use the alternative suggestions others took the time to lay out for you, then simply don’t use the virtual display for that game.
Thank you for your time, Ralf.
I have read the other suggestions, but have reasons to not use them. If I zoom in the screen gets wider, but also higher. For me this is too much immersion. To feel healthier I need the top and bottom borders as a fix point so I know I am looking at a giant screen and I am not “in” the game. But I understand that other people want exactly this.
Yes, I put virtual monitor aside for this game and will try it again when I start a different game.Dec 24, 2025 at 11:36pm #222610In reply to: Linux support?
ryanshedyParticipantI personally feel he’s missing a big opportunity here.
People are crying to move away from windows and now bazzite has took off a bit people are experimenting. I’ve been running my VR setup on my steam deck with amazing results. I get better performance on steamOS VR than I do on windows 11/10.
I really think Ralf should look into porting into linux or even just giving us a way to run it via proton. There are a lot of people attempting it but they can’t get it to hook. I haven’t tried but I’m using ALVR with steamVR and id love to play fallout New Vegas in VR. It just doesn’t seem worth it to have to partition my drive and install an entirely new OS just for 1 game. Plus performance also takes a hit.
I don’t think he’d even have to do that much considering everything is in place, we just need help on getting it to hook correctly with proton
Dec 24, 2025 at 4:35pm #222607In reply to: Game can’t handle ultrawide
RalfKeymaster… Thinkable that the game you try takes the display’s default res to determine its aspect ratio instead of the actual res …
… or maybe its highest, its lowest or whatever.
That aside:
If you are in any way unhappy with the result you get using the virtual display in a specific game, and you also don’t want to use the alternative suggestions others took the time to lay out for you, then simply don’t use the virtual display for that game.
There are plenty of games where ultrawide resolutions work perfectly fine with the virtual display. Your issue very obviously is related to something your game does, whatever that may be.
Again for your convenience, in case you missed that before:
- A monitor driver is just a monitor driver. All it does is reporting its list of resolutions to a game. What a game does with that is entirely up to the game.
- Setting the default res for the virtual display, which might or might not make a difference re your particular game, is already on the requested features list, not with high priority though.
Hope that helps.
Dec 24, 2025 at 3:16pm #222605In reply to: Game can’t handle ultrawide
CerParticipantWell, the game can handle ultra wide and has an own setting for aspect ratio. I am very happy with 3440×1440 in imersive screen mode (desktop viewer) with my real monitor which has a native 3440×1440 resolution. I render only a little bit more to the left and righth than I can see. This way, turnig my head a bit doesn’t break immersion as the screen edge doesn’t come into my view.
Only when using virtual monitor I have the issue with the compressed image. Maybe it is the fault of the game, I will see this when trying the next game in a few weeks. But on the other hand, there is obviously some difference between the real and the virtual monitor that made the game to behave wrong. The only difference I see is the default resoulution.
Dec 23, 2025 at 5:07pm #222596In reply to: Game can’t handle ultrawide
RalfKeymasterAs said above the virtual display is just a display. How games handle ultrawide resolutions is up to the games obviously. A display driver couldn’t even affect that if it wanted to.
Thinkable that the game you try takes the display’s default res to determine its aspect ratio instead of the actual res, is fixed at 16:9, or, or, or. A game can do a million things to break ultrawide resolutions if it wasn’t developed with ultrawide in mind. There are entire websites dedicated to nothing else than ultrawide patches for games that can’t do ultrwide correctly per default.
If this particular game doesn’t handle ultrawide like you want it to, instead simply stick to a slightly higher 16:9 res, move the screen a bit closer and if possible set teh FOV a bit higher. Then you get exactly what you wanted to achieve with the added benefit of more vertical screen space.
Dec 23, 2025 at 3:49pm #222593In reply to: Game can’t handle ultrawide
CerParticipantHmmm ….
1) virtual monitor is set to 3440×1440
2) VorpX doesn’t hook the game. I use Desktop viewer
3) Game setting is fullscreen 3440×1440 with 21:9 aspect ratio. Exclusive full screen or window makes no differenceStill the game image is compressed with black bars left and right.
It looks like the virtual monitor is “physically” 3440 wide and the game produces a 3440 wide image, but the monitor or Win1dows 10, or Nvidia DLSS re-scales it to 2560 width because that is the monitor default.I do not see what I could possibly doing wrong and my only option is to not use virtual monitor.
Would be intersting if other users have (no) issues when using virtual monitor with a non-default resulution.BTW: For power users it would be enough to have a ini-file setting for the default resolution (if this makes a difference).
Dec 22, 2025 at 8:11pm #222592In reply to: Game can’t handle ultrawide
RalfKeymasterThe virtual display is just a display like any other. It doesn’t have any say in how a game handles ultrawide resolutions. If you let vorpX hook into the game, you have to adjust the resolution in the game, not on the Windows desktop. In some games that cap/link their resolution list or aspect ratio to the current desktop res, you may have to do both.
Every monitor reports a default res to Windows, 2560×1440 is the virtual display’s default res because that’s a reasonable choice for most current VR headsets. Actual monitors usually report their highest supported res as default, but that doesn’t really make sense for a virtual display that can support up to 8K. Making the virtual display’s default res configurable for power users is already on the requested feature list, but not an ultra high priority, so that might take a while.
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