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Topic: Final Exam
It’s about three months since vorpX 19.2.0, so some may start to wonder when vorpX 19.3.0 will be out. TBH I’m not quite sure yet, might be pretty soon or maybe take a little longer than usual. We will see.
The reason why I can’t tell yet is that vorpX will get an absolutely huge new feature with the next update that brings an entirely new playground for profile authors: you will finally be able to modify individual game shaders, which is immensly useful for fixing effects that may not work perfectly in 3D with vorpX’s traditional authoring toolset.
Of course official profiles will also be updated with optimized shaders where it makes sense. So everyone will benefit from this.
Since working with assembler code isn’t exactly for everyone, it had to be made at least as simple as possible. To achieve that vorpX got its own little shader programming language, basically extending the shader assembler language with better comprehensible macros.
If for example you would want to fix a misaligned shadow that doesn’t get stereofied properly, in the best case all you would have to do is something like this in the related pixel shader:
some shader assembler code ... // get an un-projection matrix that isn't available in this // shader from some other shader vpxGetMatrixInverseFromConstant(r20, c4, 8739258) // Unproject the shadow position (r6 in this example) vpxMatrixMultiply(r24, r20, r6) // Apply stereo to the unprojected position and write it // back into the original position register (variable) vpxStereo(r6, r24) ... more shader assembler code
It won’t always be that simple, you will need to learn something about shader programming, but those who like to tinker to get everything perfect when doing profiles will get an entire new world to discover.
There will be some working examples and enough documentation to get you started.
I think this can be extremely useful for VorpX users,especially when a game requires a different resolution then the default setting (1920×1080). We usually must do several clicks until we finally have changed the monitors resolution. Using high resolutions eg. 3200×2400 becomes very fiddly when changing back to default. So this can be a big and fast help.
I am using the following setup to change to any custom resolution that i need with just one mouseclick.
– Download This program
– Unzip into a folder somewhere on your HD
– In the same folder create a shortcut to the program
– ADD your custon resolution to the end of the command line that it looks like this (example) C:\Games\setres\SetRes.exe v1920 h2560
– Rename shortcut to 2560×1920
– Rightcklick shortcut and click “Pin to Taskbar”
– Do the above with any resolution you want to use
– Click Taskbar->Start-> your shortcut to change ResolutionNote this has been tested with Windows 7, but should work on 8/10 as well.
Since vorpX 17.3.0 takes quite a bit longer than it should have, it’s probably time for a status update for those who might wonder what the heck is happening behind the scenes.
Without further ado: the main reason for the delay is the removal of the Game Settings Optimizer from the config app, which proves to be a truly epic endeavour. While having the optimizer as a separate module seemed like a good idea at the time, it also has severe drawbacks. So the decision was made to exchange it with something that “just works” on game start.
The main advantages are: 1. 40-50 more games will automatically have pitch perfect FOV similar to Direct VR games without the need to fiddle with any settings, 2. settings changes are reevaluated every time a game is launched, 3. new users don’t have to learn about the optimizer.
Unfortunately implementing this new system is rather time consuming. Not only was it necessary to rewrite the optimizer from scratch for all the different ways games use to store their settings, most importantly all ~100 optimizer profiles have to be converted, extended and tested.
The good news is that all of this is nearing completion now. Afterwards focus will finally shift to some new 3D profiles.
Apart from that vorpX 17.3.0 will come with a huge amount of medium to small changes/fixes in all areas. The list of those is longer than for any prior vorpX release. Just a few examples: additional shader fixes for over 20 Geometry 3D profiles, more natural depth for many Z3D profiles, animated hands as controller visualization, new “Immersive Screen” game mode, help tooltips in the UI, less time critical hooking for all DX9 games, more sophisticated gamepad/motion controller axis evaluation, potential crash fixes for some games, better handling of hooking issues. And still a lot more.
Stay tuned.
Hey there,
after working on this problem for over three hours I finally gave up. How the hell can you map keys in Skyrim? I’ve got an XBOX One Wireless Controller, latest drivers installed and it is behaving strange in Skyrim.
For instance: the attack is mapped to three buttons, jumping to two buttons. So I open the Vorpx menue and try to rebind the keys in the gamepad settings, but it is not working!
I click on “A” for example and the assigned letter disappears, looks good, right? Vorpx is waiting for a key now, so I press something… anything. However, no matter what I press Vorpx is not taking the key I press and instead remains inactive, this includes keyboard and gamepad keys. Only clicking with the mouse binds that mouse click to the assigned field.
I tried disabling the Xbox Gamepad in Skyrim itself, tried all the options with Vorpx. Nothing solves this problem. Most of the time the whole program just “crashes” (I can’t even close the ingame menue anymore) and I can only close it with the task manager.
Please! Offer me some help because I really want to play this with my Gamepad.
Thanks in advance.





