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Hi, I saw in the 2026 VorpX update that you made some changes to Dishonored 2! Thanks for improving support for my favorite game, and for all the work you do to improve VorpX, Ralf :)
I’m writing this message here because I’ve made some interesting discoveries for Dishonored 2 and Dishonored: Death of the Outsider that could make it easier to add G3D if someone ever wants to do it.
I discovered that it’s possible to force the removal of certain shaders for D2 and DOTO very easily by adding parameters to the game’s launch shortcut.
For example, to remove the DOF effect and the SSAO effect:
“C:\GOG Games\Dishonored 2\Dishonored2.exe” +cvarAdd r_skipDOF 1 +cvarAdd r_skipSSAO 1With the option “+cvarAdd r_skipPostProcess”, it’s possible to remove a HUGE amount of shaders in the game with this:
“C:\GOG Games\Dishonored 2\Dishonored2.exe” +cvarAdd r_skipPostProcess
(Although the majority of shaders are disabled with this option, the Timepiece still works correctly in the mission “A Crack in the Slab“.)
It’s also possible to use a less drastic option, such as:
“C:\GOG Games\Dishonored 2\Dishonored2.exe” +cvarAdd r_skipTemporalAA +cvarAdd r_skipShadows +cvarAdd r_skipDOF 1 +cvarAdd r_skipSSAO 1Using “+cvarAdd r_skipPostProcess”, or disabling certain shaders, could therefore help make G3D support easier, since a large portion of problematic shaders can be disabled at the game’s launch and make it easier to handle G3D.
VorpX could create a batch file next to “Dishonored2.exe” with this command:
“Dishonored2.exe +cvarAdd r_skipDOF 1 +cvarAdd r_skipPostProcess”
And ask the player to launch the game using this batch file ;)Here is the list of shader options that can be disabled and work for D2 and DOTO:
+cvarAdd r_skipMergeMeshes
+cvarAdd r_skipIBL
+cvarAdd r_skipGodRaysUnderWater
+cvarAdd r_skipFogUnderWater
+cvarAdd r_skipFogBlur
+cvarAdd r_skipAnisoTextureStreaming
+cvarAdd r_skipToneMapping
+cvarAdd r_skipBloom
+cvarAdd r_skipLensFlares
+cvarAdd r_skipAutoExposure
+cvarAdd r_skipAutoExposureTemporalAdaptation
+cvarAdd r_skipColorGrading
+cvarAdd r_skipLights
+cvarAdd r_skipPostToneMap
+cvarAdd r_skipUnderWaterPostProcesses
+cvarAdd r_skipOceanSSR
+cvarAdd r_skipFog
+cvarAdd r_skipGodRays
+cvarAdd r_skipDepthAlpha
+cvarAdd r_skipEmissiveGlare
+cvarAdd r_skipPostProcess
+cvarAdd r_skipOutlines
+cvarAdd r_skipIndirect
+cvarAdd r_skipAlbedo
+cvarAdd r_skipSSAO
+cvarAdd r_skipDirect
+cvarAdd r_skipTemporalAA
+cvarAdd r_skipDofBck
+cvarAdd r_skipInsideBodyDithering
+cvarAdd r_skipCameraMotionBlur
+cvarAdd r_skipOcean
+cvarAdd r_skipDynamicDecals
+cvarAdd r_skipStaticDecals
+cvarAdd r_skipModels
+cvarAdd r_skipShadows
+cvarAdd r_skipLightScattering
+cvarAdd r_skipLightsFromLayerA
+cvarAdd r_skipLightsFromLayerB(Excuse my poor English, it’s not my native language)
I’m creating a custom profile for the game Gal’Gun Double Peace. (It’s a weeb game). The main challenge with this game is that it’s a shooter on rails. I know I know ‘Why do I even want to play this in VR?’ and all that, but I really want to. I created a new profile based on the Unreal Engine 3 Profile (Because this game is made in UE3), fixed FOV and Geometry 3D first. So far so good. Then I turn on all head trtacking settings to allow Vorpx to let me move the camera with my headset even tho the game doesn’t allow you to move the camera at all. It worked for the most part:
– I can walk to the left and to the right and the camera works properly.
– I can move down (crouch) and up and the camera works properly.
– I can walk forward and backwards and the camera follows properly.
– I can rotate my head in the roll direction (Move my ear closer to my shoulder) and it works properly
– Rotating my head to the left and to the right does NOTHING (Camera keeps pointing forward in the game).
– Rotating my head up and down does NOTHING (Camera keeps pointing forward as well)I feel like I’m so close but I couldn’t find settings to fix the 2 rotation axiss I’m missing. I googled online and it seems that there are aditional settings under “Expert Settings” so I turned it on but no new settings appeared. I also turned on the G3D Shader thing and it also does nothing (I pressed SHIFT END like the tutorial said). It also seems to be ignoring the “Show did you know hints at start” because it keeps showing me the start screen every time I open the game.
I did need to use “Use alternative hooking method for vorpX to hook to the game properly.
Why can’t I see the expert settings? Please Help!
My Xbox controller behaves strange in some games. It works fine in dishonored with vorpx set to gamepad or m/kB, zero issues in that game.
But the next game I tried was the long dark. The gamepad works but I’m running at what seems double the speed the game allows. The game isn’t running too fast like was an issue with older games, it’s just the inputs seemingly triggering this.
I thought as a workaround I’d try m/kB in vorpx but same issue. Not many games have it but in-game you can disable gamepad support in the long dark. I disabled gamepad support and thought I’d use microx to bind gamepad inputs to kbm. This worked fine flatscreen but the issues I had still persisted in vorpx. I tried as gamepad, kbm and even turning controls off in vorpx but that didn’t work.
I then realized even if I have gamepad off in vorpx it still seems the gamepad. What I mean is you can’t seem to truly disable gamepad support.
I then tried hidhide (a utility to hide devices from apps) but to my surprise vorpx still saw the controller.
I gave up and then tried amnesia the bunker. This too had input issues. It would always run even though in-game run is normally a run button and ever input seems to be inputting twice. For ex is press a button to pull out my gun and the play would draw the weapon but immediately put it away.
I’m usually pretty good at working around quirks but I can’t resolve this.
I also tried gamepad override, partial and off, no difference.
If there’s a way to resolve this great, but I would also like a feature to truly disable gamepad support as in vorpx doesn’t see it at all and I would do keyboard mapping. Ideally things would work in-game, but if vorpx had this ability I could have probably worked around it myself.
Another issue with using a gamepad is the menu binds. Binding these to joystick clicks is game breaking for some games as they need it for click run etc. I would think the solution is to use long press for the vorpx menus and a normal click would behave properly in game.
Also I wish we could do custom bindings. For ex, dishonored as I mentioned works great, but each time you die the fov resets. At first I was doing a direct VR scan each time, but then I realized just a quick fov fix by pressing F8.
Great but I don’t want to go in the menus each death to trigger this. Im no where near my keyboard when I play VR. Being reliant on needing to be near my keyboard is a dealbreaker for me. So I’ll probably use some binding utility to bind f8 to an input, but it would be great if we could do that in vorpx
I might as well mention it here instead of starting another thread but Batman Arkham city, another game that works fine with my gamepad, but I like to play in VR. However in VR mode the right stick up down does not change the camera angle only left right rotation works. I thought for this profile it was defaulting to lock the y axis on right controller but I went in the menu and saw it was already off. If I switch the game to cinema mode the right joystick behaves as expected but not in VR mode.
Sorry for the long post, I haven’t tried vorpx in years but trying it again now I’m liking what I see in a few of the games I tried but the gamepad issues are a problem.
I hope there are workarounds for this but just for flexibility sake I do wish there was a way to truly block vorpx from seeing my gamepad, and then I could have worked around it, obviously ideally it would work properly as a gamepad in game.
Topic: VR controller -gestures
Hi
I have arms 3 working great with VorpX
I tried to setup the vr controllers but they only buttons / thumb sticks worked
No control with movement eg rising the gun to scope use aim position
Have I misunderstood gestures ?
I thought the tracking of controller positions triggered certain actionsTopic: New Vegas Motion Control Mod
Hey guys.
I made a VR Motion Controls Mod for New Vegas: https://www.nexusmods.com/newvegas/mods/91589?tab=description
Trailer: https://vimeo.com/1070196230Fallout: New Virtual Reality brings virtual reality motion controls into Fallout: New Vegas and VorpX. With vanilla VorpX and NV, your gun is strapped to your face and you shoot directly where you look. Using this mod, your weapon will follow your hand and shoot in the direction you’re pointing it. You can also point your gun to select NPCs and containers, as well as pick up and move objects. You can also use gestures to open the Pip-Boy, ESC Menu, and select hotkeys. Movement is controller centric rather than HMD centric. Overall, it makes for a more engaging and entertaining New Vegas VR experience.
Topic: Black Mesa
Hello everyone,
I have some issues with Black Mesa official profile in DirectVR. G3D isn’t working with game menu and launch screen, some flooded zone water effect and shadows seems broken.
There is also an issue with guns and hand out of scale (gigantic) i tried to use the hiding weapon option but it seems to doesn’t work as intended (only working on the shotgun).When i switch to play in Cinema mod with G3D hands and weapons are way too stretched!
