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  • #222186
    JDogDaBoy
    Participant

    I’m no longer getting the open XR instance creation failed message anymore but vorpx still doesn’t seem to want to hook into the game. And I don’t know if the home screen you’re talking about has recently become the default, but I’ve never had to go to that space before. The game always started up with just a blurred background and I can’t get that to happen anymore. And with the home screen, the game is not the center screen it’s a very small screen off to the left. The center screen which is fairly large is just a man with a VR with a question mark. I only use one VR controller to click on things and I don’t really have the ability to use both VR controllers. When the game starts with that screen I can press delete on the keyboard and the menu will pop up, but none of my buttons will work for the game and I can’t even get off of the start screen from the game because the controller and the keyboard become inactive as soon as I enter that space. I really only use vorpx as an aiming assistance for things like Call of Duty and so mostly I just need the head tracking capability. But when I enter that gridded room there doesn’t seem to be any sort of head tracking. I don’t even know how to get that big gray box with the man in the VR to go away and how to get the game to Center.

    #222111
    Ralf
    Keymaster

    Resolution:

    Disable foveated rendering in the Pimax app. Can’t test since I only have an older Pimax lying around here, but others reported that’s the source of the problem. Foveated rendering is not of much use with vorpX anyway since when hooked into a game most of the GPU heavy lifting is done by the game, not in vorpX’s own rendering thread where the foveated rendering gets applied.

    Desktop viewer/virtual display:

    Sounds suspiciously as if the vorpX service can’t perform its desktop viewer related tasks like it is supposed to on your system, which would prevent both the virtual display from kicking in and the desktop viewer from launching when trying that from the tray menu.

    That may occasionally happen due to bug that can send the service into an infinite loop currently. Will be fixed in the next update. As a workaround restarting the service (or your PC) would help until then.

    It can also happen if you are running your PC with dedicated admin/day-to-day user accounts, where the logged in day-to-day user user is never allowed to have admin rights. To use the virtual display as intended you’d have to change your Windows setup to default (i.e. the logged in user can obtain admin rights via Windows’ user account control if needed). If you don’t want to change that, you can still use the desktop viewer with your actual monitor like you currently do, of course.

    If none of the above is your issue, try to reinstall vorpX if you haven’t tried that already. Just in case.

    dimensionaldude
    Participant

    I’m on the Pimax Crystal Super trying to use the Desktop Viewer / Virtual Monitor, but am having a couple problems:

    -While it works, the resolution is clearly reduced. On a 4k desktop, it looks like it’s downsampled using a nearest neighbor filter down to maybe 1080 (I can see obvious aliasing on straight lines). It’s clearly displaying a poorer quality than something like SteamVR’s desktop view, I’m guessing this is some sort of bug.

    -I’m on a 60Hz monitor and I can’t get Desktop Viewer to display the image at 90fps, even with vsync off in games with a high framerate. The in-game framerate will go that high, but the Desktop Viewer isn’t sampling it, it looks identical to capping it at 60 and I can tell it’s not as smooth as 90. Just to test, capping it at 30fps shows an obvious drop, so I think it’s not injecting properly.

    Some things I’ve tried / noticed:

    -When VorpX hooks into a game directly, it displays it at 90fps fine (same for full resolution), this is only an issue for running a game inside Desktop Viewer.

    -When I try to launch Desktop Viewer through the system tray icon, nothing happens, but if I launch vorpDesktop.exe directly from the VorpX directory, then it will load.

    -When trying to activate virtual monitor manually from the system tray, nothing seems to change. If it’s already running Desktop Viewer, does that mean it’s already active?

    #222017
    ENBSeries
    Participant

    @Ralf
    Regarding issues with non functional input. If I keep old version of vorpControl64.dat, then issues do not happen. Maybe there is another combination of files, didn’t test more.
    The same problem happens in A Hat in Time. Reinstalling Vorpx via web setup multiple times – no difference. Even Vorpx own ctrl+alt+shift popup message ignores keyboard in A Hat in Time game. The only thing suspicious to me is when first time after long break started Vorpx and it initiated an update, at some stage of installation terminated it manually because was busy with other pc tasks. Still, that don’t explain why problem remains after executing web setup later, after reboot as well. As mentioned earlier, in the SpaceEngine some actions do work in certain moments, like game first popup warning with Esc button to hide it fails, then main menu works for cursor and mouse buttons both, then in-game cursor works but mouse buttons and keyboard are dead. I know some of the last patch(es) of Win11 (I’m on Win10) have changes to GetAsyncKeyState, breaking some apps, maybe workaround was done on Vorpx and it do not works in my case.

    #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)

    #221954
    MarcDwonn
    Participant

    Congrats, Ralf, on the new release – very exciting! I’m especially interested in the new virtual monitor, which theoretically should solve some problems i had in the past.

    There is nothing that actively prevents hooking into any version of the game. That aside: the profile now comes with a dedicated mod that (among other things) does G3D for the game without the prior shadow glitches

    Does this mean that the Witcher 3 Z3D profile from v21 will now work in v25 if i still use the classic version of the game? While i’m happy that the G3D mode now has the fixed shadows (one day i’ll get that RTX 6080 GPU!), the performance of the Z3D profile is much higher and i can get a smooth performance without inter-eye flickering at the same resolution.

    #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+
    glenn19
    Participant

    Application was running fine yesterday but when I opened it today I got hit with the “Sorry, but vorpX can not be run in Hyper-V (guest)!” warning – I’ve tried running it as administrator but still get it.

    I searched around for a fix and I even asked ChatGPT. I ended up disabling every Hyper-V and VM related stuff, but that did not fix it.

    Any help would be appreciated!

    #221750
    Ralf
    Keymaster

    Seeing the desktop in the headset after ALT+TAB while vorpX is hooked into a game is not possible. vorpX always sends the game/app to the headset that it is hooked into, no matter whether it runs in the foreground or not.

    I’m not even sure whether handling that differently would be a good idea, as it would mean that every time a game loses input focus vorpX would change to the desktop viewer. Although beneficial for ALT+TAB, there probably are just as many occasions where such a behavior is unwanted.

    What you can do while using vorpX’s virtual monitor however is taking off the headset to get the desktop on your actual monitor after a few seconds. Might crash one or the other game, but in most case that should work I think.

    #221727
    Boblekobold
    Participant

    Parenthesis : Even without any bug, I don’t think it’s possible to use full potential of a 8k VR headset (especially with SteamVR). It’s probably not useful to most people anyway.

    There are a lot of recent games which are a lot more detailed and beautiful in 3840p (5120×3840) than 3200p with VorpX on my G2, even if it’s a 2160p VR headset. It’s probably because the details you can display with a 2160p VR headset in certain games aren’t computed without supersampling (at 3840p, I never tried more).

    I may be wrong, but this kind of 8k VR headset are great to get “perfect” PPD if you have a perfect sight, but only with very old (or not demanding at all) games.

    In my opinion, most old games, even beautiful ones, are already great in 2880p (in my G2) because there is a limit due to the textures of the games. You can already perfectly see the defaults of the game itself, even if VorpX enhances graphics a lot. I only used 3200 and 3840p with very detailed games like Metro Exodus, Atomic Heart, etc.

    Considering 8k VR headset may be more demanding than a Reverb G2 (WMR/OpenXR/2160p), it could require a better graphic card than my RTX4090 to achieve the same result in some cases.

    I think a 2880p VR headset like Pimax Crystal Light has already too much resolution in most cases. Some youtubers with RTX4090 seems to prefer G2 over Crystal Light on a same game, even to use UEVR, for example. There must be a reason.

    Note : a VR headset with higher FOV may require more resolution to achieve the same result so it has to be taken in consideration here.

    #221726
    Boblekobold
    Participant

    Vorpx gives you stereoscopic 3D, so it’s not like native VR, it’s more like using a 3D TV IMHU, but if you think that would be fun, give it a try!

    VorpX is like native VR with a lot of games, but usually more beautiful, clearer&sharper with more display options, and most of the time no motion aiming / handling (it would require a mod). Some games even have great 6dof camera.

    I don’t know about this game. There is an unofficial profile in the cloud section.

    This game seems to allow an high FOV (something required to get proper full VR). You should usually choose a value around 112°.

    So if the profile has headtracking & G3D, it’s probably like native (with the right resolution & FOV). It it has only headtracking and Z3D, it’s like native but with a lesser type of 3D.

    Considering this is an unofficial profile, it’s hard to say what it does without testing it.

    This game seems to use HPL Engine.

    According to this website :
    https://rjkole.com/gamestuff/engines/index.php?selengine=HPL%20Engine
    there is G3D sometimes with this engine (Amnesia: A Machine for Pigs, Amnesia: The Dark Descent).
    If it works, it probably require to play the game in DX11. This game seems recent so I don’t know if shaders will work in G3D without an official profile.
    DirectX12 usually only allows Z3D but if there is a profile, it probably works.

    #221678
    ClownRazer
    Participant

    I don’t know how you mananged to get the JWE1 profile to hook JWE2. I’ve tried everything I can think of. Even tried other Frontier/Cobra engine game profiles like Planet Coaster/Zoo, Elite Dangerous, etc and while it’s been a while since I was messing with it I’m pretty sure I never got any signs of compatibility. Can you please share more details of the setup (hook helper, alternative hooking, game graphics [resolution, windowed/fullscreen, detail, etc]). Thanks!

    And I’d be willing to send a key for this game to whoever necessary to get a profile generated, but maybe there’s a technical reason it hasn’t been done yet (you mentioned dx12, so maybe that’s the issue).

    Cless_Aurion
    Participant

    Thank you so much, like always.
    I know you don’t like talking about this, but if you had a Patreon or something like that, I would definitely support you there. I mean, I bought VorpX now what… like… 8 or 9 years ago? I can’t even remember lol
    I tried supporting you by good word of mouth online everywhere I talk about VR basically though, and forcing all my friends to buy it hahah!

    And nah man, I totally get you, no worries. I’ve been there too, had a very bad graphics whore phase hahaha
    But after all, that’s why I am a 3D game artist living in Japan at all nowadays!

    Its more of a, like we say in Spanish “Comparisons are odious” kind of deal?

    As in… I can use VorpX’s virtual display to run games at 4860p… in BigScreen!
    And it will look FABULOUSLY clear (not 3D or awesome VR enabled though).
    But trying to get it to run on actual VorpX will kneecap half the resolution out of it… x_x

    Ralf
    Keymaster

    Like I said: I’ll take another look at this on occasion. How downsampling a higher res doesn’t improve quality for you compared to a lower res is somewhat beyond me though. Just makes it more likely that vorpX doesn’t get the desired res in the first place. But, again, I’ll take another look.

    On a sidenote:

    I’ll probably regret saying that, but this whole thing somewhat reminds me of me being an absolute sucker for super high quality antialising in the 3D gaming early days, which of course is highly desirable. The funny twist here being that while actually focusing on games instead doing pixel peeping, I more than once played happily for hours before I even noticed AA was turned off completely. :)

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