-
AuthorSearch Results
-
Jun 21, 2025 at 11:26am #221554
Cless_AurionParticipantSadly, I’ve noticed that VorpX seems to be somehow locked on to low resolutions arbitrarily, as in, the image it will send the HMD won’t go over XY max fixed resolution (even if the engine of the game is perfectly capable of rendering at like, let’s say 4000×4000 per eye, and the HMD of displaying it).
Reading the forums, for months people have been complaining of this issue, and so have I, and I haven’t gotten a reply from @Ralf yet, sadly.
It seems to affect any high resolution HMD, like some Pimax or all the new crop of 4K per eye mOLED HMDs like the Meganex8K.
When using any high resolution HMD, VorpX seems to force the image to be arbitrarily cut down resolution to around 2.6k (which is less than half the number of pixels some of those HMDs move), making picture quality infuriatingly low for no really good reason. Games that look gorgeous in UEVR for example, will look like shit in VorpX (even when the engine IS rendering the games at the same resolution as UEVR).Due to this, I can’t really recommend VorpX to any newcommer or person upgrading their VR anymore, and will stop doing so until at least this issue is solved. Which is sad for me, since I’ve been gushing to people about VorpX for like almost a decade now.
It really hampers the experience severely (basically, it feels like buying a 4K monitor, but your OS forces games into upscaled 1080p on them for no good reason). At this point, honestly, is almost better to flatout play the games on a flat 2D cinema sized screen instead, and get double the amount of resolution so aliasing doesn’t cut your eyes out of your face, or when possible, just use other software like UEVR.
With all that in mind, I just can’t recommend with a clear conscience to people getting into VR to use a program that forces them arbitrarily to half the resolution of their HMDs.
Hopefully we can get a fix soon :(
Jun 7, 2025 at 8:32pm #221487In reply to: Official Pimax 5K/8K Recommendations
Cless_AurionParticipant@mr_spongeworthy I see! It isn’t just with my HMD then, it is happening on high res Pimax devices too!
@R.R.K Ignore that or disable your antivirus. Its obviously a false-positive result (unless you got the launcher from some sketchy place instead of from Ralf)
@Ralf I’m not using a Pimax HMD, but the MeganeX8K instead… and whatever is being sent to the HMD is not even close to be enough, when I need resolutions around 5500p just to cover 100% render resolution on the HMD to make up for distortions.
This issue alone is easily halfing resolution on my HMD and honestly… pushing me to stop using VorpX, or recommending it to anyone with a new highres HMD.
Any hope on getting a way to edit what is sent to our high resolution devices or some similar solution?
May 24, 2025 at 12:54pm #221444
Cless_AurionParticipantYou are missing the point entirely though.
Of course UEVR doesn’t turn games into “VR Genre” games without a profile, neither does VorpX. And both will need a profile to do so as well. These games are not built to do that eitherway, so they would suck as such. Besides, if I’m being honest, I don’t even like the “VR Genre” of games, I just want to play my goddamn games immersed in VR.
Which I also think gets the strenghts of both… playing games immersively in 3D.
I think you are missing that Unreal Engine has a native VR pipeline that can be “hacked” through UEVR to make games that shouldn’t be able to use VR to do so. It can use perfectly fine raytracing, that isn’t an issue on the Engine side. A programmer such as yourself surely already knows that you should be able to mod that to match for VR in the places it doesn’t work in a per-game instance, since the VR pipeline is raytracing compatible with lumen and nanite, I tried it in engine and even if it brings a 4090 to its knees, it does work. If it does work, a mod can be made for it to work in UEVR as well then when the native pipeline doesn’t work.
I’m sure VorpX does something similar at an even lower level, thus why it works with more than just one specific engine. I vaguely remember Ralf saying something about it at some point? But I might be totally wrong.
I’m a gameplay programmer
Oh man, you should be able to do some very nice things in LUA using UEVR then, don’t you?
May 22, 2025 at 8:22am #221438In reply to: Higher resolutions?
BoblekoboldParticipantVegetation – Close-up full VR :

Arches High FOV full VR :

The arche in the background is already quite clean on the screenshot. It’s better in the G2 with VorpX’s magic. It’s what I like the most in VorpX with a displayport headset. Things don’t get blurry even if they are very far from you. With Metro Exodus it’s a lot better. It depends on the the game engine.Trees medium distance Edgepeek :

Ikran (dragon) Edgepeek Full VR display mode :

A few limited volumetric clouds (not lucky with the weather yesterday).Clouds Godrays Edgepeek :

This one is not so beautiful but it’s funny with the godrays.
(This area is less beautiful except sometimes there is some amazing volumetric clouds / fog but I had no chance yesterday).
It’s interresting because you can see the outlines of the 3D objects.May 22, 2025 at 8:09am #221437In reply to: Higher resolutions?
BoblekoboldParticipantI don’t know if it helps but I tried to capture VorpX the last time I played Frontier of Pandora.
I’m sorry : it’s not the best game to show large outdoors environements because LOD and textures aren’t the best at long distance (compared to Metro Exodus for example), but I’m playing this game right now.It feels actually a lot more realistic in VorpX because I hide some textures defects with AMD Fidelity FX at max quality (without removing too much details on close environments).
It’s quite impressive even if it’s not as photorealistic and perfectly detailed as Metro Exodus. Anyway you don’t really know where to look because of the insane amount of objects so it works very well if you want to instantly forget about reality for a while !
Pandora Moutains in VorpX full VR Without upscale, enhancement filters and 3D :

It’s a lot better in VorpX. I think this is because you can’t see VorpX’s enhancement filters (upscale, sharpening, maybe supersampling, etc.), even without considering there is no 3D here.
If I look at these screenshots in a VR viewer, I have to imagine something twice as detailed, sharp&clear (and with 3D) to be close to the quality of VorpX (even in 2880p without FSR/DLSS).
Even if those are 3840p screenshot without noticeable aliasing.Lower FOV :
May 22, 2025 at 3:00am #221431Topic: cannot get vorpx to hook into halo mcc
in forum Technical Support
Jgavito1ParticipantI have been trying to get this to work for the gamepass version of Halo MCC for a few days now. I boot up the anti-cheat version of Halo MCC after starting up vorpx and I do not see a notification for saying that it is hooking into the game. When I pull up vorpx desktop, it is showing my game and when I press delete, I do not get any options for 3d settings even when i apply a profile that is made for 3d. I tried both the Oculus app and Virtual desktop as well as changing the runtime settings in the config to both SteamVR and Oculus. I am extremely confused because I have been following every video guide on the planet to the letter and I am getting a very different result
May 21, 2025 at 2:56pm #221430
Cless_AurionParticipantI have to partially disagree.
PPD is not everything… but is most of what makes VR work, since it defines intrinsically the amount of detail your eye will be able to resolve in the image. Even at 45PPD we are still not getting close to the eye limit, which should still be 50% further up.
Again, I’m rendering games at 8000×7000 per eye, and I can still EASILY see the extra detail that wasn’t there at 5000×5000, its just about looking into the distance. It does hit the diminishing returns ceiling though after 6000×5000 fast, so I’m pretty sure we will plateau at around this PPD in most VR HMDs for the time being.
The 4 most important specs for VR are in no particular order; PPD (resolution of detail), FOV (immersion), lens tech (quality of vision) and panel tech (image quality). We could argue that comfort/weight is another one, depending on the kind of things you do, but image-quality wise, those are the important ones.
What is cool about a 45PPD HMD is, that because it matches the quality most 4K monitors, you effectively lose NO information when watching 99% of the content online.
Nevermind the boost to immersion having no screendor-effect is (not little, not subtle, 0). You can also use it as a real desktop replacement since any screen you put will have the same effective resolution than a 4K display anywhere you look at. If you pair that with a mOLED HMD, which are under 200g, then you really have no more use for monitors anymore…
Concerning details in VR vs monitor : if used normally, most people don’t really see pixels and details on a 4k/8k monitor.
This is objectively false. Even your average joe will see the difference of a 4K to 8K TVs when viewed at the apropriate distance. 8K does bump against the limit PPD our eyes have easily though, that’s why 8K in any screen under 70″ is really a waste and not done, and why its not happening anytime soon too.
4K monitors put to shame any other monitor under them with ease, so I guess you are not talking about that comparison.
If you play in immersive screen, the displayed game can be larger than your FOV so it can be more detailed than a monitor with the same resolution than your VR headset.
It’s the difference between an hemispherical Imax theater (with headtracking and 3D in this case) and a monitor.
Yeah, we agree there, it is also an absolute crazy waste of performance unless you have a way to cull the polygons you aren’t looking at directly though, which is why UEVR is so neat, it is able to use the native software built-in UE to show the game not as AER, but its full proper VR version, with all the software boosts that that means.
VorpX does so too in its VR form I believe, but don’t really know much about how @Ralf does his black magic on it. The fact it works in so many different engines is flatout baffling.May 20, 2025 at 5:13pm #221426In reply to: Higher resolutions?
Cless_AurionParticipantBoth images look terrible in your pictures.
Well, they are raw images 2k images downscaled from almost 5000×5000 resolution output.
The UEVR looks worse (since its actually rendering at 4860p), the VorpX one… actually looks better than on the HMD.It can be a profile or configuration problem (maybe the wrong type of 3D, etc.)
It is in all games, in all types, from flat 2D to geo3D and any normal configuration.
Its like if VorpX internal resolution has an arbitrary ceiling it won’t go past for some reason.This is ugly even in 1080p. You shouldn’t be able to notice it on a 1080p monitor
Yeah, the image quality of VorpX is only SLIGHTLY better than on my VivePro… which has SIX times less pixels than my current HMD…
If the image quality is so bad, I guess it’s because you weren’t able to record correctly the output ? In this case I don’t see how we could compare.
I exported the raw output, that way they are comparable, its what its being fed to the HMDs.
I tried to take regular screenshots, but UEVR in 2D mode won’t play ball.Why do you want to use VorpX instead ?
I want to play all my games in VorpX (even the ones that won’t hook and will need to use the desktop viewer!).
I’ve been using VorpX for almost a decade now, and my dream since was “Having 4K-like resolution on an OLED HMD, so I can play all the games in VorpX!” … and its very sad to get finally the HMD that can do it… but now VorpX is the one that is bugging out (or limited in some internal way) :(I’m also a professionnal game developper (and I have advanced 3D modeling, animation and rendering skills too but it doesn’t really matter).
Awesome! A fellow gamedev and artist too to boot then!
I’m a professional indie and AAA game developer specialized in 3D Character creation! Moved to Japan and everything to make my gamedev dreams come true and everything hahaha
If this forum had DM’s I’d definitely send you a couple to chat about it lolThere is no way I can see blurry letters in VorpX.
I know right?
Even the G2 has more resolution than the image I sent! (you can even see the aliasing in the letters!)But as we said, you may be right on a PPD limit. I wouldn’t be able to tell with my current VR headset, which is already better than most.
Nah… far from the PPD limit still (sadly lol, its “only” around 45PPD).
Since you have a G2 it is easy to realize. For every 1 pixel the G2 has, the MeganeX8K has 3.
I’m not even getting to the 24PPD from the G2 in VorpX right now I’d bet :(I never use auto resolution, but most peope do, and as far as I know it limits resolution (it depends on game profiles).
Make sure you disable it if you want to play in very high resolution.
Of course, first thing I checked! I also disabled any sort of AA on both, to make the aliasing more obvious in both images and make comparisons better (very noticeable in the bridge ropes!).
Anyway, with hooked games, if you don’t see any difference between resolutions above 1440p or 2160p (or even 3200p), there is a problem somewhere, because it’s not the usual behavior.
I thought so too! That’s why I tried to reinstall a couple versions.
Reinstalled GPU drivers… and nothing.
The HMD is SteamVR native, so it should be acting just like the Index or any other native SteamVR HMD :/Everytime I tried, UEVR was particularly bad in 2D screen mode (a lot of aliasing and there is no curvature so there are distortions).
Dammit, weird again. That is exactly the opposite experience to what is happening to me.
In UEVR when I put it in 2D mode, not only the FPS boost up massively (due to all the processing that is not being done), but all aliasing instantly disappears (which… to be honest, makes sense, its stretching like a 4000×4000 image on a small square in front of me, instead of stretching it all over my FOV lol)——————————————————————————–
With the extreme resolutions you are mentioning, I think only the virtual monitor can reach, although it might currently be limited to 4860p max in the vorpX app.
That’s the thing. I made sure that in both instances, the game is running in 4860p. (I tried both by launching from the desktop, and the normal way without any differences)
The framerate matches 4860p on VorpX, the computer is using the GPU at an expected level… its just that VorpX isn’t showing the detail for some reason.
There may be be other special cases.
I tried many games, all of them max out at that very specific “VorpX” resolution. So does the desktop viewer (even when the desktop or the games are clearly set at 4860p!)
It’s important to note that you must have these custom resolutions created for a game to be able to recognize and display them. You test and create these in Nvidia Control Panel for your physical monitor, or the vorpX config app for the virtual monitor.
Forgive me if you already knew all this. I only mention this on the chance you are skipping something. like editing a game’s ini resolution without first creating the monitor custom res to match.
It’s the in game selected resolution that matters, not the SteamVR slider.
Nono, please, thank you for taking time to reply at all!
I did try all that. I made sure the games are ACTUALLY rendering at that resolution (checking not just the settings, but also GPU usage and FPS and such).
It really does just feel like there is an arbitrary “ceiling” I can’t pass when using exclusively VorpX :(
My SteamVR resolution is set at roughly 6100×5600, which basically 1.5x the resolution of the MeganeX8K (using up 100% of the panel’s image quality, which makes it equal in pixel density to a 4K 32″ monitor at regular viewing distance).And don’t use the Desktop Viewer (not to be confused with the Virtual Monitor) for games, always better to hook in with vorpX the intended way. Even for 2D play. The viewer is just capturing the desktop, performs worse, and looks pixilated.
Yeah, I tried both, just in case anything changed… and it didn’t :(
May 20, 2025 at 4:07pm #221425
Cless_AurionParticipantYour comment worries me for 2 different reasons.
there is a HUGE difference between 3840p and 2160p in VorpX with my Reverb G2 in most games. You can see so much more details…it’s just incredible.
One, the G2 is a 2.1k per eye display with 24 PPD, which equals to a 900p monitor at a normal viewing distance. There you are seeing improvement when supersampling, which is a finer and less noticeable than increasing regular resolution
It has been confirmed by other people even several times on Pimax Crystal Light (2880p).
Two, to my knowledge, the HMD I’m using right now has almost double the amount of pixels than the Crystal Light, so at the very least, I should see it like that (it doesn’t look as good as a Crystal Light).
That’s definitely not normal. I don’t know exactly what you are doing, but VorpX image quality is far beyond a 4k monitor (it displays a lot more details which wouldn’t even exist on a monitor…)
Well, I wouldn’t go as far as that, since its so HMD dependant. The MeganeX8K I’m using definitely have the PPD of a 4K monitor, but we don’t have any better PPD HMD in the market currently so… :P
Maybe you don’t use VorpX as intended.
Well, I use it in screen mode, which should be good enough. Going back to the desktop… the desktop should be rendered at the appropiate resolution, right now it really does look like half of my resolution is missing, easily. I can’t barely read the letters :(
I do play with the cinema-like curved display. I want to play all my games that aren’t UEVR in VorpX… but right now, the image quality is so poor I can’t, I’d just rather play on the monitor to get twice the resolution instead :(
May 19, 2025 at 9:07pm #221419In reply to: Higher resolutions?
BoblekoboldParticipantMmmm…
Both images look terrible in your pictures.
It’s always possible to get a lot better image than that, at least in VorpX (UEVR isn’t even close in most games I tried).
It can be a profile or configuration problem (maybe the wrong type of 3D, etc.)
Or maybe it’s the game ?
When I use VorpX in a game like Bioshock 2, Metro Exodus or Frontier Of Pandora (or Hogwarts Legacy / Atomic Heart if you want UE4), the image quality is far better than any real 8k video I could record myself.
This is worse.
This is ugly even in 1080p. You shouldn’t be able to notice it on a 1080p monitor (impossible).
If the image quality is so bad, I guess it’s because you weren’t able to record correctly the output ? In this case I don’t see how we could compare.
Anyway, if you play AA games with UEVR and no good VorpX profiles, UEVR has a lot of qualities, especially if you don’t really care about immersion and full VR, and just want 3D, and especially if you prefer G3D over image quality and if your computer is powerful and silent enough. Maybe you can use VRto3D in this case.
Why do you want to use VorpX instead ?
VorpX is great to play AAA games in full VR (or Immersive Screen) with the best graphics available. Especially First Person games (if you want a perfect native-like experience). You don’t really need it to play AA third person or strategy games based on Unreal Engine 4/5 (even if it should work a lot better than that).
I’m also a professionnal game developper (and I have advanced 3D modeling, animation and rendering skills too but it doesn’t really matter).
There is no way I can see blurry letters in VorpX.
But as we said, you may be right on a PPD limit. I wouldn’t be able to tell with my current VR headset, which is already better than most.
May 16, 2025 at 6:46pm #221416In reply to: Higher resolutions?
Cless_AurionParticipantIt’s definitely not better than VorpX. At best it’s different, but image quality can’t even compare because most beautiful settings don’t even work with UEVR.
I see! Maybe it varies a lot between games, because the games that have proper Native Stereo for me… look like the improved version of the monitor version. And I’m a graphics whore, after all, I’m a professional 3D videogame artist.
How do you configure UEVR to get a good image quality and see every details miles around like in VorpX ? Because every person who really tried both around me said me that VorpX has a lot better image quality.
I’m… not sure. I’ve been using VorpX since the early days, even going as far to using the shader authoring tool to create my custom profiles and… Even if its good, its never been flawless as UEVR seems to get to. (although I get way less control in UEVR without actually coding in LUA than with the authoring tool :S)
Well, let’s put an example. If I run Tales of Arise on VorpX, a UE4 game. 3D shadows are borked, due to the common issue with shaders on G3D. On top of that, like I said, it not only runs in a “window” since it isn’t fullVR compatible, but even when put both in that mode, VorpX only goes as high as under 3000p. On UEVR most shaders are flawless, except for the camera FOV that seems a bit weird at times (since it doesn’t zoom in like it would in a 2D screen)… and that’s it. I can run it if I can at 7000p, where pixels are literally so small I can’t tell them apart. A visual clarity that is so ridiculous I can see into the distance (at like… 10fps, of course lol). But even in UEVR “2D window” mode, I can easily put it at 5000p, get 90fps, and flawless image.
Maybe you don’t know how to configure VorpX, or as I said, you are very sensitive to something most people don’t even notice.
Maybe I’m missing something, but I mean, like I said, been using the thing since the early days, and I’m a user advanced enough to make their own profiles with the authoring tool… Tinkering with settings is totally my jam.
I just think not that many people are running HMDs with resolutions of 3550×3880 per eye yet. It would be ideal if Ralf could throw some light into this to be honest! And I mean, many people would notice if a program is rendering at like 2/3 or less resolution the HMD is capable of, I’m sure!Did you try the ClarityFX, Sharpness and Texture Enhancements settings ? (VorpX’s Ingame menu page 2) It’s very impressive on my VR headset if properly configured.
Yes, of course! I mean, it does make things better, but that doesn’t cut it, it really just needs way more resolution.
We probably don’t play the same games. I mostly play AAA games in VR (and anyway most of them aren’t made with Unreal Engine, except Atomic Heart which is an UE4 game and is better in VorpX).
I see! Surely we don’t play similar. To be honest, I like VorpX better as a “3D window” to the world better than full VR immersion. For that I feel UEVR is great, since it basically uses native UE VR rendering pipeline to show stuff.
As far as I know, you can always use max settings with VorpX in AAA games with a good enough resolution. It’s impossible with UEVR (either because it doesn’t even work, or because it works but it’s not optimized enough).
The problem is I straight out can’t. Like I said, is like VorpX just hits a ceiling of resolution the HMD won’t go over, even when I’m trying to force it (be it through the game engine rendering at higher resolutions, or the settings in SteamVR).
As I said, you could not reach such resolutions with most beautiful games (especially with Unreal Engine 4/5 AAA games…)
I mean… I have a heavily overclocked 4090 with a 9950X3D, and tolerance for low FPS, so I can easily play a game at like… 40fps and not feel wrong about it. Even in VR I play with most maxed out always (when it makes sense ofc). I don’t play that many AAA games though, I’m more interested in AA and indie, with the nice AAA here an there.
So It depends on the game, and on your use. Anyway both programs have other pros and cons depending on your expectations.
Yeah! I just seem to choose UEVR for all the UE games.
Hopefully, I am doing something wrong, or there is a fix I didn’t think for this! It really is a shame not being able to use VorpX now that the MeganeX8K is giving me such ridiculously high PPD (it sits at around 46PPD, with mOLED quality, its insane!)
May 15, 2025 at 1:14pm #221412In reply to: Higher resolutions?
BoblekoboldParticipantAlso, to my knowledge… UEVR is best in UE games overall, by a lot. And I mean, its not surprising really, VorpX works on like a bizillion other engines, while that one is specific to UE4-5.
UEVR doesn’t even handle raytracing in UE4 games and it has a lot of visual issues (animations glitches, camera clipping, 3D and camera doesn’t feel right in first person games, etc.)
Stability can be bad (it often crashes) and it’s not reliable, at least on my VR headset.
It’s most of the time unusable if you want your PC to remain silent (even with a very expansive one).
It’s definitely not better than VorpX. At best it’s different, but image quality can’t even compare because most beautiful settings don’t even work with UEVR.
And VorpX is so much optimized than it’s a lot better with AAA games on current graphic cards.
I agree UEVR can be a lot better in some minor games with little environments when VorpX has no profile because you can get G3D and image quality is good at short distance.
How do you configure UEVR to get a good image quality and see every details miles around like in VorpX ? Because every person who really tried both around me said me that VorpX has a lot better image quality.
Maybe you don’t know how to configure VorpX, or as I said, you are very sensitive to something most people don’t even notice.
Or maybe there is a compatibility problem with your uncommon VR headset or as you said a limit to PPD somewhere, which doesn’t concern most people and has probably no real effect on most recent games.Did you try the ClarityFX, Sharpness and Texture Enhancements settings ? (VorpX’s Ingame menu page 2) It’s very impressive on my VR headset if properly configured.
Some people use OpenXR toolkit to improve image quality but I didn’t need it.Most people really don’t need this level of details anyway. I’m pretty sure there is no way to reach VorpX’s image quality with UEVR in an AAA game (or I don’t know how to do it, and no one arround me found out).
We probably don’t play the same games. I mostly play AAA games in VR (and anyway most of them aren’t made with Unreal Engine, except Atomic Heart which is an UE4 game and is better in VorpX).
As far as I know, you can always use max settings with VorpX in AAA games with a good enough resolution. It’s impossible with UEVR (either because it doesn’t even work, or because it works but it’s not optimized enough).
As I said, you could not reach such resolutions with most beautiful games (especially with Unreal Engine 4/5 AAA games…)
So It depends on the game, and on your use. Anyway both programs have other pros and cons depending on your expectations.
May 3, 2025 at 5:42pm #221373In reply to: Does VorpX support Half-Width SBS?
realerParticipantvorpX renders both eyes at full size and then scales the result down horizontically. So under normal circumstaces you get half-res SBS images with 2×1 supersampling, i.e. considerably better than rendering directly at half width.
Yeah, my guess is that the scaling gets all messed up because I’m using a device that only supports full SBS (xreal air) so I have to scale the image back and forth. The actual screen resolution is 3840×1080 (1920×1080 per eye), but if I set the game resolution to 3840×1080 the game gets squished, the aspect ratio is all wrong. So I have to set the game resolution to 1920×1080
So I set the game resolution to 1920×1080 -> Vorpx renders a full sbs 3840×1080 pixels (1920×1080 per eye) image -> Vorpx then scales this down to a 1920×1080 half-SBS image -> My nvidia graphics card scales it back up to a full SBS 3840×1080 image. I think. It’s confusing.
Maybe all this scaling back and forth is what results in the degraded image? I can’t think of any other reason why the image is so blurry. It’s been a while since I last used it, but if I remember correctly when I tried geo-11 I got a very blurry image as well before I got help on how to configure it for full-SBS. If you have the time, please consider adding an option to display the full-SBS image as it is first rendered. I understand using Vorpx for stereoscopic 3D is not the intended usage but other than this problem it works very well and is the easiest and most well supported way to get geometric 3D. Such an option could potentially make it work much better with AR glasses. Xreal, viture, rokid, rayneo, and maybe in a year or two some of the bigger players will launch their own products in this segment so it might be an untapped market. Even if it was just as an unsupported experimental feature it would be greatly appreciated.
May 2, 2025 at 6:27pm #221371In reply to: Does VorpX support Half-Width SBS?
realerParticipantYes, that’s the SBS mode vorpX handles.
The way vorpX does it is actually even a bit better than half width SBS normally would be since images are always rendered at full width first and then scaled down to half width when drawing the SBS image, resulting in a 2×1 supersampled image with more preserved detail compared to directly rendering at half width.
So vorpX is actually rendering a full SBS image? Please let us choose to just display that image. Currently, rendering games in 1080p on a 1080p full SBS (3840×1080) monitor results in unreadable text. I need to go to at least 1440p for text to be readable which is very demanding and it sounds unecessary if the image is actually already rendered in full SBS and having to scale it back and forth is what destroys the image quality.
You can use SBS (2:1) + Stretch screen (aspect ratio option) = Normal 3D
Not sure what you mean exactly. My device has a native resolution of 1920×1080 per eye, so the resolution for 3D SBS is 3840×1080. If I set game resolution to this the image gets squished. “Stretch screen (aspect ratio option)” Is this a vorpx setting, I can’t find it. Or is there some other software I can use specifically for the scaling?
Normally I just set the game resolution to 1920×1080 (or 2560×1440 etc) and then vorpx works fine but the image quality is very degraded when I do this, something is messed up with the scaling. Changing nvidia scaling from “GPU” to “Monitor” made it a little bit better but it’s still messed up. I don’t have this issue with geo-11 and full-sbs but in my experience it’s compatible with way fewer games so it only works for a few titles, but the point is I know it’s not supposed to look as degraded as it does and the only reason I can think of is that something is going wrong with the scaling
For example this is how half life 2 looks at 1080p, the text is all messed up. But it’s not just the text or hl2, everything looks way lower res in other games like crysis 3 as well. https://postimg.cc/HrGxjpM7
Apr 29, 2025 at 7:06pm #221361Topic: Higher resolutions?
in forum Technical Support
Cless_AurionParticipantI noticed that the actual render resolution of the HMD when running VorpX isn’t that high now that I’m running a MeganeX 8K… any way to make it higher?
I’m used to play games now at around 5000×5000 to 7000×7000 and VorpX seems to run at like… 2600×2600 I get the impression? So even when I run the game at those high resolutions, the image quality is substantially lower than it should since the panels on the MeganeX are close to 4000×4000 by themselves already.
It is especially noticeable in Desktop mode, or with some specific games that I can run in UEVR at 7000×7000 and get flawless image where pixels are effectively invisible, but on VorpX is somehow greatly diminished by this issue…
-
AuthorSearch Results
-
Search Results
-
Sadly, I’ve noticed that VorpX seems to be somehow locked on to low resolutions arbitrarily, as in, the image it will send the HMD won’t go over XY max fixed resolution (even if the engine of the game is perfectly capable of rendering at like, let’s say 4000×4000 per eye, and the HMD of displaying it).
Reading the forums, for months people have been complaining of this issue, and so have I, and I haven’t gotten a reply from @Ralf yet, sadly.
It seems to affect any high resolution HMD, like some Pimax or all the new crop of 4K per eye mOLED HMDs like the Meganex8K.
When using any high resolution HMD, VorpX seems to force the image to be arbitrarily cut down resolution to around 2.6k (which is less than half the number of pixels some of those HMDs move), making picture quality infuriatingly low for no really good reason. Games that look gorgeous in UEVR for example, will look like shit in VorpX (even when the engine IS rendering the games at the same resolution as UEVR).Due to this, I can’t really recommend VorpX to any newcommer or person upgrading their VR anymore, and will stop doing so until at least this issue is solved. Which is sad for me, since I’ve been gushing to people about VorpX for like almost a decade now.
It really hampers the experience severely (basically, it feels like buying a 4K monitor, but your OS forces games into upscaled 1080p on them for no good reason). At this point, honestly, is almost better to flatout play the games on a flat 2D cinema sized screen instead, and get double the amount of resolution so aliasing doesn’t cut your eyes out of your face, or when possible, just use other software like UEVR.
With all that in mind, I just can’t recommend with a clear conscience to people getting into VR to use a program that forces them arbitrarily to half the resolution of their HMDs.
Hopefully we can get a fix soon :(
I have been trying to get this to work for the gamepass version of Halo MCC for a few days now. I boot up the anti-cheat version of Halo MCC after starting up vorpx and I do not see a notification for saying that it is hooking into the game. When I pull up vorpx desktop, it is showing my game and when I press delete, I do not get any options for 3d settings even when i apply a profile that is made for 3d. I tried both the Oculus app and Virtual desktop as well as changing the runtime settings in the config to both SteamVR and Oculus. I am extremely confused because I have been following every video guide on the planet to the letter and I am getting a very different result
Topic: Higher resolutions?
I noticed that the actual render resolution of the HMD when running VorpX isn’t that high now that I’m running a MeganeX 8K… any way to make it higher?
I’m used to play games now at around 5000×5000 to 7000×7000 and VorpX seems to run at like… 2600×2600 I get the impression? So even when I run the game at those high resolutions, the image quality is substantially lower than it should since the panels on the MeganeX are close to 4000×4000 by themselves already.
It is especially noticeable in Desktop mode, or with some specific games that I can run in UEVR at 7000×7000 and get flawless image where pixels are effectively invisible, but on VorpX is somehow greatly diminished by this issue…
