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Jul 5, 2025 at 3:09pm #221628
Cless_AurionParticipantI just read your extra message!
BTW: Even if for whatever reason your headset target “only” is 3072p, rendering the game at soemtihng higher than that would still give you better image quality since vorpX would take the higher res input and downsample it to the headset target res. Provided vorpX actually gets 5500p in the first place that is.
Somehow… that doesn’t apply either!
BG3 looks better at 2160p, than any higher resolution! Aliasing becomes REALLY intense for some reason.Things like hair for example will become especially intense and oversharpened.
(I checked this with and without any FSR settings, of course)Jul 5, 2025 at 3:07pm #221627
Cless_AurionParticipantThanks again for your time replying. I really appreciate you taking this issue seriously.
Simply sending the res to the headset that you dial in in SteamVR no matter what the actual game res is doesn’t make sense.
Yes, I know. I’m just saying it so I could try and force the resolution manually, instead of having an arbitrarily “double the vertical resolution” setting.
I do that with BigsScreen for example. Even when watching a 1080p movie, or playing some old flat game, I will run native resolution (5500p), even if it is to get the dark environment or the screen borders to have 0 aliasing.Like said above, you have to look elsewhere to pinpoint your issue. There is no such thing as a “2160p wall” in vorpX.
I am aware, that is the tragic part. Unless its something driver or hardware/HMD specific, I can’t pinpoint anywhere else since there are 0 issues elsewhere, its only VorpX failing me (which to be honest, its the magic software that made me go and spend $2k on a new HMD at all) :S
If I had another high resolution HMD over 3000p around, I would test it there, but I only have my VP1 that is 1600p, which won’t do.The issues other people with higher than 3000×3000 per eye HMDs (mostly Pimax users) seem to match closely my experience as well, so I suspect everyone with high resolution HMDs has this issue. As more and more high resolution HMDs come in, this issue seems like it will become more and more prevalent.
A game rendered at 1080p doesn’t look better just because you copy it to a 5500p texture before sending it to the headset obviously.
We agree in that of course. As long as the image is wrapped around your head or, the resolution of your HMD has a higher PPD than the screen in front you with the game, it should make barely any difference.
The problem here is… we are DEFINITELY copying a 4860p game image into a 3000p texture before sending it to the headset.
Not only that, but because I am watching that using the floating VorpX display, now we are rendering what is visible in my FOV of a downscaled 4860p game image at 3000p.
So, we are squishing that 4860p image into around 2000p in front of my eyes. That’s why aliasing is so aggravating.That is also why when I lean in, I can see way more detail that I couldn’t see before
Also, just in case, yes VRAM bumps up as it should as I scale up resolution over 2160p (in fact, BG3 at 4860p is almost maxing out my 24GB of VRAM, which is about double what it consumes at 2160p).Your “2160p wall” sounds suspiciously as if the game actually runs at your monitor’s res although you think it doesn’t.
Indeed, I thought that too, and it might be the root cause of this issue. If I had a lower(or higher) resolution monitor I would try that theory by plugging only that other monitor in, but I sadly can’t.
The best way I could control for that on the tests I already did was:
1. Start VorpX (virtual display gets enabled)
2. Set Virtual display resolution to 4860p.
3. Start SteamVR and disconnect all my 2160p displays so only VorpX’s Virtual display is enabled.
4. Start the game making sure that the only display windows (and the game) detects is VorpX’s 4860p monitor.
5. Change the resolution of the game to 4860p and restart (or make sure the resolution is already at 4860p or any other higher number than 2160p).To deal with such potential issues, either run games windowed or (assuming you already have set up a high enough custom resolution), try setting your desktop res to it before launching the game.
I already did that, of course. In fact, all the tests I ran I did try in windowed mode first. Then after it didn’t work, I started to experiment and tried fullscreen and borderless modes without any success (which kind of makes sense).
If a game actually runs at 5500p, vorpX creates a 5500p headset render target. You wouldn’t even be able to let it create something smaller than that even if you wanted when the image vorpX receives is actally a 5500p image.
I’m 100% sure that is not happening in my computer though. The games and the image VorpX is receiving, are higher than 3000p. This is the core of the issue, which you in your own tests proved that VorpX IS able to pull off (that’s why I said it infuriated me!). Because again, the game window inside VorpX HAS 4860p of detail in it.
-VRAM reading matches 4860p
-Performance matches 4860p
-Visually checking the image by leaning in confirms its 4860p.
And yet… the actual HMD is only rendering at that fixed maxed 2781×3072 resolution, so its absolutely ignoring that headset render target if its being sent. :SMaybe this is a Virtual Display/Windows issue?
I’m going to try to create a virtual display through other means, and use that instead of the VorpX one, I’ll report back once I do so, but I don’t have much faith in it either.In any case, I’m almost convinced that if we don’t solve this here… as the next wave of HMDs come in and we start getting over 3000p resolution, people will start complaining, since right now its only affecting high tier HMDs.
Jul 5, 2025 at 3:01pm #221626
RalfKeymasterI’ll take another look at this on occasion.
BTW: Even if for whatever reason your headset target “only” is 3072p, rendering the game at soemtihng higher than that would still give you better image quality since vorpX would take the higher res input and downsample it to the headset target res. Provided vorpX actually gets 5500p in the first place that is.
Jul 4, 2025 at 2:56pm #221618
Cless_AurionParticipantSorry for the late reply, crazy busy weeks! I’ve been testing thoroughly to give you as much information as possible.
Thanks for taking the time to check on this issue, I really appreciate it!
Damn, it working on your side almost makes it more infuriating.
I’m very hopeful we will be able to figure it out though, it would make my year!For this, I hope FPSVR’s “detect resolution” will work good enough.
Its results seem to match my visual experience accurately (visual and performance wise).>> Might be the game not actually running at the desired res,
Definitely not, made exhaustively sure this isn’t the case.>> might be your headset’s software doing weird stuff or whatever.
This might be a cause for it, its an obscure HMD, but it would be an issue exclusive to VorpX then, since no other game, or even UEVR are affected by it at all.
This HMD has 2 different drivers for the HMD. The official one by the makers of the HMD, which is their custom non-SteamVR non-OpenXR drivers. And another one (the one I use most), that is a written from the ground up custom driver that turns the HMD into a native SteamVR HMD. Testing by alternating both drivers shows no difference in VorpX behavior.I followed your instructions the best I could. Starting slow and steady.
Ridiculously low resolutions (like 720p), seem to make it worse since the HMD will run at that, double 720p. The problems start always when I try to go over 2160p. It just won’t happen.
All games running with no upscaler shenanigans, or AI enhancement of any sort, or supersampling like you asked.
Using only as a monitor, the virtual one VorpX creates running at 8640×4860. (I tested also with my regular 4K monitor, resolutions there won’t go over 2160p, so not much point to it).After playing around, this is the info I can give you:
HMD’s panel resolution per eye: 3552×3840
SteamVR Settings resolution:
3572×3816 (100%) — (Also tried other %, 50% and 200%, with 0 changes to VorpX behavior)
Advanced Supersample Filtering (OFF) (Also tried ON, nothing will change)Not running anything, compositor resolution: 5356×5724 (looks nice and clean)
Running games:
-Baldurs gate 3:1080p = 1809×2000
Aliasing is horrible. If I play the game flat in BigScreen (which keeps the 5356×5724 resolution for the HMD) the game becomes WAY more playable, its just like playing on a low resolution 1080p display, especially most aliasing on text disappears. (No awesome VorpX 3D effects there, of course :( )1440p = 2344×2592
Improvement, but far from ideal2160p = 2781×3072
This seems to be the limit I keep hitting.Every resolution over 2160p (4860p included) = 2781×3072
Worst part about this is, like I said, the game is ACTUALLY rendering at those resolutions, I can easily tell by eye by getting closer to the floating screen and new detail will show up, but also, because the framerates match the performance expected and, in BG3’s case, putting the mouse over the window on the taskbar, will clearly state the resolution to the right of the title of the game.
This applies to all games I tested. Just for the sake of testing, I tried resolutions in windowed, fullscreen with no luck whatsoever.
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TLDR: no matter what resolution the game runs at, the HMD always runs against the 2160p wall. I wish VorpX could just… render at SteamVR’s resolution always or, just not mess around with the HMD’s resolution at all, I’d gladly pay the performance cost. Would that be a possibility?
—
Extra data that might be useful:
-For a render resolution 1:1 sample per panel pixel, resolution should be around 5081×5612 (209%), so definitely we aren’t failing on that side of things, in fact, when I open SteamVR’s menu it is perfectly sharp, since it IS running at the 5356×5724 even when VorpX is running at lower resolutions underneath it (usually 2781×3072)-Also, SteamVR wants to default the HMD to 150% (4372×4672).
Jul 1, 2025 at 12:19pm #221614In reply to: Setup Problems
RalfKeymasterStutter:
Sounds like something might be off with the Link connection. vorpX can be quite demanding, but with your PC most games should work well. If you are sure that Link itself works fine, try to lower some ingame graphics settings. Depending on the method converting a game to stereo 3D costs ~10% (Z3D) to ~50% (G3D) performance. On top of that there is some additional overhead caused by sending the game to the headset.
So even with a 5090 in demanding games you may have to lower some settings to account for the stereo 3d performance impact and to ensure that there is some headroom left for smoothly sending everything to the headset.
Resolution:
You have to set the resolution in the game options or in the vorpX menu for game profiles where vorpX can handle that automatically (vorpX shows a notification on start if that’s the case for your game). To get higher resolutions than your monitor allows, please check the ‘Custom Resolutions’ section in the vorpX help. For ‘FullVR’ mode you typically want a 4:3 res, for cinema/immersive screen 16:10 or 16:9 work best.
General:
To familiarize yourself with how vorpX works you should definitely check the various guides in the vorpX help. At the very least the ‘Essential Hints’ section. That’s time well spent, will answer a lot of questions you may have.
Jun 22, 2025 at 8:17pm #221564
RalfKeymasterThe res is not always twice the game res. That’s a max value to avoid excessive upsampling.
To be extra sure I didn’t misremember anything I just did a little test, mimicking your not exactly common use case: with a game running at 5500p, vorpX under normal circumstances creates a 5500p headset render target, even if the headset (through SteamVR) requests less than that. vorpX is a lot smarter in that respect than you assumed, you don’t have to (and actually shouldn’t) tinker with SteamVR supersampling at all for vorpX.
I can’t really tell what’s wrong with your setup, but you have to look elsewhere to pinpoint the source of your problem. Might be the game not actually running at the desired res, might be your headset’s software doing weird stuff or whatever.
—
Please first check what res your headset actually requests from SteamVR without any supersampling tweaks. Try that or something close to it as your game res.
Then double check whether the game actually runs at that res, ideally without excessive DLSS or similar upscaling tricks. That’s paramount. Nothing else matters if the game itself doesn’t run at the desired res.
Only if things work as intended that way, start with your uber-hi-res experiments.
Jun 22, 2025 at 6:31pm #221563
Cless_AurionParticipantHello Ralf, thank you so much for taking the time to reply from your busy schedule! I really appreciate it.
So, it seems there might be an issue detecting what is the the max height of the image VorpX sends to the headset, since its DEFINITELY short from double the game resolution.
It falls so short, that I see clearly LOTS of aliasing everywhere (even the window border). I will go so far to say, that the image quality is not THAT FAR off my VivePro’s when supersampling… while having literally 6 times more pixels, and rendering about 4 times more pixels.
When I lean into the floating window, I can see all the extra detail I was missing that the game was actually rendering, which suggests the image the game is rendering is way higher resolution than the image the HMD is receiving.(Again, for clarity’s sake, the sweetspot of my HMD should be able to catch around 5500p worth of resolution (45PPD).
Rendering at 4860p, although a high resolution, when on a big screen spanning most of my view, it should still NOT be supersampling, since it fails to get to 1:1)
(As a note, the resolution of the HMD is 3552×3880 per eye)Could it be that Custom Resolutions on vorpX virtual monitor, are not working as they are intended and sending a lower resolution due to the huge numbers?
I’ve gone as far as to literally unplug both my monitors and exclusively use VorpX’s virtual monitor set at the game’s resolution, 4860p, to no avail. (I’ve tried multiple games that use different engines, all have the same exact issue).
For extra info, I’m also using a SteamVR native HMD, so I’m guessing there should be no compositor shenanigans going on… (and just in case tried with the inhouse compositor the HMD also has, which changes nothing).
I’m not even trying to mess with 3D or VR modes yet to remove variables (although I’ve tried with the same issues, in fact, aliasing usually becomes even more glaring and worse when activating them).
I have also tried launching from VorpX Desktop (which also isn’t really usable due to low resolution of the HMD (not the desktop)) with no luck whatsoever.
I did also test older VorpX versions, just in case. No luck either.
I hope this info-dump helps you in some way to figure out the issue. If you need anything else, I will gladly try to help to get this resolved! I really hope the issue isn’t on my side, but with so many HMDs and so many variables… you never know.
I tried with 2 different (similarly spec PCs), since I did upgrade the whole system, but both had this same issue.TLDR:
I tried all that and sadly it doesn’t work :(Maybe there is an issue with detecting what is the the max height of the image VorpX sends to the headset when resolutions per eye are so ridiculously high?
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 :(
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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
