When I tried this FOV mod weeks ago, I was able to get my computer to allow it and it worked. Now windows security is saying its a virus and wont let me do anything. I even went into security management settings to add an exclusion for it and it wont even do that. Am I the only one?
In fact I can’t even add the file to VorpX exclusion list as it gives the same error that says:
“Operation did not complete successfully because the file contains a virus or potentially unwanted software”
WTF, this did not happen weeks ago
Hello,
I seen some topics on my search in regards to independent movement of the head vs gun. Some was saying this can only be done in ARMA III. (topics from like 2019)
Is there a tutorial on how this can be done? I saw mentions of like track IR etc.
And what’s the latest on this? I initially tried to play Far Cry 5, which had both head and gun combined. (I though because of imported profile).
Then I tried Crysis 3, with same results.
Is there any workarounds, did anyone manage to get the head and gun move independently, or better even, bind the gun to the hand controllers (I`m using Reverb G2). I found a demo that came with the WMR app, I think it was Halo or something, that had the guns binded to the controller – that was very impressive.
I tried today and the worst thing is Vorpx doesn’t even try, its as if it doesn’t detect a game is launching at all. It like to try to hook the launcher but the game itself? Nah. I even tried copying the Nier profile then starting XIV and pointing the created profile to the running FFXIV process and still nothing. I would try reinstalling Vorpx like the guys in this thread but that shit is a hassle since you have to get a new key each time.
It’s unplayable on a screen, looks amazing in 3D. I really hope one day its playable in full immersive VR, yes alot of the setting would have to be lowered. GTAV has an amazing VR mod as does Alien Isolation, the developer of those mods had to edit the settings and even remove some of the effects seen on a flat screen but they both look amazing. Officially I know Cyber Punk will never get a supported VR mode so here’s hoping Vorpx and other modders keep working on it.
After getting a few more hours to play (I’m in Act II now) I have to say that with some fine tuning, Cyberpunk 2077 is incredible in Vorpx, assuming you have the hardware to crank everything up to the max. I think they wanted to do the game in VR but found that it was just not possible for most people given the fact that you need some pretty amazing hardware.
I really couldn’t imagine playing it any other way… I’ve noticed some bugs, and the game occasionally crashes but it’s 100% worth it. Maybe the best game since Halo CE or GTA V imho.. This is how the game was meant to be played it seems.
Here are some things I did, that may or may not suit your taste:
– significantly zoomed out the image so that I can see all of the hud, did some fine tuning on the zooming/edge peek mode so that you could really just play it in edge peek mode at times
– cranked the 3D in edge peek mode up
– changed the background to black, really helped make the game much more immersive, when in VR view it just looks like limits to my FOV rather than a floating screen
– cranked up the saturation and dialed in a few other settings like that
Kind of amazing the developers didn’t just put a mode like this in the game it’s ridiculous how much better it is than playing it on a monitor, even if this is sort of a sit-down “hyrbid VR” solution. Ralf has single handedly fixed Cyberpunk 2077 and if we ever get a full 3D mode that’s just icing on the cake.
Anyway, hardware specs if you’re curious:
Oculus Quest 2 (HP G2 finally shipped and I hear it’ll be even better)
5900x
3090FE
32GB 3600 RAM
2TB Samsung Pro PCIE 4.0 SSD
Water-cooled CPU + 9 fans
So pretty heavy duty computer, but if you can do it, it’s absolutely amazing. I wouldn’t recommend it any other way.
@dborosev
Reason for that is that I dislike playing certain games as they trigger migraines for me. Typically its low FOV games. Im getting much better over the years, but I can still feel a pressure when I play those game, and some games I would avoid completely.
VR headset is similar “pressure”. I am hoping that I will get used to it eventually, but I doubt I would be able to play long sessions in a headset like I can on my monitor. If there is no Stereo 3D, I am quite certain that I will find my monitor to be more comfortable. It might change in future, but its certainly not something that will factor into my purchasing decision right now.
@ChronicHedgehog
Wait… Twice the power? At 100%, the headset needs 4k resolution per eye. Are you saying that its double that with VorpX on top?
I mean, I can understand that the GPU has to calculate twice, but its only displaying both images @ 4k each instead of 6k each. I guess, CPU usage will spike, as it calculates the geometry twice, but since each eye is half the resolution of overall headset, it should result in a significantly less power needed than a flat out 2x. Any benchmarks out there comparing zbuffer vs G3D?
Hi,
I just bought a G2 VR Headset and am waiting for my 3080 to arrive next week.
I figured I would look into VorpX and how useful it is.
I don’t mind purchasing it if it works, but from what I hear zbuffer isn’t substantially better way to play games compared to normal Monitor. So my questions are just about the G3D games.
1) Is the list of supported Stereo 3D upto date? I am guessing Stereo 3D is Geometry 3D? I am asking because someone posted another list of games that were G3D and had games like Witcher 3 in there, which are not present on the supported Stereo 3D list. And games like Darksiders 3 are on the Stereo 3D, but not listed by that post.
Geometry VR Game List.
2) I know that we can mess around and get some degree of 3D work, but I would rather know more about the games that definitely work which would factor into my decision to purchase.
3) There is a dearth of arcade racing games in VR. I do like the Need for Speed series, and though I haven’t played it for years, I still have bought some of the new ones and I own a racing wheel. Are there any recent NFS games supported with G3D that are not on either list? Are there player profiles that would be considered almost as good as official? Even if I have to play in Third person view instead of indoor view.
4) Is enabling G3D going to cause a significant performance hit? Playing games @ 100% in SteamVR ends up with a resolution of about 4k each eye, which is already very resource intensive. I am hoping that after turning some settings down, I will be able to hit 6k @ 90 FPS in some of the older games (4 years+) with an RTX 3080. Any experiences with a similar setup would be appreciated.
5) Do any DLSS games work well in G3D? Just curious. I guess I am mainly curious about Control. Cyberpunk 2077, I would play on flat screen for now.
I really do like the idea of playing normal games with head tracking in proper Stereo 3D and normal keyboard/mouse controls. Just hoping there is support for enough games I like that I can take the plunge.
Thanks for the help guys.
Yes, that’s what I’m doing currently but everything is slightly smaller in immersive screen at -1 than in full vr mode image zoom 1.0. If you switch between the 2 modes at those settings everything looks about 10% smaller in immersive screen mode and with a slight tilt up or down you can see the screen edge so it’s tantalizingly close to the same world scale at -1 but not quite the same. FOV does probably need to be able to go to around 120 but many games can do that or have hacks/mods to get that wide an FOV. Some way to lock the HUD in space in full vr mode or have a mouselook only full vr option would also solve the issue of the always slightly out of focus HUD elements but I’d imagine just increasing the max limit for screen distance from -1 to maybe -1.5 for immersive mode would be much easier to do though? Even the best HMDs have relatively small sweet spots so having things on the edges of the display you cant turn your head to look at directly becomes a problem leading to eyestrain. Edgepeek is great for many situations and one of the best features of vorpx but having to use it just to read the minimap or dialog clearly every time can get tiresome so I much prefer immersive screen mode. Just wish it went to the same screen size as full vr mode. Thanks!
If you encounter framerate issues after setting the resolution higher, the best you can do is setting it back to the value that worked before. At 1440p the GPU has to push almost 2x the amount of pixels, which might just have been too much.
Also not only the game will get rendered at a higher res, vorpX also raises the resolution that is used for sending the final image to the headset in that case, so you are basically raising two resolutions at the same time. That has an even greater impact on Quest since the Oculus software does some video compression/decompression for Quest.
Thanks, markbradley1982! I’ve made significant progress in more testing tonight. I switched to “borderless window” per your suggestion, and I think things did get a bit more stable after that.
My biggest success, though, was to spend a lot of time tweaking the resolution. I think the 1600 x 1680 narrow resolution I was using was causing problems…or maybe it really was just too high a resolution. After a bunch of testing, I settled on a resolution of 1708 x 1280, and things really started improving. I found that I was able to take my settings to “High” at this resolution so long as I kept DLSS at either “Performance” or “Ultra Performance”.
One thing I did note that was very odd: Whenever I cranked my graphics settings too high and hit a very low framerate (like about 10 fps or so), the low fps got “stuck”. I could not get back to 45 fps without exiting the game and coming back. Even if I lowered the resolution to 1024 x 768 and set all graphic settings to their absolute minimum, I wasn’t able to reach a good fps. After exiting the game and coming back, I was able to crank up the settings again and still have 45 fps. Any thoughts on why things would get “stuck” like this?
Thanks again!
Hi there, just tried playing this game.
Is it normal that I can’t use the controllers and/or open vorpx menus? Has that something to do with dx12?
Also there seems to be graphical glitches, it looks kind of like bad vsync. were two slightly different frames are displayed at the same time. sorry, if this is a confusing describtion, will try to think about how to describe it better.
also in controller setup / oculus touch settings there is a typo. it says right stick axis **X** 2 times instead of X and Y. I saw this while playing titanfall 2, but I assume, it’s the same in every game.
another bug with titanfall, when you disable oculus touch controllers, the gamepad stops working as well. even after the update & a full firmware reset today.
sorry, for throwing everything in here together. I didn’t know I had so much to write before starting.
thanks for your hard work!
A little heads-up for AMD GPU users with frequent crashes: I think I cracked the issue. Seems to be related to some nVidia functions the game uses, which probably do something different when they run on an AMD GPU. Would explain why only AMD is affected. I was able to work around that by hooking into DX12 in a different way.
Played the whole ‘Nomad’ start again on a 5700XT until after the first mission in the city (almost an hour of gameplay) without a single crash, so I guess it’s safe to say all is well using this method. The only downside is that currently I can’t get the scalable HUD working for (yet) unknown reasons. Will give that another shot tomorrow. Would be a relatively small price to pay though, I think.
An update containing the required changes will be released early next week, with some luck even before the weekend, but don’t count on that.
Yes, it technically works setting vorpx to generic 3d display and using VD in SBS mode but at about 1/4 the FPS vs just vorpx from what I’ve tested. I’d love to be able to achieve the scale of full vr mode but with the decoupled mouse vs head movement of immersive screen mode. Going to -1 in screen distance gets close but not quite there. Even extending it to go to -1.5 might be enough to do the trick if that is simpler. I’m not sure if when there are no other visual cues when viewing a 3d stereo projection it matters if the screen is bigger or closer in the virtual space. Wouldn’t you be converging your eyes based on the separation distance of the object you are focused on no matter where the plane of the screen is like looking through a window at something? Anyway, love the immersive screen mode, just wish we could get the game world scale of full vr mode there too. Thanks.
Maybe Try a different Mode in Vorpx menu. I usually prefer to use Immersive Screen mode and the native resolution of my Vive Pro so i get the correct aspect ratio and adjust vorpx zoom so I end up with even black borders around the image.
“I was referring to being able to tolerate lower FPS on those modes, where in full VR, you need to have higher FPS to not puke.”
Fluidsync which is VorpX’s built in reprojection system helps address that pretty effectively.
Also I just got the new VorpX update about the old version corrupting VorpX configs if you used a gamepad. I did briefly use a gamepad with Cyberpunk and even used it to access VorpX overlay menu but I don’t believe I saved any settings though I can’t remember for sure. What are the symptoms of a corrupt VorpX config?
I ending up finding mouse and keyboard more comfortable for Cyberpunk in VorpX and it’s been running fine, so I don’t think my VorpX settings are corrupt. I had Cyberpunk randomly crash on me before, but I fixed that by using a borderless window. Now it’s super stable, performs great, and even looks great.
I still don’t understand why some people say headset resolution is too low on the Vive for virtual screens. 1080p output into the headset (which is in theory more like 480p due to optical magnification) still looks better than 1080p when output to my 70 inch 4k Sharp tv using the TV’s built in scaler such as when I use the Nintendo Switch on my TV with a 1080p supported game like Mario Odyssey.
In comparison 1080p content looks super nice in my Vive without any annoying aliasing. Text is probably the only part that feels like 480p content due to how blurry it looks, but everything else looks fantastic and the perceived resolution looks better than 480p. And headset resolution is only getting better with models like the HP Reverb2.