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AuthorSearch Results
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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…
Apr 21, 2025 at 10:13pm #221336In reply to: 3rd Person VR
BoblekoboldParticipantImmersive screen is a display mode easy to use. You don’t really have to configure anything.
But if you want advanced advices, I like to wrap the “screen” around me, like a giant hemispherical Imax theater (with 3D and headtracking).
In order to do that :
– raise game FOV if you can (at least 120)
– activate vertical curvature
– choose a close distance (depending on the FOV and resolution)
– curve the screen (1.3 to 1.5 depending on the FOV)
– of course use Clarity FX, Sharpness, Texture Enhancement, adjust gamma, etc.You should use a very high resolution (2880 to 3840p) if you use a close distance.
1440p can be good enough otherwise (even 1080p in some very sharp games like Batman Arkham Knight can already be good).A high FOV allow more curvature.
I usually use a 4:3 resolution because I play with a Reverb G2 but the ratio should fit your display in my opinion (at least if you can raise FOV enough). Some people will disagree (It depends if you want to turn your head or not, if the camera is fully locked or if you can use headtracking, and if you prefer to turn your head only horizontally, but I personnaly prefer to be able to look in every direction so I usually don’t have any reason to use a widescreen ratio in a 4:3 / 5:4 VR headset). You are free to configure it as you like. If you use widescreen + high FOV, you also get a very high horizontal field of view.
The way I configure it, it’s very close to full VR.
You can use edgepeek to unzoom like in full VR.
Immersive screen is great with first person games when the camera is partially locked or when you need to see the HUD very often. It can also be good if you can’t edit game FOV, or to watch cutscenes.
It’s the simpler way to play to 3rd person games (but you may prefer to disable headtracking with these games).
It’s usually clearer/sharper than full VR if you play in low resolution to recent games.
If you want to play in full VR (like native) to third person games, you’ll need a first person mod most of the time (except if a DirectVR profile allow it, I don’t know).
Apart from that it will be the same thing as first person games.
You’ll have to deal with the FOV too (most VR headset requires 105 to 120 horizontal FOV to feel natural).I usually prefer to play TPS in 3rd person view so I use immersive screen (or sometimes edgepeek to temporarily unzoom if the game is a mix between first and third person).
Apr 18, 2025 at 10:49am #221308In reply to: 3D TV setup Troubleshooting
mfrisinaParticipantThis is unfortunate, I’m having the exact same issues right now. I was really hoping to play Portal 2 with my 3D projector. Did you ever figure this out? If there’s any way to troubleshoot or potentially solve this issue, I’m all for it. The only other game I really wanted to try was the witcher 3, and while VorpX at least attached itself to Portal 2, albeit with that black screen, it doesn’t even manage to get that far in the witcher 3. I’m just not sure what I’m doing wrong, but it’s been a pretty dissappointing experience so far. Hoping there are solutions…
Apr 9, 2025 at 6:42pm #221284Topic: ShadPS4
in forum General vorpX Discussion
nedParticipantBeen trying to get vorpx to attach to this emulator so I can try Bloodborne. Tried hook helper, admin, alternative method, beta version of vorpx, but no luck. Is it even possible?
Apr 2, 2025 at 3:55am #221261Topic: Vorpx not even trying to hook into certain games.
in forum Technical Support
tjonbrown1ParticipantHello I’ve been a vorpx user for years now and I have played many games with it but it has been awhile and I am trying to get certain games I used to play to work with it but when I start the game there is no attaching message or even a hook helper message. It is like vorpx ignores certain games all together. I have tested with some other games and it attaches as usual.
virtuayayParticipanthey
tried this game again to see if new vorpx versions helped or if a new profile is available
still not getting it to work quite right
the fov changer tool is no longer hosted to download anywhere i can find, the old links are gone now, do you still know anywhere to get it?
i have my cfg set to use a high resolution and i write protected the cfg file, but when i launch the game in vorpx it always just uses my desktop resolution, even if i have vorpx virtual monitor on and manually add the resolution. still cant get vorpx desktop view to work at all.
does the fov tool fix that problem or is that something else going wrong?
also if i dont write protect my cfg then when i launch in vorpx like 9/10ths of the game geometry is blacked out
so i understand how you use headtracking support, do you mean that headtracking looks around independently of your weapon aim, so like you can shoot one direction and look another? what i get is a 1:1 screen locked to my HMD panel and it just follows the direction i turn, so the only thing that changes where im looking is if i move my mouse to aim. is that how it’s supposed to work?
thanks for your profiles on vorpx
Mar 15, 2025 at 11:12pm #221234Topic: ESO – headset goes blank BEFORE splashes
in forum Technical Support
jjgnospamParticipantIf I run Elder Scrolls Online with vorpx it gets as far as “next up” in steamvr then the headset goes black (before any splash screens) and it stays off after shutting down ESO. I have to reset steamvr to get the headset working again. I loaded the cloud profile with <vorpx>. Fallout 4 and Oblivion work fine. Since the headset is blank I can’t bring up the DEL console to change anything or do any scans. I can’t even be sure it’s hooking. Game is running in window. I’ve seen the old problem on the forums where it blanked after splash screens. This is not it, and without the DEL console I can’t switch it off just for the splashes.
Mar 1, 2025 at 2:02pm #221187Topic: 72 fps limit of Quest 3B
in forum Technical Support
OgrescarParticipantI got a Quest 3B to replace my broken Quest 2 only to discover that the 120 fps switch has been removed for said device. According to Meta, it is now up to the game to inform the headset that it wishes to operate at a higher fps, which I guess would mean that Vorpx would have to request it.
In any event I’m wondering if there are any workarounds because the difference is obvious. I fired up Virtual Desktop and it is also limited to 72 fps so there probably isn’t a way around it, but it annoys me that the newer device is less functional than the old one. I’m going to try and superglue the Quest 2 back together in the meanwhile.Feb 16, 2025 at 10:41pm #221157In reply to: Cyberpunk VR Update Thread
mr.uuParticipantReally amazing how good Cyberpunk 2077 looks in VR with this free(!) mod.
I have a 3090/5800x3d/Pimax Crystal and if i check with fpsvr my CPU is limited to below 50fps? So my CPU seems to be the bottleneck? Also i get the stutters when turning with the controllers, just read that i have to check the fps ingame with ctr-F and watch the second number – will do that tomorrow.
Question: does an upgrade to a faster CPU like a 9800x3d eliminate the CPU bottleneck?
What CPU Performance do you guys with a faster CPU like an 7800x3d have? I do want to stick with my am4 platform as long as possible, but if this game forces me to upgrade…BTW., i have the vorpx quality settings at max, ingame most at med/high, no rt, dlss4 performance. Vorpx framerate cap at 50% and headset at 90Hz. Somehow the ingame aspect ratio is 16/9, so many pixel wasted. Should i set the i game resolution to a 4:3 one?
I really want that CPU limit gone and a smooth controller turning! Should i try to run via OpenXR and use Pimax eyetracking with quadview rendering to gain a few fps? Does it even work with vorpX DirectVR?
So much tinkering possible…but the result is breathtaking! Thank you Ralf!
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AuthorSearch Results
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Search Results
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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…
Topic: ShadPS4
Been trying to get vorpx to attach to this emulator so I can try Bloodborne. Tried hook helper, admin, alternative method, beta version of vorpx, but no luck. Is it even possible?
Hello I’ve been a vorpx user for years now and I have played many games with it but it has been awhile and I am trying to get certain games I used to play to work with it but when I start the game there is no attaching message or even a hook helper message. It is like vorpx ignores certain games all together. I have tested with some other games and it attaches as usual.
If I run Elder Scrolls Online with vorpx it gets as far as “next up” in steamvr then the headset goes black (before any splash screens) and it stays off after shutting down ESO. I have to reset steamvr to get the headset working again. I loaded the cloud profile with <vorpx>. Fallout 4 and Oblivion work fine. Since the headset is blank I can’t bring up the DEL console to change anything or do any scans. I can’t even be sure it’s hooking. Game is running in window. I’ve seen the old problem on the forums where it blanked after splash screens. This is not it, and without the DEL console I can’t switch it off just for the splashes.
Topic: 72 fps limit of Quest 3B
I got a Quest 3B to replace my broken Quest 2 only to discover that the 120 fps switch has been removed for said device. According to Meta, it is now up to the game to inform the headset that it wishes to operate at a higher fps, which I guess would mean that Vorpx would have to request it.
In any event I’m wondering if there are any workarounds because the difference is obvious. I fired up Virtual Desktop and it is also limited to 72 fps so there probably isn’t a way around it, but it annoys me that the newer device is less functional than the old one. I’m going to try and superglue the Quest 2 back together in the meanwhile.
