I would recommend a separate Win 10 disk with a power switch so you don’t have to leave your Win 7 behind, and Win 10 won’t be able to interfere with boot partitions etc. Then you just switch and choose OS in Bios.
Search for SISUN PW4101 on Amazon. That’s what I use. And Win 10 keys can found cheaply.
Win 10 does have some great performance improvements for VR especially with newer cards.
Currently dgvoodoo on Win 10 seems to work great. Just tested Gothic 2!
Hello, i would like to point to 2 game engines, each with quite a few games in its list, not yet supported by vorpX as it seems.
– RenderWare
– Vision
If we had a Vision profile, we could beat for example: Gothic 4, Grotesque Tactics, Orcs must Die, Helldorado ect.
With RenderWare i am not very much shure how many titles are DX9 though.
Gothic/Gothic II work fairly well with the dgVoodoo renderer.
The problem with user made mods is that their creators fairly often break/change things, which in turn can easily break vorpX profiles. Maintining a profile for a mod of a 15 year old game that not too many people are interested in anymore is just not feasible, sorry.
dgVoodoo is a bit special in this regard since it provides access to multiple games, which justifies investing a bit of time. However, please still understand the dgVoodoo profile as a little bonus for those interested in trying some old games. That’s what it is, nothing more.
You mentioned Gothic 2. There is now a DX11 renderer available for it. maybe that would make a profile easier?
https://forum.worldofplayers.de/forum/threads/1456102-D3D11-Renderer-f%C3%BCr-Gothic-2-%28alpha%29-18
and more info:
https://steamcommunity.com/sharedfiles/filedetails/?id=636014226
As I go through my games library looking for vorpx candidates, it’s sad to have to pass on the dx7/8 ones, so it’s great news that some of them might work. Thanks for taking the time to look at them.
Semi good news for you: having a few hours to burn I fumbled around with dgVoodoo2 and the latest vorpX dev build a bit more last week and was able to get two games working with 3D: Gothic and Gothic 2 (both DX 7 I think). However, still no 3D in most other cases, namely the actual Glide games I tried.
Please understand that this can’t be a priority. While experimenting with very old games is a lot of fun, it’s not what the majority of users expects from vorpX, so I can only spend time on something like that every now and then in my spare time.
With the next vorpX version the dgVoodoo2 profile will be included semi-oficially, so you can use it as a base for custom profiles. Don’t expect too much though. Judging from my tests last week you will get 3D only in a few cases, most dgVoodoo2 games will display in 2D though.
Oh my goodness, i just found a profile in the cloud that really workes in G3D !
And guess what, is uses the Gothic 3 Profile. I gave the profile some more depth and changed it into Full VR Mode. Nice 3rd person view now with a huge zoom range. Increase 3D FOV enhancement for an even larger overwiev. (just in case someone is looking for Hellgate London for PC in VR .
The cloud is a REAL good thing !
VorpX

The Gothic developers use their own in-house engine. Not sure whether there is a name for it.
Yes is did, but somehow i came to the conclusion Ageia was a software instead of a company. So we better forget about this posting ;-)
Though i still wonder what engine Gothic 3 is running with.
Hello guys,
I recently got confused with the following circumstance:
The Game Infernal uses AGEIA techniques (i was guessing thats the game engine).
A few other games use this like Mass Effect, Gothic 3. But Mass Effect is using Unreal 3 engine and Gothic 3 definately not, wiki says Gothic 3 is using “AGEIA”.
Infernal using AGEIA too.
VorpX has Mass Effect, Gothic 3 supported, but trying these profiles (among others) didnt provide G3D. (only very distorted).
Now i am quite confused if AGEIA is a game engine at all and (if i would just hold that “power to the people” tool in my hands) what Gothic 3 has to do with Mass Effect.
And, what game engine if not AGEIA has Gothic 3 ?
can anyone help ?
Summary: E.Y.E Divine Cybermancy works really great out the box if you run on HL2 profile as it’s a source engine game. Being a quiky euro-Deus Ex like game, it very atmospheric with large gothic architecture and entrancing visual design.
Direct VR works for rotation but not FOV and Positional (fails on those two).
I felt camera height needed adjustment up slightly and FOV, of course must be manually adjusted. I my testing so far, very little in effect glitches.
I meant to just test it but ended playing for two hours and I haven’t even finished optimizing it. Once I’m done, I’ll upload the profile for easy of use.
PROVISIONAL Rating: Excellent (Highest being PERFECT) – Martin
2. Bioshock 2
I’m puzzled. On my machine (Win10) the DirectVR hack of “Bioshock 2” crashed every 10 minutes, it was unplayable. I had to play it in normal Vorpx mode. I found the gameplay very annoying, repetitive and pointless. It was a struggle to finish the game.
“Bioshock 3” works well in DirectVR, but has some issues with shadows, lighting and in-game videos not showing. You will miss some facets of the story without even noticing.
My personal list:
Since I’ve never expected a true, native VR experience from VorpX, I mostly enjoyed the 3D cinema mode. I still have to reset my headset way below my normal head position, because Ralf doesn’t seem to be able to deal with or even acknowledge this bug, but whatever: It works. No longer neck stiffness from looking above all the time.
That said I had lots of fun in “Dragon Age 1”, “Dragon Age 2”, “Dragon Age: Inquisition”, “Resident Evil Revelations”, “Gothic 3”, “The Witcher 3”, “Brothers: A Tale of Two Sons”, “Bioshock 1”.
I found a work-around for this background / skybox issue.
You can increase the viewing distance of the high poly detail renderer in the INI file.
In the game folder (“Gothic 3”) there is a folder for the INI files (“Ini”). Make a backup of the “ge3.INI” file. Open it and look for these lines and change them to look like this:
DistanceHigh.fFarClippingPlane_High=50000.0
DistanceHigh.fFarClippingPlane_Medium=10000.0
DistanceHigh.fFarClippingPlane_Low=6000.0
These settings manage the option slider values. 50000 is the maximum value. So if you now choose the high option for the high poly quality slider in the in game settings menu, the view distance of the stereoscopic properly rendered world will increase drastically. You can even turn off the low detail renderer completely.
Outdoors the performance framerate hit is about 20%. My 1080, i6700K struggle to keep 45 fps in some areas. But to me it’s totally worth it. It’s not only more beautiful, but I don’t get lost that much anymore and have a much better feeling of being in the world.
“Gothic 3” really is a gem. To me it looks better than “Skyrim”. It has brilliant lighting (very artistic use of light and shadow) and an awesome streaming engine, that makes loading screens obsolete.
The only problem is the single thread code (they had to disable the multi-threading in a patch because it wasn’t thread-safe). That means its performance is heavily CPU bound and it will stutter a lot; especially when you enter a new zone and the engine has to stream new data.
So beware! If you are prone to motion sickness, there will be many occasions of very heavy stuttering that will make you sick.
I personally have no problem with it and enjoy the fantastically designed open world of “Gothic 3” in full 3D.
The background/skybox in Gothic III isn’t rendered correctly when using Geometry 3D currently. So far there is no way to detect when it is rendered, which makes it impossible to treat it differently than the rest of the scene, which would be necessary to fix this glitch.
I would suggest to play this game with Z-Buffer 3D anyway due to performance reasons, at least outside. In interiors/dungeons Geometry 3D should work largely fine IIRC.
Hi,
first off, big thanks to Ralf for the great work so far. Now for my problem: I am using DK2 and in Gothic 3 (community patch version) for all elements of the landscape that are far away (on the horizon) stereosopic 3d is way off. I see everything double. In the foreground it is fine. It happens only in geometry mode. Lowering separation in the vorpx settings brings the two backgrounds closer together, but they only fully merge when the value is 0, i.e. when there is no 3d at all. Also, changing the value of the camera height raises or lowers the background extremely. I tried a lot of things, including changing the settings of the game itself, but nothing helped. Is this a known issue? Is there a fix for this? Any help would be great.