Great. The good thing about the cache is that now you shouldn‘t have to run another scan until Valve updates the game next time.
Not possible for every game with memory scanner support unfortunately, but e.g. all Source Engine (Portal, Half-Life etc.) scanner values are cacheable.
Did you change to a 4:3 res? has to be exactly 4:3 for Portal 2 and other games based on the same engine (e.g. Half-Life 2 or Black Mesa). Viable resolutions would e.g. be 1600×1200, 1920×1440 or 2560×1920.
On a sidenote: Watched your Far Cry video earlier and noticed that you changed the aspect to ‘Letterbox’. While that is highly useful when vorpX can’t handle FOV automatically, it’s not necessary in games where vorpX adjusts the FOV. Whenever a profile supports automatic FOV, vorpX computes an FOV that perfectly fits your headset FOV regardless of settings in the menu.
The only reason to prefer ‘Letterbox’ with automatic FOV handling would be getting a crisper image, which of course can be a good reason too.
Just a guess, but I wouldn’t rule out that in case of Portal 2 that may introduce flicker.
The game is not officially supported. If you want to create a user profile for it and are certain it’s an OpenGL program try to take some other OpenGL profile as a base for a new one (e.g. Quake 1-4, Amnesia, Jedi Knight II). Try more than one if the first one doesn’t do the trick right away. Be aware though that OpenGL G3D support in vorpX is limited to fairly old (fixed function) OpenGL versions.
A much better way to experience (a re-imagined) Half-Life 1 is Black Mesa: Source though, which you can purchase on Steam. Basically Half-Life with way better graphics. For the Steam version of Black Mesa: Source a fully featured DirectVR profile exists.
just play Black Mesa: Source isn’t a solution as I am trying to play a Half-life 1 mod. Is there really no way to get Half-life 1 to work with vorpx? I tried following these instructions and it didn’t work.
Before someone suggests I just play the VR mods made for Half-life 1 let me just stop ya there. I’m looking to play Half-life 1 mods which are not compatible with dr. beef and max vollmer mods.
There was a cloud profile for half-life 1 but it doesn’t seem to be working for me. Any help would be appreciated.
The list is shorter currently than I’d like it to be, will check some more first person games shortly together with adding gestures. Got somewhat shoved to the backseat when I started to experiment with gestures. Same for the related authoring UI.
With the current detection mechanism my guess would be that it should be possible to add the feature to maybe half the G3D first person games. Additional manual authoring based on shaders or buffers is thinkable and would probably be able to catch most of the other half, but would also require more work per game than the current mechanism. So no promises in that respect.
Current games with auto weapon hide:
Aliens: Colonial Marines
Black Mesa Source
Crysis
Fallout 4
Half-Life 2 and episodes
Halo MCC (tested only on the first campaign)
Portal 2
Skyrim SE
Titanfall 2
@ Lawrence: I’m thinking about adding a little hint to the installer that makes purists who don’t consider VR without full motion controls worth it aware of what to expect. Don’t want to waste anyone’s time.
That aside: motion controllers work fairly well as gamepad. They will be set to gamepad mode per default for the release, so no tinkering required to get any key mappings right.
Obviously not as good full native motion controller support, but leagues better than holding a gamepad in front of you when you play standing. Having your hands free just feels more natural and if you want, you even can fake object interaction or aiming with guns, playing ‘air guitar’ so to speak. That can add quite a bit to the immersion.
That works well with any FPS game where vorpX supports 6DOF Tracking btw. I played through large parts of Half-Life 2 that way for example some years ago. All you need is a bit of an inner child left in you, and you forget that you aren’t actually aiming in a blink of an eye.
I recently completed Bioshock 2 Remastered, and overall had a great time. Observations are as follows:
– Played on a i7-8700, 16GB RAM. GTX1070Ti with a Valve Index (90Hz, Motion Smoothing On) while standing. I know my rig is old, but three words spell it out (kid in college).
– Played in Full VR with the only adjustments being the HUD display to see things like Health and Plasmid Levels, and deciding how much of the helmet was in my Feld of View.
– I played Remastered over the vanilla version because vanilla was causing so many game crashes I stopped playing the game. Remastered was much more stable for myself, but the visuals were not as clean as what the vanilla version provided. Remastered had its crashes as well, but far less than vanilla.
– Playing while being inside the helmet was great fun. I could actually lean forward with my head, and it felt like I was able to see more of the environment. This was fun because it made me feel like I was inside of the helmet, and greatly enhanced the immersive aspects of the experience.
– My biggest issues were that: (i) my hands/weapons felt too big, (ii) my default height felt too short (but was adjustable if memory serves), and (iii) the weapons had no collision detection, so they often went ‘into’ objects.
– Direct VR usage was essential, and really helped to stabilize the image, and made looking around in the Bioshock universe so enjoyable.
– There were often graphical issues, like where shadows did quite match with objects, or where background items had a different blackness level compared to nearby objects, but ultimately were non-issues before vorpX was able to put me in the Bioshock universe in a way that I enjoyed.
I played Bioshock 1 on a flatscreen about three years ago, and had a great time. I’ve played the Bioshock-themed workshop level on Half-Life Alyx, and also had a great time. Bioshock 2 Remastered was better because I got to live in the world while experiencing a full campaign with an engaging storyline.
vorpX already provides out-of-the-box automatic FOV setup for Half-Life 2 via the DirectVR memory scanner and more than that. You can actually play the game in (almost)roomscale VR. There isn’t anything useful this update could add.
Half-life 2 is already amazing and runs well with vorpx, but i was thinking we may be able to get more optimization with this update.
https://www.pcgamer.com/valve-quietly-updates-half-life-2-with-increased-fov-ultrawide-support-and-ancient-bug-fixes/
I’m struggling to get VorpX to work on some old games in OpenGL mode. The games are Need for Speed 2 and Need for Speed Porsche Unleashed. These games are so old they can’t be run on modern systems without special patches, and it happens that an OpenGL 1.1 wrapper has been made for both of them:
https://verokster.blogspot.com/2019/11/need-for-speed-ii-second-edition-patch.html
https://verokster.blogspot.com/2019/11/need-for-speed-porsche-unleashed-patch.html

The problem is, I can’t get VorpX to work on them based on any profile. Profiles I’ve tried:
Quake
Quake 2
Quake 3
Half-Life
Hexen II
Doom 3
They’ve usually hooked, but there’s no 3D depth whatsoever in them. Does anyone have advice on what I can try? I’ve read how VorpX has great older OpenGL support, but it seems like nothing can hook.
@NightMare-_-,
Thanks for the tip.
A method that seems to work for me for Half-Life 2 is to start voprX 1st, plug in the headset 2nd, start Steam 3rd, and then start the game 4th.
This is strange in that any other game I’m trying to vorpX, I: start Steam 1st, plug in the headset 2nd, start vorpX 3rd, start Steam VR 4th, and then start the game.
Now I can finally see Half-Life 2 in the HMD. Unfortunately, in Full VR mode the image was shifting too much and I could not see 360 degrees, but doing some ‘Direct VR Scan’ (as hinted by vorpX) solved both of those issues, and now the image is steady and I can look in all directions without feeling like everything is moving with me.
Now to tweak some settings.
Thanks again.
I’m trying to get SiN: Episodes working in VorpX, so I used the Half-Life 2 profile since they both use the Source engine.
This worked pretty well, except some of the decals are very off, they’re either at the wrong depth or only appear in one eye, etc. What’s weird is that they look correct on wooden textures like crates, but are off on metal and concrete textures (in my limited testing). If there any way to fix this besides disabling them entirely?
I tried enabling advanced settings to fix it, but it said I needed to email support to have access to advanced settings for the profile. I emailed support, but didn’t get a reply, but it’s only been a few days. I’m assuming I’ve been denied and they’re not telling me, but maybe it just takes a while. It seems kind of bizarre to me to lock access to fixing profiles behind support anyway.
Anyway, does anyone know of things I can try to fix this (besides disabling decals entirely via the console)?
Hello there!
I’m a newcomer to vorpX, but have managed to get it up and running, and have been able to play Dead Space and Aliens: Colonial Marines (via Steam) so far.
Prior to using vorpX on any game, I always try to play it on a monitor first, before applying an vorpX profile to the game.
When trying this approach for Half-Life 2, trying to use vorpX results in a black screen, although audio works just fine.
I do get a couple of messages from vorpX indicating ‘you may have to exit Steam and restart the game’. I tried this and nothing changed: a black screen with working audio.
The other message was something along the lines of ‘vorpX will initialize the game/start up Steam’.
Deleting the game and re-installing it has done nothing to change the situation, but Dead space and A:CM still work fine.
Does anybody have any tips or advice for the situation I am facing?
Oh definitely, VD is in a difficult position now, anything it comes up with will be copied asap for AirLink. But to be honest, the one thing that impacts my wireless performance the most is the router.
Everywhere online they keep telling you to buy this or that expensive router. I have now tested a number of expensive routers, both ax and ac, and at the end of my testing that one that performs the best is my old trusted TP-Link AC1750 :D No jitters, clear graphics everywhere and smooth motion. None of the other routers were able to offer that, I was surprised that even the most expensive AX routers had crap performance with the Quest 2 :D
Only thing I noticed is that when my wife logged in to Netflix my performancce would suffer for like 10 seconds. So I bought another AC1750 as dedicated access point only for the Quest 2 and now Half-Life Alyx runs smooth like butter on Ultra graphics setttings, turns out having an additional AC1750 dedicated actually improved also the general quality of the graphics and the motion, which I did not see coming because it already looked very good :D Totally recommend the AC1750 if anyone is having performance issues with AirLink, it’s very solid and really plug and play.
I’m having this same Portal 2 headtracking issue; doesn’t happen in Half-Life, or HL: Episode 1 (not sure about Episode 2); whenever I move my head, a subtle swimmy rotation echoes for a moment, then stops.
vorpX scanning & settings have no effect…the behavior remains unchanged.
(This was my first ever Portal 2 session with vorpX, yesterday, 2020-05-20; it directly followed a vorpX update).
Edit:
VorpX version 21.2.0.3
(having an issue with post, re-edit…wanted to add specs)
CPU
AMD Ryzen 7 2700x
GPU
AMD Radeon 5700xt
32GB RAM
HMD
Valve Index HMD
Control
Mouse & Keyboard
SteamVR Beta 1.17.9