The mod tricks away some of the AFR drawbacks, but others can’t be tricked way, no matter what you do. Rendering each eye at a different time will always create situations where the brain is fed with unexpectly misaligned left/right images. How well one is able to stomach that varies from person to person to a degree, but it’s obviously not ideal – especially with fast motion.
With a 1080TI Z3D is probably the better choice.
BTW: If you happen to play seated on your PC instead of standing with motion controllers, you can switch between Z3D and G3D with a hotkey (ALT+K).
I have switched to Z3D but I didn’t get a performance boost oddly enough, but the issue does go away then with the AFR I guess. I play standing with the gamepad, thanks.
The mod tricks away some of the AFR drawbacks, but others can’t be tricked way, no matter what you do. Rendering each eye at a different time will always create situations where the brain is fed with unexpectly misaligned left/right images. How well one is able to stomach that varies to a degree, but it’s obviously not ideal – especially with fast motion.
With a 1080TI Z3D is probably the better choice.
BTW: If you happen to play seated on your PC instead of standing with motion controllers, you can switch between Z3D and G3D with a hotkey (ALT+K).
VorpX reminds me of another company IZ3D both produce third party drivers for somebody else’s hardware and both sets of drivers have to connect to the company server to authorise when you install them.
Now IZ3D started to get into financial difficulties this was no secret its not like the staff turned up to work on day and the office was shut. So no doubt they had a meeting and one of the questions asked would have been “if the company goes under how will our cherished customers install their drivers”, and they thought about it and came up with an answer that answer was lets do nothing, nada, bugger all, not a sausage” we will be out of a job so who cares right…
So that begs the question what have VorpX done so that in the case of bankruptcy customers will still be able to install their drivers?
I’m interested in purchasing VorpX as I’m thinking about finally moving away from my triple 27″ Nvidia 3D Vision monitor setup. I just purchased a Pimax 5K Super in order to take advantage of their awesome trade-in deal for their upcoming 12K model.
I noticed on the VorpX page, it advertises 2 different 3D modes. I’m guessing these are true 3D stereoscopic vision and “fake” 3D (I believe this is often to referred to as z-buffer depth 3D or something like that). If so, how do we know which games are compatible with which 3D modes?
Being a long-time user of 3D / stereoscopic vision gaming, there’s a big difference to me between true and “fake” 3D. I therefore need to know which games are compatible with the true 3D using VorpX.
Furthermode, I’m also wondering about some games. I see VorpX supports rFactor 1 but does it support some other games that are built on a similar engine to rFactor 1 like GT Legends and Race 07 / Race Injection? If not officially supported, can we just use the VorpX rFactor 1 settings/files for those games?
Finally, does VorpX rFactor 1 support true or “fake” 3D? These games all work pretty-much absolutely perfectly with Nvidia’s 3D Vision “out of the box” with no special files nor fixes or any thing like that needed so I know for sure they’re capable of handling true stereoscopic vision.
Just a ‘kudos’ to Ralf for including this feature, which I also use semi-routinely. It’s nice sometimes just to kick back and play on my 3D monitor instead of bothering with the HMD, and there are a number of titles (complex keyboard and mouse titles), where it would be bothersome to play the game on the HMD anyway. It’s great to, with the change of a single setting, switch to using my montior.
So, thanks Ralf. Also, I did notice your “You’re Welcome” message you put in OSD when using that mode. Made me laugh.
Gestures:
Gestures rely on default gamepad/keyboard bindings. Try to reset the game’s input bindings to default in its options menu.
Performance:
Keep in mind that rendering in stereo 3D means twice as much work for your PC since everything has to be rendered twice (once for each eye). With your rig you should be able to get largely stable 80-90FPS at medium settings and a medium to high resolution. That may or may not be good enough for you, depending on how well you can deal with the mod’s default alternate eye rendering geometry 3d approach. With AFR 3D each eye effectively only has half the FPS that the game runs with. In addition the approach comes with inherent comfort issues when you move around since the images for both eyes never are rendered at the same time, which can be fairly unpleasant.
If AFR 3D is not for you, switching to Z3D is your best bet. Less natural/pronounced 3D, but on the other hand no FPS penalty or timing related comfort issues.
OpenRails 1.4
This profile has been made for the OpenRails STARTER KIT 1.4 ! It may not work with older versions https://www.vorpx.com/forums/topic/gun/page/2/#post-173388. Version 1.4 looks way better then older versions. Nice 3D environment, especially when gaining FOV to the max.
Note: Pedestriants may remain 2D like in older versions (not tested, feedback welcome)
– Disallow Menu.exe<br>
– Disallow OpenRails.exe in VorpX<br>
– Gain FOV with mousewheel<br>
– Optimized for cinema modes
– Profile available at the cloud


Equipment Oculus Quest 2
PC Specs — i9-9900K RAM 32.0 GB RTX 3070 windows 10 Pro
I bought Vorpx 3 days ago. I bought it mostly to play fallout 4 as the VR version isn’t enough for me (Mods) but every time I play it – it crashes after about 20 seconds. The crash offers no error, it simply shouts down the game and I’m left looking at my desktop screen. (no error message)
For the past 3 days I’ve been going through this Vorpx forum trouble shooting my problem. So I believe I’ve tried everything that’s available to the public?
I’ve also imported Vorpx cloud profile after doing a full restore believing this would offer a good and basic setup. My GPU is running at between 40% and 60% and the game/vorpx crashes.
On the config menu device selection I’ve tried both Oculus and OpenVR, game/vorpx crashes
I launch the game through Mod Manager 2 using F4SE with no active mods or plugins running, But once I see a cockroach ingame at the settlement the game/vorpx crashes.
I’ve googled the problem, looked on redit also.
Incase it matters? I’m getting steady FPS in the few seconds I get to play, between 30-90 I guess, but the rendering isn’t good. due to image stretch? maybe?
I’m probably missing a heck of a lot of details here but any help would be welcomed. I’ve read people on this forum saying Vorpx is amazing etc. I would love to experience this software as they do!
Again, Any help would be welcomed
I found Train sim to be totally underwhelming with vorpx. Just couldn’t get anything that looked decent as an image, immersive, or to perform at a decent frame rate on my 3090.
Truck sim i play natively in VR, nothing vorpx would ever do would better what they’ve done. The representation of real depth 3D reconstruction, beats out any other driving game in VR (i have them all)
I get that you can’t go online with TruckerMP, but since convoys came along, it scratches that itch.
If you’re looking for a train sim in VR, i totally recommend Derail Valley. Perhaps not a licenced game with official routes, but built from the ground up for VR, high fidelity PC centric, and there’s a mod scene going on to skin stuff and add in multi online.
For unsupported games you basically have two ways of handling FOV:
If the game let‘s you change the FOV, you can raise it, usually the monitor FOV is lower that the FOV required for VR. If there is no such option, the ‚image zoom‘ option in the vorpX menu can serve as a workaround (at the expense of black top/bottom bars). The various options that exist in regard to FOV are explained in greater detail in the vorpX help in the ‚essential hints‘ and ‚1-2-3 game setup‘ guides. The quick and dirty image zoom method doesn‘t take more than a minute.
Head tracking sensitivity for mouse based tracking can be adjusted in the vorpX menu.
You can set any resolution you like, the higher the better. For FullVR mode 4:3 resolution are a good choice. Less demanding games should run well at fairly high resolutions like e.g. 1920×1440, 2560×1920 or even 3200×2400. Check the ‚Custom Resolutions‘ section in the help if your PC doesn‘t have these resolutions.
The menu can be opened with motion controllers by pressing both grip buttons. On Index controllers that means tightening your grip.
Dear Vorpx,
I’ve tried some game(such as Dirt4) which works perfect. But I encountered some problems when I tried playing The Bus and Fernbus simulator. I saw other players playing this without any problem.
When I tried to launch them, the HUD screen showed up then turned off immediately. Also, if I turn on SteamVR in advance, SteamVR will crash saying encountered critical error.
I found the logs like this…
vorpX.log
INF: OpenVRDevice: Initializing device
ERR: OpenVRDevice: Setting the VRInput action manifest failed. Using legacy input.
INF: TrackerOpenVR: Init
vrserver.txt
Remembering SetActionManifestPath call from steam.app.427100: file:///C:/Program%20Files%20%28×86%29/Animation%20Labs/vorpX/Devices/OpenVR/input/vpx_actions.json
Failed to parse action manifest : File was empty
Exception c0000005
While other games which could be successfully launched, showing only
vorpx.log
INF: OpenVRDevice: Initializing device
INF: TrackerOpenVR: Init
vrserver.txt
Remembering SetActionManifestPath call from steam.app.427100: file:///C:/Program%20Files%20%28×86%29/Animation%20Labs/vorpX/Devices/OpenVR/input/vpx_actions.json
Processing message VRMsg_Input_SetActionManifestPath from dirt4 (18308) took 0.0266 seconds
Please help me with this…
And I also sent some e-mails to support@vorpx.com with no answer…
That works somewhat different with vorpX. The SteamVR resolution only affects vorpX’s second rendering step and is determined automatically by the game resolution set in a game’s options menu. So that’s what you want to change for a crisper image.
In some games vorpX can handle resolutions automatically by selecting a quality preset in the vorpX menu. Whenever that’s the case you see an according hint in the top/left corner of the game window as well as in the headset.
If that is not available, you can set any resolution you like manually in the game options. For FullyVR mode most of the time 4:3 resolutions are the best choice to avoid rendering pixels that never show up in the headset, for cinema/immersive screen mode widescreen resolutions are usually best.
You may want to add additional resolutions to your PC that it can not display normally:
Custom Resolutions for the Direct VR Settings Optimizer
Hi
Ich habe nochmal nachgeschaut, im Temp ordner vom Benutzer habe ich die vorpX temp txt datei mal angeschaut und folgende Felder gefunden. Diese Meldungen kam direkt nach dem ich desktop viewer starten wollte und er abstürzt evtl wegen der Auflösung 4k ?
1.
ERR: App: TopCrashHandler: unhandled exception ACCESS_VIOLATION at 0x14
ERR: App: TopCrashHandler: module: ntdll.dll, offset: 0x5B902
ERR: App: TopCrashHandler: unhandled exception end
2.
WRN: D3D11Manager: Sanity warning: immediate context is not hooked
ERR: D3D11Manager: DrawFX exception
3.
WRN: Hook: Source module mismatch (dxgi_QueryInterfaceDevice), expected: C:\Windows\SYSTEM32\dxgi.dll, actual: C:\Windows\SYSTEM32\d3d11.dll
WRN: Hook: Source module mismatch (dxgi_GetParentDevice), expected: C:\Windows\SYSTEM32\dxgi.dll, actual: C:\Windows\SYSTEM32\d3d11.dll
(xinput:)
INF: HookBase: Installing first frame hooks single-threaded
INF: XInputBase: Checking loaded XInput versions.
INF: XInputBase: No XInput version loaded, hooking delayed.
// Komplett:
INF: DirectModeManager: headset render target size reduced (unecessarily large): 3983×3888 > 3147×3072
INF: DirectModeManager: headset render target size final: 3147×3072
ERR: App: TopCrashHandler: unhandled exception ACCESS_VIOLATION at 0x14
ERR: App: TopCrashHandler: module: ntdll.dll, offset: 0x5B902
ERR: App: TopCrashHandler: unhandled exception end
INF: D3D11Manager: Releasing
INF: UIRendererDX11: Released
INF: D3D11Manager: Released
WRN: D3D11Manager: Sanity warning: immediate context is not hooked
INF: D3D11Manager: Initializing device (frame: 171)
INF: Display Adapter Description: NVIDIA GeForce RTX 3090
INF: Nvidia Driver Version: 51215, r512_08
INF: Available GPU Memory: 3072MB
INF: D3D11Manager: Buffer Resolution: 3840×2160, Format: DXGI_FORMAT_B8G8R8A8_UNORM, MSAA: false
INF: UpdateScreenSettings: res: 3840×2160, fullscreen: false
INF: D3D11BufferGrabber initialized. Grab mode: 1, Sync mode: 2
INF: D3D11ShaderManager: shaders created
INF: D3D11GameRenderer: Initialized
INF: UIRendererDX11: Initialized
INF: D3D11Manager: Releasing
INF: UIRendererDX11: Released
ERR: D3D11Manager: DrawFX exception
INF: vorpControl: Exiting process life thread: vorpDesktop.exe, 1024864
Ob DIRECT X evtl mein Problem mit den sekunden Ruckler der Maus und Headtracking verursacht ?
Bräuchte mal da eine Erklärung :)
Grüße
Cheers for this, just got it as it was on sale, changed some settings to get it how i like it, looks and plays really good, my settings below, i play using a Rift S and xbox controller, with a 6700xt.
Resolution set to 2560 x 1400 (for some strange reason i have to set my desktop display to 2560 x 1400 for the game to play in that resolution, without doing that the game only gives me a choice of 3 resolutions all of which look crap in the headset, never had to do that in any other game, weird)
Image zoom – 0.78
Under the “more stereo 3d settings” i put “main eye” to Right and “3d fov enhancement” to 0.50
Head tracking sensitivity to 0.55
Clarity (fidelity fx) – Full
Sharpen amount – 2.00
Texture detail enhancement – 2.00
G3D shadow treatment – Auto
Override xbox gamepad – Partial (have to use middle mouse button for edgepeek as clicking the right analogue stick does nothing, pad works for everything else)
Really cool game in VR.
For vorpx only I’d recommend reverb. I have index and quest and its really hard to chose between resolution and quality – no matter what GPU you have quest even set on top quality with a cable will have the feel of compressed video – here and there there will be compression artifacts hidden in dark corners, some textures smeared into single color, overall image quality being a bit blurry even with sharpening.
This especially matets if you try to play a heavy modern game using Z3d and compression eats small objects like rain or pixel thin bullets or whatever too.
I do enjoy higher resolution of quest and compression isnt game breaking, but if index screens had quest resolution I wouldnt even think twice, but even with inferior pixels I chose index for number of games just to get sharper image and better 3d feel.
Oh and more juice you try to squeeze out of quest more chances image quality will degrade even further, like if you set supersampling to best it can do and 120hz you wont just get a bit of stuttering in games, compression artifacts will become worse too.
Considering HP device has higher resolution than index and you plan to only use vorpx I’d say there is no reason to chose quest apart from price or potential to play wireless.