Since its fully 3D, I think of it more like looking through a window into a VR world. I don’t really think of it as a “screen” since it fill my whole FOV, and looks 3D.
Well of course that´s right what you say, especially being “surrounded” by this ambient gamescreen-light is something completely missing with any real world screen and adding lots to the atmosphere, but still “vr games” do first of all mean something like “being inside” a game rather than looking at it onto a 2d-screen (even if it´s inside this virtual world), but that is still how i am playing and enjoying them and for sure VR wasn´t just made to experience games this way mostly.
i already said it many times, but Ralf should be awarded & recognized by the whole game industry for this incredible software.
Not sure about the gaming industry in general, but for sure the VR industry should not only honor Ralf but also be very thankful for him and his software, i mean in my case it saved VR for me! If i wouldn´t have found myself playing on this immersive vr-screen, i´d have dumped VR one month ago coz from all my “vr-disappointments” i wasn´t even interested in HALF-LIFE:ALYX anymore.
So in my opinion vorpX did far more for VR than they expected HL:Alyx to do, let alone that Alyx is getting old anyway, but vorpX not.
Getting back to vorpX´s immersive screen and wishes users here have made public. I think i read a few comments where people wanted to have the option to make the screen even bigger plus more distance options:
First of all i think it would be better not to have too many options, coz i often find myself trying out different ways for way too long and still can´t make up my mind what is finally better for my taste, on the other hand…i would definitely say “YES!” to the option of increasing screen size along with increasing distance. Hopefully this would be something Ralf puts into his mind within the next few updates, but i can also live with it not happening.
I would also love to get this working. The only way I can get it to even begin to run is by loading up the desktop viewer and playing it inside of there.
using vorpx on quest2 when I start the game in the viewer I see a window with inside the game and it is not a real experience in vr, of course I set in the vorpx full vr menu, if I zoom in on the textures, what can I do to solve the problem?
I’m having a similar issue. It launches and starts on my desktop with the vorpX watermark at the bottom but doesn’t display on my screen. Battlefield 4 and Titanfall 2 both work as expected through origin and I’ve disable origin overlay inside of all origin games. Not sure what’s different about BF3.
Hey guys I just got a rift s and it’s been pretty great so far with the already working profiles like journey and abzu. But last night I tried to play at dead of night through vorpX and it hooked through the hook helper but I was getting black glitches with square borders on my monitor and going on inside my headset I never experienced this with my windows mixed reality headset so a fix or any tips would be greatly appreciated to fix this .
Yes, there is depth… it varies depending on the scene (maybe there are some rendering ‘tricks’ used in some scenes to avoid some heavy load on the GPU) but, for instance, on the shot where the 2 robots are approaching from far away, you can clearly see the grass is on the foreground and the robots in the background…
Also, Adam the main robot is often displayed on the foreground…
Again, it’s just a test I’ve made and I decided to share it… I used the profile from ‘Inside’ as a base as it uses Unity too, but if you find a profile that gives better results, feel free to share!;)
It should just work normally. The game has an issue with losing input focus occasionally though when run windowed. Clicking inside the game window should help with that if it happens.
Thank you for the prompt response, I restarted VORPX and HMD, and it worked. (probably just needed your response:) While, I have you here.. Since I’m getting an RTX 3080 this week, I was hoping to check if VORPX supports a custom resolution of 6k? Anything specific to keep in mind?
It should just work normally. The game has an issue with losing input focus occasionally though when run windowed. Clicking inside the game window should help with that if it happens.
While playing the game with vorpX the Mod Organizer .ini redirection doesn’t cause any problem since inside the game vorpX’s .ini changes are also redirected, so everything that needs to be changed is changed in the right (redirected) files.
Reverting changes in the vorpX config app however doesn’t work right with Mod Organizer .ini files since the config app isn’t aware of the redirected paths and thus tries to restore the actual .ini files. Not exactly great design to redirect paths in memory without even considering that there may be other tools that also edit the same files.
OK, figured it now – it runs in 3D on FSO 3.6.12. Here is how to make it work (well at least on my setup :-)) in case someone else will want to give it a try:
Thank you for your post. I’ve just installed your combination and vorpx is hooking and showing “3d things” on FS2.
In my Oculus Quest 2 is also working TrackIR after copy the required dll. This is cool because you can look around the scene as modern space sims
But there are some things a little bit wrong. The HUD is composed of 2 different layers that move in a different way. I’ve tried to use authoring to try to fix this but I get a message saying is not supported for this opengl old version.
Due to this, i’m trying things: switching between full-vr and immersive cinema, changing FOV with -fov flag, zooming in out inside vorpx..
¿Did you get a good configuration settings that made freespace 2 playable?
Hi, I don’t know if you can reproduce this, but I seem to have an issue that popped up at around the same time as the new VorpX updates. Whenever I have VorpX attached to a game and I tab out of it then in again, the ALT key behaves as if it was being held down, preventing access to the VorpX menu and unintentionally activating hotkeys, this is worked around by pressing ALT again once inside the game.
I have a WMR headset. I know DCS automatically uses the SteamVr service to interface with the HMD. I was playing around with vorpX to see if it would work inside DCS and it seems vorpX appears to be able to hook into DCS ok with or without SteamVr enabled so no worries there.
My question is: can vorpX use DCS 3d geometry/z-buffer for stereoscopic rendering or is this not possible? The vorpX “ingame” menu does not allow option to be changed from “None”.
“Your profile database should update automatically, I don’t think you need to do anything, you are always using the current profile.
Yeah, I prefer cinema/immersive modes too for the same reasons. Plus performance.”
But my Z3D settings are still 2.0 (which I personally like) and my custom settings of using immersive screen is still there (which I also like).
Also like Ralf said, in my experience the performance is exactly the same in VR mode vs immersion screen. I only prefer immersive screen because it’s way better for the GUI since you no longer need edgepeek and there is no harm in immersion. It may even be more immersive since it doesn’t require perfect FOV that matches your headset.
I still like full VR mode in other games especially in games where Direct VR scans allow for true positional 6 dof headtracking.
And I am still blown away how well Cyberpunk looks and runs inside the Vive especially compared to how it looks like on base consoles. Ralf is really doing an awesome job with these VorpX updates.
Ralf my left eye is cube shaped and right is shaped like a cylinder, can we have an option to render screen inside a cube for one eye and the other in a cylinder projection? I bet there are more people like me, maybe add a custom shape option.
“Anyone else feelin’ how fitting having the ‘V’ in the sys tray is for this game? Vorpx is the only way to fly. Only way. This is an unreal experience…”
Yes. Also I am amazed that the game looks and performs better on my GTX 1080 + 6700k PC inside the Vive than it does on base game consoles. And the stereoscopic 3D is absolutely unreal. I love it.
Someone here earlier reported GUI glitches when trying the game in VR using VorpX. Personally I prefer using the immersive screen mode with Cyberpunk. It makes the GUI more readable. I haven’t experienced any VorpX caused GUI glitches though. Everything looks fantastic, and I don’t notice any Z3D artifacts during normal play.