Hi!
I just got a Quest 2 and bought VORPX to use with FS22; connection was easy but I got a problem.
I’m using last version of VEORPX and the default FS22 profile.
There seems to bee a problem with resolution and/or FOV; the view looks squeezed from the sides: wheels are ovales, squares become rectangles. I used the default set resolution and tried with a custom res of 1832×1920 but it didn’t change.
Also, once inside a vehicle the foreground and background did not move relatively as they should and it is really vomiting!
is it the dum overlay? it’s this vorpx overlay… isn’t IT?! like if you ever needed proof that shameless advertising was indeed shameless. why? why do you make your paying customers look at your logo? i don’t get it… doesn’t seem very LITE, considering how resource intensive VR is in the first place, advertising your already indi software so aggressively at the expense of those who bought it… kinda wack. but it’s whatever… i actually don’t mind advertising, but… forced is kind of… idk man. my pc aint your cow.
is DLSS on pancake, but my card doesn’t even support that, so it doesn’t show up in the options… hmm.. dlssIndex value=”0″ in setting, but quality is set to 5… I’ll set it to 1 and see what happens… not holding my breath.
game doesn’t like overlays, i hear… and I’m always seeing the vorpx overly pop into the VR view (from inside the HMD) for some reason right before i get the eroor.
It surprises me too that VorpX doesn’t have as much recognition as it should, that i can play RDR2 in VR & it looks & performs really good even on my system (5700XT) makes it worth the price without even taking into account all the other games it supports, desktop viewer etc plus the free Cyberpunk mod looks & performs really good for me too, i did have to change some graphics options & choose my own resolution to get them looking & performing as well as they can on my system rather than letting the mod decide & it’s amazing, i like driving around really slow in the Murk Man car as it has the best inside car view imo just taking in the sights, i can get lost in the worlds of RDR2 & Cyberpunk for hours at a time all thanks to VorpX.
Yep, it’s literally a world I can escape to. Thanks to Ralf & Vorpx
It surprises me too that VorpX doesn’t have as much recognition as it should, that i can play RDR2 in VR & it looks & performs really good even on my system (5700XT) makes it worth the price without even taking into account all the other games it supports, desktop viewer etc plus the free Cyberpunk mod looks & performs really good for me too, i did have to change some graphics options & choose my own resolution to get them looking & performing as well as they can on my system rather than letting the mod decide & it’s amazing, i like driving around really slow in the Murk Man car as it has the best inside car view imo just taking in the sights, i can get lost in the worlds of RDR2 & Cyberpunk for hours at a time all thanks to VorpX.
I was reading previously that Elden Ring was not “VorpXeable” because of the Anti-Cheat.
But now, I just find out that the Anti-Cheat can be simply disabled by creating a file called
«steam_appid.txt» in the game’s folder and editing it so it has the text «1245620» inside.
I didn’t bought the game because without VorpX is not so worthy for me, so not sure if anyone can check if this works and of course, that if the Anti-Cheat can be disabled if VorpX/Ralf/Users can do it’s magic to pull full G3D or other awesome results :)
vorpX can change settings for about 200 games, and yes, it creates backups which you can restore. They are also restored all at once when you uninstall vorpX or do a factory reset.
The resolution a game runs with is one of the things covered by auto settings. You basically choose a preset and then vorpX figures out an according resolution and aspect ratio, which may vary based on various factors, e.g. whether you play a game in cinema or FullVr mode.
Why does that require a game restart sometimes? vorpX usually changes the config files of games, but games only apply these changes when they read these config files, which happens on launch. Since some of these config changes (typically FOV and resolution) depend on factors vorpX can only know 100% for sure while a game is running, it’s safer to apply them from ‘inside’ the game instead of taking potentially wrong guesses.
If no restart is required (e.g. when the FOV is adjusted in realtime by the DirectVR memory scanner instead of with an .ini change), then, yes, vorpX is intelligent enough to know that.
Head rotation is usually bound to body rotation. There are exceptions though (e.g. GTA V, RDR 2, Cyberpunk, Arma III). These exceptions are fairly rare though.
Weapons: There is a feature that allows you to do that, but it’s only available for a fairly small number of games currently.
Re-authorization is required when you make significant changes to your PC, that’s not an issue though.
Really nice work ! i love it !
When bigger GPU will be out in the futur, playng this game in full3D with maxed out graphicd and resolution will be a blast for many years !
Driving inside the car and being able to move your head freely is so great for immersion.
But i noticed that external views that could show the player were taken out; same for the bike.
That’s too bad, we don’t see your character often in the game and that’s why i loved a lot to ride on the bike for that reason. Though i saw that if we cycle quickly the view on bike, we could see for a brief instant our character before going fps again.
Is it due to technical constraints for the mod ?
Could classic external view could be added back ?
Thanks for the tips. I’ve now disabled Vorpx’s auto resolution feature and am trying new resolutions with the same aspect ratio of the 1620×1440 you mentioned. The problem I have is that my graphics card seems to be rendering the *visible* image inside what looks like 1/9th of the pixel real estate.
In this example pic (https://i.imgur.com/dJ5muva.jpg), the resolution is set to 1890×1680. But the image visible in the headset is bounded by the yellow HUD – it’s basically the size of the center square in a 3×3 array. So to the best of my understanding,
1) The resolution of what I can see is low (approximately 630×560)
2) The GPU is spending 8/9ths of its power generating pixels I can’t see
Now I admit I have little idea of how VR works – I know you need to generate a little more than what’s visible for overscan and geometry. But this seems like way too much waste.
I’m having trouble with this (Oculus Quest 2, RTX 2080 Super). I’ve been playing in non-VorpX mode in 3440×1440, and everything looks great.
But when I launch it with VorpX, the HUD is too small to read and the response is a little laggy/jittery – I think I need to go to a lower resolution. VorpX says it automatically sets the optimum resolution, but it doesn’t seem to. Inside the VorpX GUI, I changed the auto resolution target several times from “Just OK” (or whatever it’s called) to “Ultra”, but the screen looked exactly the same after rebooting – same image quality, everything the same size, etc.
Someone suggested 1832×1920 as a great resolution for VorpX and the Occulus Quest 2, so I added it to my nVidia settings and changed my fallout.ini file to 1832×1920, but that just made the game tall and thin, with the sides clipped. I tried standard 16:9 resolutions like 1920×1080, but it didn’t look right either. Ironically the best it looked was when it was set to the original 3440×1440.
What might I be doing wrong? Is there a way to see, while inside the game/VorpX, what the resolution Vorp is actually getting? I’m worried that the video card might be sending a 1920×1080 image inside a 3440×1440 frame or some sort of scaling screw up like that. I’ve set the GPU to no scaling, which I think is right, but there are so many dang variables…
I’m trying to use Vorpx to simulate head tracking in star citizen. The first step to this is just getting VorpX working in desktop view mode. Unfortunately, while my framerate will show 60fps, the actual video feed inside the headset is unplayably choppy. What’s even stranger is that regular airlink works smooth as butter and if I click “view desktop” from within my oculus airlink app I can see the same game running very smooth and even play it from within that view. I just cant use vorpx features on it. So why is it that vorpx is unable to achieve the same performance? Is vorpx unable to use oculus’ compression or something?
I’m using Desktop Streamer. Should I be launching the game from my laptop or from inside the HMD using the mouse/pointer? I’m running into issues, usually VorpX wants me to rename d3d9.dll (I think it’s a dll that I installed from DJVoodoo2 which is a requirement)
ArmA also relies on moving a mouse and it’s the one of the most realistic tactical game of the history. Ready or Not it’s the sucessor of Swat 4, the best police tactical game. Probe it and tell me if is not realistic, are exact real police tactics.
In VR the games near of “Ready or Not” are Onward and Virtual WarFighter. Both are tactical and realistic FPS. Maybe Contractor VR but is in the level of Zero Caliber, very good FPS but not tactical and realistic.
Yes but ArmA was released when there was no Virtual Reality, my point is that every FPS today that doesn’t support VR is less realistic that if there was VR support.
Moving a mouse as today is NOT realistic compared to what you have today, where you can replicate a 1:1 model and aim the way it is actually designed.
And yes I can prove it easily, here are examples of new ways of trainings when different police departments understood that VR is closest way to simulate realism>
One thing is to enjoy 2D graphics on what we can both agree is fotometry and how real it looks, but is still a 2d image, and the real police is not shooting with a mouse.
So the real training is to simulate the entire situation in Virtual Alternate Reality that creates it on real scale and only at that point the police can practice and shooting not with a mouse of course.
But of course I would love to have the same quality level on VR, do not get me wrong, my point is that for realism reasons the approace is to allow the player to move inside that simulation the same way as in real life.
Maybe to study a situation without needing the same level of interaction it can be used a 2d Game as ArmA, but if you want to have a real simulation for real movements, then VR is the best choice today.
Ralf – thanks. I sent you a few, we had talked in email, I reached out here to see if any community folks had an idea.
The issue is exactly like you say. If for testing I switch the mode to “Generic 3D Display” I can then of course get the FO76 VorpX menu inside the game etc but not in the actual HMD.
It looks like it hooks ok but the HMD does not show FO76. It does not happen with anything else except FO76 that I can see, I’ve tested other games. I am really sad since VorpX is great and I want to play FO76 (even though it’s a dumpster fire, yeah yeah) in VR.
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