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Hello everyone!
I recently upgraded my Oculus Rift CV1 to a Quest 2, used with Link cable for PCVR. I’m trying to fully utilize the 120 Hz refresh rate of the headset as I’m really sensitive to low frame rates (I play Rocket League competitively on an eSports monitor in 240 Hz).
The fact is that I can’t quite reach 120 FPS in game despite using Z3D on default settings. The game I tested deeply so far is Forza Horizon 4: keeping the same exact settings, in the same exact spot I get 185 FPS without VorpX and 105 with VorpX.
All settings are on max except the ones that impact CPU, which are set at minimum (1080p in game res, 3200×1632 on Quest 2). My CPU is a Core i7-9700KF @4.7 GHz, GPU is 3070Ti.
Normally the game is clearly CPU-bound, as my GPU utilization never even reaches 80%. Likewise with VorpX enabled. I read somewhere that VorpX mostly increases the workload of the CPU, so I guess it’s normal to see a performance degradation in a CPU-bound environment like Forza.
My question is, though: is a 43% decrease in FPS normal in Z3D?
I know G3D has to basically produce 2 different images so your framerate is pretty much cut in half compared to VorpX off, but isn’t -43% a lot for Z3D?I also tried decreasing various settings like render resolution in the headset and resolution in game but the performance remains fairly similar when using VorpX (I suppose resolution is mostly a GPU / VRAM thing).
If this is not a normal behavior, my follow up question would be: is the encoding done from my GPU somehow reducing the performance in game?
Theoretically it shouldn’t, as RTX cards have their own dedicated piece of hardware for encoding, but the encoding process (OVRserver_x64.exe) usually eats around 13% of CPU despite this fact, so there might be some kind of setting I can tweak that regards encoding in order to squeeze out those last 10 FPS I need to fully enjoy the game in 120 Hz.In Rocket League I manage to get 120 constant FPS in G3D but the game is not fully stable: despite the graph in game shows no dips from 120 FPS, I get basically the same thing as an FPS drop when my GPU stat goes from “Green” to “Red”. This is why I thought about the encoding problem.
Sorry for the long post, but I searched around and I couldn’t find any precise tests on the matter so I need to go to the source to know more about the various mechanics that lie behind the scenes ;)
The big Witcher 3 4.0 update is releasing today and – as expected – petty much completely breaks the Witcher 3 vorpX profile.
Since despite the game’s age this probably is one of the most interesting game releases this year for many, I have been working on enhancing the profile for a while now with a dedicated vorpX connection mod. Providing additional features like DirectVR (AFR) 3D and a custom camera. There are still a few things to iron out, but as I had hoped the mod works fine with the new update in general, so expect an updated vorpX together with a hugely enhanced Witcher 3 vorpX experience shortly.
Together with this comes a brand new update system specifically for profiles with game specific extra (mod) data, removing the need for full vorpX updates whenever a game update breaks connection mods. That will make handling special profiles like this one a lot easier for both me and you.
The big Witcher 3 4.0 update is releasing today and – as expected – petty much completely breaks the Witcher 3 vorpX profile.
Since despite the game’s age this probably is one of the most interesting game releases this year for many, I have been working on enhancing the profile for a while now with a dedicated vorpX connection mod. Providing additional features like DirectVR (AFR) 3D and a custom camera. There are still a few things to iron out, but as I had hoped the mod works fine with the new update in general, so expect an updated vorpX together with a hugely enhanced Witcher 3 vorpX experience shortly.
Together with this comes a brand new update system specifically for profiles with game specific extra (mod) data, removing the need for full vorpX updates whenever a game update breaks connection mods. That will make handling special profiles like this one a lot easier for both me and you.
https://www.dxx-rebirth.com/ is another Descent 1/2 source port which already has stereoscopic display support, could VorpX leverage that?
The source code is at:
https://github.com/dxx-rebirth/dxx-rebirthBuild instructions:
https://github.com/dxx-rebirth/dxx-rebirth/blob/master/INSTALL.markdownBuild environment on windows:
https://www.msys2.org/Install pre-requisites:
pacman -S gcc pkgconf scons SDL SDL_image SDL_mixer libpng physfsCompile with stereoscopic support:
scons CPPFLAGS=-DDXX_USE_STEREOSCOPIC_RENDERRun with stereoscopic support:
d1x-rebirth.exe -gl_stereoIn this mode, the game will render in a vertical split-screen, if that output is fed into VorpX, it just might work?
vorpX 22.1.0 is finally nearing completion. Time for a little preview that shows its two main new features.
The most important one: user configurable motion controller gestures. Yes, you now can do stuff like aiming down sights, steering a car and more similar to how it would work in native VR titles, just with pretty much any game. The library of available gestures will be expanded over time, very much looking forward to your suggestions. Also many official profiles will get preconfigured gesture sets soon.
The second main feature was mainly introduced since gestures don’t really make much sense without anyone knowing how they actually work. Enter the new start and info environment that is now the first thing you see when you launch a game with vorpX. Pretty useful in general to get important infos better across, but especially important for the gesture system, which automatically creates tutorials for your gesture configs. Doh. Was actually more work overall than the gesture system itself…
Check the video below to see how that all works. I tried to make it as easy as humanly possible, and – if I may say so – believe I wasn’t entirely unseccessful in that respect. ;) It’s really super easy to use. Even if no gestures are preconfigured for a game.
Topic: Unreal 5?
Anyone had any luck getting any of the Unreal 5 engine demo’s to work?
I tried the Ironman Unreal 5 demo with Ghostwire profile, it hooks but no 3D.?
Cheers
PDAny chance for an official fix to the vorpx WOW profile intermittent squished blurry screen bug?
I have been managing decently with a mouse button macro that fullscreens/ windowed mode in 1 press, to clear this bug.
Although there is a workaround to this bug, it can be quite cumbersome at times, especially in group environments, as it will freeze the screen for 2-3 seconds.
People might not have the technical ability or knowhow to create a macro to clear this bug and deem the vorpx wow profile broken and give up playing WOW in vorpx. This would be a shame because the vorpx WOW profile is truly amazing.
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…
Any help appreciated. Cheers.
Topic: Cyberpunk VR Update Thread
This post will always contain the latest version infos and download link.
Latest version available here:
Download
Recent Changes
2025/09/12
A new update is available that adds support for Cyberpunk 2077 2.31 and updates the core components to match the latest vorpX version.
2025/08/23
A new update is available that fixes crashes when changing the display mode and some graphics settings in the game options, which were introduced by the earlier fix for the nVidia 580.88+ issue. Also addresses an annoying non-critical crash when exiting the game that could occur since a while.
2025/08/19
A new update is available that fixes a severe issue caused by nVidia drivers 580.88+.
If you experienced a black screen or crashes after updating your nVidia driver recently, please redownload the mod and reinstall it. That should fix the issue. As a side effect of the according changes the updated version may/should also run a bit smoother under high GPU load.
Older Changes
2025/07/20A new update is available that includes the Cyber Engine Tweaks modding framework for CP2077 2.3. No other changes.
2025/01/26
A new update is available that includes the Cyber Engine Tweaks modding framework for CP2077 2.21. No other changes
2024/12/11
A new update is available.
- Cyber Engine Tweaks modding framework updated for CP2077 2.2.
- HUD shaders fixed for CP2077 2.2.
- vorpX backend updated to latest version. Among general stability and performance improvenments this also finally fixes the ocassionally unavailable motion controller gestures after launching the game.
2024/09/15
A new update is available. Adds compatibility with Cyberpunk 2077 2.13.
2024/03/29
A new update is available. Adds compatibility with Cyberpunk 2077 2.12.
2023/12/21
A new update is available. Adds compatibility with Cyberpunk 2077 2.1.
2023/11/02
An updated version of alpha 9c for CP2077 2.02 is available. Fixes the broken HUD scaling in the last release.
2023/10/27
Version alpha 9c is available. Adds compatibility with Cyberpunk 2077 2.02.
2023/10/05
Version alpha 9b is available. Adds compatibility with Cyberpunk 2077 2.01.
2023/09/27
Version alpha 9a is available, mainly adds compatibility with Cyberpunk 2077 2.0.
2023/07/27
Version alpha 9 is available. This update mainly adds compatibility with Cyberpunk 2077 1.63. In addition to that an issue caused by newer nVidia drivers has been fixed that could lead to automatic game settings changes not being applied.
2022/11/10
Version alpha 8 is available. This update adds compatibility with Cyberpunk 2077 1.61.
2022/09/27
Version alpha 7 is now available. This update adds compatibility with Cyberpunk 2077 1.6 and contains some smaller fixes and improvements.
2022/03/08
A new build with the below changes is available for download.
- Cyber Engine Tweaks modding framework updated to latest version.
- Optional grenade throwing gesture: move your left (or right in left handed mode) hand to your chest and then make a throwing move in the viewing direction. The original gesture still works too.
2022/02/28
An updated installer for the latest Cyberpunk hotfix is now available. Note that the mod itself hasn’t been changed, the installer just includes a new version of the Cyber Engine Tweaks modding framework. Hence you will see a ‘version newer than expected’ warning. The mod works fine despite this warning.
2022/02/19
Version alpha6a is now available. This update adds compatibility with today’s Cyberpunk hotfix update. No other changes.
2022/02/17
Version alpha 6 is now available. This update adds compatibility with Cyberpunk 2077 1.5 and contains various smaller (mostly gesture related) fixes and improvements.
2022/02/12
Version alpha 5 is now available. This is a major update that mainly adds a brand new feature: several common game actions can now be triggered with natural motion controller gestures, adding a whole new level of gameplay. Try it!
Full Changelog:
- Motion controller gestures added.
- Launch environment with help/tutorial screens added.
- Various fixes and improvements.
2022/01/10
Version alpha 4 is now available with the following changes:
- Improved melee/blocking handling.
- Glitches in regard to using cameras while hacking fixed.
- Glitches during scanner vision fixed.
- Aiming down sights tweaks.
- Confusing notification after Z3D/G3D switch fixed.
2022/01/08
Version alpha 3 is now available with the following changes:
- Pitch (look up/down) auto-leveling added. If you prefer to play with unlocked pitch, you can disable this on the DirectVR page of the ingame menu.
- Keyboard shortcut for switching between G3D and Z3D (ALT+K).
2022/01/02
Version alpha 2 is now available with the following changes:
- Aiming down sights reworked. You can now aim with your head while aiming down sights. Controller aiming is still possible too.
- Incompatibility warning for older game versions
- Various smaller fixes and improvements
2021/12/25
The first update is now available, addressing the following issues:
- WMR headsets did not work with OpenXR. Your Reverb G2’s are now back where they belong: at the top.
- The scope wasn’t centered in view while aiming down sights for some pistols and similar weapons, making it difficult to aim while aiming down sights.
- Uninstalling the VR mod could cause the game fail to launch if certain mods were present before installing the VR mod.
Please uninstall any prior version before installing this update. Otherwise you might still experience the uninstall issue mentioned above later.
