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AuthorSearch Results
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Mar 7, 2026 at 11:15pm #222920
Maximus0079ParticipantHi Ralph,
I’m using vorpX with a Bigscreen Beyond while lying down and staying perfectly still. This is part of a medical protocol — I’m treating post-traumatic stress from a polytraumatized eye and maintaining bifocal fusion through VR. The immersive environment allows me to enter self-hypnosis, which is essential for my therapy.
The burn-in protection kicks in after a few seconds of immobility and stops frame submission, which breaks the immersion and makes the therapeutic process impossible. I cannot move my head — that defeats the entire purpose.
Could you please provide a way to disable the burn-in protection? A config toggle, a hidden setting, a command-line flag — anything would work.
I want to be transparent: I’ve spent considerable time trying to work around this on my end, without success. Here’s what I’ve tried through a proxy DLL replacing vpenvr_api.dll:
Hooked IVRSystem::GetTrackedDeviceActivityLevel (vtable slot 15), force-returning UserInteraction
→ 0 calls observed across entire sessions, despite correct hook installation with readback verificationInjected pose jitter via IVRCompositor::WaitGetPoses and IVRInput::GetPoseRelativeToNow/GetPoseForNextFrame (up to ±50mm / ±5°)
→ no effectAsync thread writing Block B of vpx_vorpxinterprocess shared memory at 70Hz during Submit gaps
→ no effectHooked LoadLibraryA/W/ExA/ExW to intercept any separate loading of openvr_api.dll
→ 0 redirections, not used
Binary analysis: no “idle”/”burn-in” strings found, GetTrackedDeviceActivityLevel string absent from the injected DLL, vorpControl.exe contains zero OpenVR strings
None of the OpenVR API channels are involved in the idle detection — I’ve eliminated every one systematically. The mechanism appears to be entirely internal to the injected DLL.I completely understand the rationale behind burn-in protection for OLED panels. But in my case, the content is never truly static (game scenes have ambient animation), and my medical need for complete immobility overrides the display concern.
Would it be possible to add a toggle to disable this feature, or could you point me in the right direction?
Thank you for your time and for an otherwise excellent piece of software.
Best regards
Dec 27, 2025 at 5:33pm #222624In reply to: Game can’t handle ultrawide
BoblekoboldParticipantI am not sure if a resolution higher that the headset resolution will have any benefit.
It greatly improves image quality in most games when you play in Full VR or when you zoom enough in Immersive Screen. I usually play at 3840p (5120×3840) without DLSS, FSR, etc if I can. But I have an RTX4090 so I can do it with most games (with max settings).
2880p is enough with a lot of games (especially old ones and ones with G3D). With the G2, you can achieve very impressive results, especially in large outdoors environments. Sometimes I use FSR with max quality if the game is too demanding (Frontier Of Pandora, etc.) but with very high resolution to compensate as much as possible. There may be other way to improve image quality, but it’s a very simple and effective way. Most games (at least the most recent ones) are much more accurate at long range with very high resolution.
But for you, if you don’t zoom at all, it’s probably not useful. 2160p should already be great.
Anyway, It’s surprising than you can’t tilt the Immersive Screen. It never happened to me. I think Cinema and Immersive Screen don’t tilt in the same direction (I don’t use Cinema mode anymore). I usually tilt down because of the way I wear the G2 (with a BoboVR M2 strap, so it doesn’t touch my face/forehead at all).
Dec 5, 2025 at 8:08pm #222495In reply to: Kingdom Come Deliverance 2 (KDC2) et Meta Quest 3
BoblekoboldParticipantJe compte le faire en VorpX mais je n’ai pas encore essayé. J’avais testé le premier et il fonctionnait bien (avec la v24.1). Par contre il faut sans doute une bonne carte, surtout avec un Quest 3 qui n’est pas le top en terme d’optimisation. Perso j’ai une RTX4090 et j’avais installé un mod de LOD qui boostait les graphismes à fond en affichant tout sur une distance infinie. C’était impressionnant mais ça tuait les performances (sans ça il tournait nickel en 3840p).
Est-ce que tu as de la marge pour te permettre de lancer le jeu en VR ? Que ce soit en VRAM ou même déjà au niveau du framerate ? Sachant qu’en full VR on joue souvent en 2160p à 3840p pour un bon rendu. Essaye de le lancer dans une basse résolution genre 1080p en mode cinéma pour commencer. Evite le DLSS, au moins au début (jamais vu l’intérêt en VR, en tout cas avec un G2, mais j’utilise parfois le FSR en qualité max quand je suis obligé). Les autres options ne causent généralement pas de problèmes du moment que tu as la puissance requise. Assures-toi que tu hook bien. Ensuite, vérifie que tu as bien la 3D. Et enfin règle la résolution (4:3 – 2880×2160 minimum pour le full VR), le FOV (112° environ mais tu peux mettre plus si tu supportes les distorsions), le Zoom en dernier (puis la vitesse de headtracking au besoin), le ClarityFX (pour améliorer l’image), Sharpness (pareil), etc.
Tu as choisis quel profil ? J’imagine qu’il faut utiliser celui du premier jeu, mais que tu dois l’attacher manuellement (sauf s’il y a un profil sur le Cloud). Vérifie dans l’écran d’acceuil que le profil a hooké. Il y a des méthodes de hook alternatives, la possibilité de mettre un hook helper. Parfois ça aide de créer un raccourci direct (clic droit sur VorpX puis tu choisis l’executable du jeu et il apparaitra sur le bureau) plutôt que de lancer VorpX puis le jeu.
La G3D ne va pas fonctionner comme sur le premier parce que la suite est en DX12 mais la Z3D devrait marcher (sauf si la dernière version de VorpX a cassé quelque chose comme suggéré dans un autre topic, mais dans ce cas ce sera sûrement réglé à un moment ou à un autre).Il y a plusieurs vidéos sur youtube qui indiquent que ça marche bien, avec des conseils (mais il faut lire les commentaires en dessous car tous les conseils ne sont pas optimaux du fait que le youtuber faisait ses premiers pas avec VorpX donc il a fait quelques erreurs).
Généralement je joue en 4:3 personnellement. Tu utilises le moniteur virtuel ? (Vorpx Destkop Viewer)
Commence déjà par hooker normalement avec la résolution de ton écran, sans moniteur virtuel, et lorsque ça marchera tu essayeras de régler la bonne résolution (de préférence une très haute résolution 4:3).Quand ça ne marche pas, il faut faire simple et y aller progressivement. L’important, c’est de hooker (en tout cas si tu veux la 3D), puis de faire tes réglages (mais pour ces derniers ça vient tout seul car ce sont les mêmes dans tous les jeux, à peu de choses près).
Tu as des tutos en français aussi sur divers sites connus.
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Too tired to translate ;)
The first step is to make sure you hook (there are other topics and youtube videos about that).Aug 28, 2025 at 11:40am #221928In reply to: vorpX 25.1.5 Available Now
RalfKeymasterToo many vital things broken in 21.3.5 by now. Most prominently:
– DX12 games only show a black screen in the headset with nVidia drivers 580.88+.
– DX9 games run at half speed on Windows 11, probably even less at high resolutions.
– Tons of game profiles not working correctly anymore due to game patches.Witcher 3 ironically is one of the games where G3D has been broken entirely in 21.3.5 by a game patch. If you want the 21.3.5 experience (no 3D, immersive screen mode), you can disable the connection mod on the DirectVR page of the vorpX menu and then switch to immersive screen mode.
Having two branches in parallel for the last year or so was an exception. In the future there will be only one branch again like before.
Jul 5, 2025 at 3:07pm #221627
Cless_AurionParticipantThanks again for your time replying. I really appreciate you taking this issue seriously.
Simply sending the res to the headset that you dial in in SteamVR no matter what the actual game res is doesn’t make sense.
Yes, I know. I’m just saying it so I could try and force the resolution manually, instead of having an arbitrarily “double the vertical resolution” setting.
I do that with BigsScreen for example. Even when watching a 1080p movie, or playing some old flat game, I will run native resolution (5500p), even if it is to get the dark environment or the screen borders to have 0 aliasing.Like said above, you have to look elsewhere to pinpoint your issue. There is no such thing as a “2160p wall” in vorpX.
I am aware, that is the tragic part. Unless its something driver or hardware/HMD specific, I can’t pinpoint anywhere else since there are 0 issues elsewhere, its only VorpX failing me (which to be honest, its the magic software that made me go and spend $2k on a new HMD at all) :S
If I had another high resolution HMD over 3000p around, I would test it there, but I only have my VP1 that is 1600p, which won’t do.The issues other people with higher than 3000×3000 per eye HMDs (mostly Pimax users) seem to match closely my experience as well, so I suspect everyone with high resolution HMDs has this issue. As more and more high resolution HMDs come in, this issue seems like it will become more and more prevalent.
A game rendered at 1080p doesn’t look better just because you copy it to a 5500p texture before sending it to the headset obviously.
We agree in that of course. As long as the image is wrapped around your head or, the resolution of your HMD has a higher PPD than the screen in front you with the game, it should make barely any difference.
The problem here is… we are DEFINITELY copying a 4860p game image into a 3000p texture before sending it to the headset.
Not only that, but because I am watching that using the floating VorpX display, now we are rendering what is visible in my FOV of a downscaled 4860p game image at 3000p.
So, we are squishing that 4860p image into around 2000p in front of my eyes. That’s why aliasing is so aggravating.That is also why when I lean in, I can see way more detail that I couldn’t see before
Also, just in case, yes VRAM bumps up as it should as I scale up resolution over 2160p (in fact, BG3 at 4860p is almost maxing out my 24GB of VRAM, which is about double what it consumes at 2160p).Your “2160p wall” sounds suspiciously as if the game actually runs at your monitor’s res although you think it doesn’t.
Indeed, I thought that too, and it might be the root cause of this issue. If I had a lower(or higher) resolution monitor I would try that theory by plugging only that other monitor in, but I sadly can’t.
The best way I could control for that on the tests I already did was:
1. Start VorpX (virtual display gets enabled)
2. Set Virtual display resolution to 4860p.
3. Start SteamVR and disconnect all my 2160p displays so only VorpX’s Virtual display is enabled.
4. Start the game making sure that the only display windows (and the game) detects is VorpX’s 4860p monitor.
5. Change the resolution of the game to 4860p and restart (or make sure the resolution is already at 4860p or any other higher number than 2160p).To deal with such potential issues, either run games windowed or (assuming you already have set up a high enough custom resolution), try setting your desktop res to it before launching the game.
I already did that, of course. In fact, all the tests I ran I did try in windowed mode first. Then after it didn’t work, I started to experiment and tried fullscreen and borderless modes without any success (which kind of makes sense).
If a game actually runs at 5500p, vorpX creates a 5500p headset render target. You wouldn’t even be able to let it create something smaller than that even if you wanted when the image vorpX receives is actally a 5500p image.
I’m 100% sure that is not happening in my computer though. The games and the image VorpX is receiving, are higher than 3000p. This is the core of the issue, which you in your own tests proved that VorpX IS able to pull off (that’s why I said it infuriated me!). Because again, the game window inside VorpX HAS 4860p of detail in it.
-VRAM reading matches 4860p
-Performance matches 4860p
-Visually checking the image by leaning in confirms its 4860p.
And yet… the actual HMD is only rendering at that fixed maxed 2781×3072 resolution, so its absolutely ignoring that headset render target if its being sent. :SMaybe this is a Virtual Display/Windows issue?
I’m going to try to create a virtual display through other means, and use that instead of the VorpX one, I’ll report back once I do so, but I don’t have much faith in it either.In any case, I’m almost convinced that if we don’t solve this here… as the next wave of HMDs come in and we start getting over 3000p resolution, people will start complaining, since right now its only affecting high tier HMDs.
Jun 29, 2025 at 11:59pm #221609
GennadijKParticipantHello.
Yesterday I tried VorpX in conjunction with Virtual Desctop, I used Quest 3 . I would like to know if enable virtual monitor doesn’t work in this case, right? And one more question, the game is Inside, it turned out to be picked up only by installing the hook helper and manually selecting the Api Dx9/10/11 in the VorpX environment, just like in Reshade.
By the way, does VorpX work with reshade?
And can you tell me how to understand that the profile for the game is loaded?
And is it possible to increase the desktop resolution in VorpX only through the Dsr degree?Jun 27, 2025 at 11:55pm #221607In reply to: Cyberpunk help
RalfKeymasterTypical symptom of a version mismatch between Cyberpunk and the CyberEngineTweaks modding framework, which the mod portion of the profile is based on.
1. Make sure ypou have the latest Cyberpunk version.
2. Make sure to use the latest version of the Cyberpunk mod (OR in case you are using the regular vorpX 24.1.0 let it download the latest profile update when asked about that).If you are 100% certain that both are up-to-date and it still doesn’t work, a new Cyberpunk update may just have broken things again. In that case please read the huge blue instructions panel in the launch environment for infos regarding a manual CyberEngineTweaks update.
May 22, 2025 at 6:26am #221432
BoblekoboldParticipantI have to partially disagree.
Concerning details in VR vs monitor : if used normally, most people don’t really see pixels and details on a 4k/8k monitor.
This is objectively false.
So why people go to the cinema ? It’s easier to notice details on a giant screen.
Ok you can be very close to your 4k monitor, but I really don’t like that, and it’s not curved properly (vertically and horizontally) so it’s not as immersive as VorpX.
If I don’t use VorpX, I prefer video projector because comfort matters and 1080p is enough for me in this case, as long as the display is 2m60 large and not too close I’m happier than with a monitor.But I always play FPS/TPS with VorpX. It’s so good to be in the game, and it’s so much more detailed and beautiful ! And as my G2 is afocal, it’s like looking at a very long distance.
If you play in immersive screen, the displayed game can be larger than your FOV so it can be more detailed than a monitor with the same resolution than your VR headset.
It’s the difference between an hemispherical Imax theater (with headtracking and 3D in this case) and a monitor.Yeah, we agree there, it is also an absolute crazy waste of performance unless you have a way to cull the polygons you aren’t looking at directly though, which is why UEVR is so neat, it is able to use the native software built-in UE to show the game not as AER, but its full proper VR version, with all the software boosts that that means.
It should be a (little) waste of performence (because you still have headtracking). But in fact, in my experience with AAA games, UEVR’s performences and image quality are so much worse that VorpX is still better, whatever display mode you use (full VR or immersive screen).
And it’s not a waste of performance, because it’s very useful (for example if a first person camera is partially locked because for example your character is seated in the original game, it avoids clipping and broken animations you would have in UEVR, and it also avoids to rotate the entire world around you).
It also allow you to clearly see the HUD and to switch instantly between display mode with edgepeek.
It’s a great way to play ! Even if I usually prefer full VR, some games (or some part of them) would be too altered.
It’s the best compromise, and you can only do that with VorpX.Anyway, VorpX always do that, even in full VR (if you don’t want to see borders…)
The game is rendered at high resolution with high FOV and you look at a part of this render (most of it of course if properly configured).VorpX does so too in its VR form I believe, but don’t really know much about how @Ralf does his black magic on it. The fact it works in so many different engines is flatout baffling.
I guess there are several methods. It’s not AER (except Cyberpunk), It’s true 3D stereo in hundred of games (it probably adds an additional camera and move the original one, exactly as UEVR does, except with VorpX it’s not a broken/automated/unused feature from Unreal Engine and it actually performs better in some games, especially DX9 ones).
It’s great to be able to configure 3D settings and it’s more comfortable in a lot of cases (and accurate/immersive in first person games because UEVR can break easily when something is close to your head).But in my opinion, when G3D can’t be perfect, a good Z3D is better than a bad G3D, at least in large outdoors environments, so VorpX’s Z3D options can be the best choices sometimes (even better than UEVR’s G3D in some games because it avoids a lot of glitches and incompatibilties with raytracing, etc.)
And anyway with the most beautiful games if you want good graphics settings, you have no choice. G3D can be too demanding, even when it doesn’t break effects.Feb 8, 2025 at 3:45am #221132In reply to: Easy Anti Cheat – VorpX Support
T-1000ParticipantAs for now I just made quick hacky workaround to bypass Easy Anti-Cheat for Star Citizen.
It will set system environment variable EOS_USE_ANTICHEATCLIENTNULL=1 for RSI launcher and will remove it after RSI launcher is closed.Paste folowing to script startlauncher.cmd in
Cloud Imperium Games\RSI Launcherlauncher directory then set shortcut to the script when using VorpX:@echo off ECHO Preparing Star Citizen Launcher for VorpX... ECHO Will run in User Elevated mode for bypassing Easy Anti-Cheat in system variables. ECHO You will be asked for elevated commands confirmation multiple times. powershell -Command "&{start-process -verb RunAs -filepath "setx" -ArgumentList '/M EOS_USE_ANTICHEATCLIENTNULL 1'}" SET EOS_USE_ANTICHEATCLIENTNULL=1 ECHO Runing RSI Launcher... CMD /c .\"RSI Launcher.exe" SET EOS_USE_ANTICHEATCLIENTNULL="" ECHO Cleaning up... powershell -Command "&{start-process -verb RunAs -filepath "setx" -ArgumentList '/M EOS_USE_ANTICHEATCLIENTNULL ""';start-process -verb RunAs -filepath "REG " -ArgumentList 'delete "HKLM\SYSTEM\CurrentControlSet\Control\Session Manager\Environment" /F /V EOS_USE_ANTICHEATCLIENTNULL}"'}"Dec 16, 2024 at 5:04pm #220945In reply to: Call Of Pripyat Aiming and G3D
BoblekoboldParticipantOk, maybe I’ll find something.
I don’t personnaly care about G3D that much, especially if it disable a lot of graphics options. There is a Geo11 profile (and maybe it can be used with VorpX without headtracking), but I don’t think it’s perfect (and it could be incompatible with a lot of mods, except textures ones).
Your profile must be the best option to play indoors environments, but playing with headtracking in DX11, even without 3D, would be a huge graphics improvement in outdoors environements (at least during daylight). Some VR users wants G3D or nothing. Some don’t care at all. I like it if it’s available (and love it when it’s perfect), but it’s not mandatory, so it depends. I would probably use both alternatively, like I did in Metro Exodus, if I could.
Stalker games are old games, but they can be beautiful in DX10/DX11, they are not too demanding and can be improved a lot with mods, so probably headtracking without 3D would be very useful for people like me. I can still play with Desktop Viewer (it’s already very good), but I won’t have headtracking.
Dec 13, 2024 at 4:30pm #220922In reply to: Call Of Pripyat Aiming and G3D
RalfKeymasterHUD:
Probably some game update broke the HUD shader definitions (or maybe a shader mod if you have one installed, Stalker has many of those). I’ll look into it. You can also fix that yourself with the user shader authoring (can be enabled in the config app).
Main Eye:
That’s actually what the ‘Main Eye’ option is for. With ‘Off’ stereo 3D is created by offsetting both the left and the right image, which means iron sights don’t align in the left as well as in the right image. Choose the eye you would prefer iron sights to align in. Just like in real life you would hold a weapon in front one eye to aim, you can only make iron sights align in one eye with Stereo 3D, not in both.
Nov 12, 2024 at 4:55pm #220790In reply to: Is Metro Exodus Enhanced working for anybody?
BoblekoboldParticipantAs Ralf said, it’s easier to use official profile, which is automated if you don’t know how to configure, and is the most immersive/impressive one in some situations, especially when you have big ennemies close to you, but remember you can’t launch official profile without using both Standard Edition and ingame DX11 option.
So if you want raytracing, which require DX12, you’ll have to configure manually as explained (which isn’t really hard in this game on most headsets).
And there is raytracing in Standard Edition (often better than Enhanced in my opinion). You can’t disable raytracing in Enhanced edition because lighting is based on it. Standard Edition has both good dynamic lighting and optional raytracing in addition.
Concerning Performances with ultra graphics option, high FOV and resolution (and “phenomenal” textures in VorpX) :
1) Official Profile with Standard Edition DX11 and Z3D (I have visual glitches on eyes with this one) is the less demanding (or no 3D at all if you don’t need it).
2) Official Profile with Standard Edition DX11 in G3D is a native-like experience, very impressive, and you should at least try it indoors if you like 3D (Spiders Level especially). And it’s the more demanding with max settings because of G3D (but it’s less demanding if you turn off G3D shadows in VorpX ingame menu, which are beautiful indoors with “Auto” setting, but are demanding).
3) Cloud profile (“Ennchanted”) with Standard Edition DX12 with light Z3D and ultra raytracing (no DLSS), works very well, and is a lot less demanding than Official G3D. It’s not a perfect native like experience because it’s not G3D, but it’s the most beautiful option in my opinion, at least in the Volga, Moscow and train.
4) Cloud profile (“Ennchanted”) with Enhanced Edition DX12 (raytracing can’t be disable with this option) is more demanding, and not as beautiful as standard raytracing in my opinion, but probably less demanding than G3D I think (in term of framerate). But it may not always be as smooth as other options.So best performance (with max settings) are : 1 then 3 then 4 then 2.
Maybe the performance ranking is different if you let G3D shadow disabled (in this case G3D is less demanding) or if you use DirectVR Scan and let default VorpX option (which are less demanding than what I used). It may vary with game environments as well (indoors / outdoors, lighting, etc.)
You’ll probably have to disable G3D shadows if you use G3D outdoors (because of visual glitches).
Most beautiful is 3 and most impressive/VR (native-like) is 2.
I mainly played with 3 (especially outdoors and train) in full VR and immersive sceen, and some indoors levels with 2 in full VR.
I would recommand to do that if you have a good computer, a displayport headset, and if you like VorpX converted games even when it’s somewhere between flat and VR and want the most beautiful graphics (or only option 3 if you don’t care about 3D).
Immersive screen properly configured (high FOV, 4:3 resolution and vertical curvature) is sometimes better in my opinion than full VR during cutscenes, when manoeuvring boat, looking at very beautiful places, etc.If you only like native VR like games, choose 2 (in full VR), especially if you don’t know how to configure.
Sep 26, 2024 at 1:58am #220394Topic: Selectively start?
in forum General vorpX Discussion
adam1972ParticipantI normally play using my steam link/moonlight in my living room on my 3Dtv… I understand Vorpx monitors my environment for certain games to launch, in order to hook into them.
Is there a method to do it manually?
My intent is to be able to add a batch file (or anything else if possible) to steam (as a game)… Add it as a separate game that will specifically launch the game using Vorpx. This way if I’m in the mood to play a specific game with Vorpx I can selectively start it in this mode?
Or is this basically an all or nothing situation? (Meaning I have to go to my PC and either start or quit Vorpx for any specific game)?Sep 15, 2024 at 1:02pm #220306In reply to: Please help with VorpX & rFactor 1
SpinelliParticipantSorry for the spam detection troubles you encountered. The alternative to having spam detection on in the forum software would be a 3:1 spam:content ratio unfortunately, extra bad since the beautiful invention of drivel bots like ChatGPT etc.
Your actual issue:
Maybe some weird issue related to Pimax’s software that puts itself in between vorpX and the headset. Reversed eyes are conceptually impossible with vorpX’s G3D method (at least unless the profile author intentionally inverted them, which obviously isn’t the case here).
Possibly related to the time vorpX hooks into the game (before or after Pimax initializes its stuff). Enabling alternative hooking in the config app may be worth a shot. That aside maybe check whether there is some stuff in the Pimax software you can turn off. Haven’t checked a Pimax headset in a long time, but a few years back they had some custom reprojection that could change the IPD and make things appear cross-eyed occasionally.
vorpX does not change the power plan. Some VR runtimes do howewer. At least the Meta (Oculus) runtime does. Not sure about Pimax.
OK, update.
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Starting Game Consistently
It looks like I have VorpX, rFactor, and SteamVR consistenly playing good with eachother. I just try to start them in the following order: PiTool, VorpX, SteamVR, and reversed order for closing, and also I make sure to always close SteamVR (not Steam as a whole) once I’m out of any game along with starting the games from PiTool (which automatically opens SteamVR). Some of those steps may not be neccessary but the formula seems to work every time. I also make sure not to alt-tab out of the game. This caused issues last time with the SteamVR grid-environment being superimposed in the rFactor game and led to other issues too (had to end up closing game from task manager and then restarting all VR-related programs/services).
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Parallel Projections
I forgot that Pimax’s Parallel Projections is a requirement for VorpX. It says right in the VorpX Pimax guide (which I’ve read multiple times). 3D is fine now
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Remaining Issues
1. I still can’t get the head-movement to work without the entire game’s screen being locked to my head (unless I run in 1 of the interactive movie screen modes or whatever which). If I enable head-tracking, the entire screen is still locked to my head but, mixed with that, there’s a teeny, tiny but of proper head movement relative to the locked screen but it’s like 3% of the entire head movement compared to the locked-screen’s head movement.
If I enable the game’s mouse free-look setting, the camera / driver’s head suddenly looks upwards while spinning and falling to the ground.
If the game supports TrackIR / head-tracking (like rFactor and all games based on it’s engine), do we just rely on VorpX’s head-tracking being enabled? Or is the game’s mouse free-look setting supposed to be activated instead (via a game’s hotkey)? Or are they supposed to simultaneously be enabled/activated?
2. The 3D is basically perfect – the ISImotor (commonly referred to as the ISI GMotor) engine that rFactor runs on has always been one of the best native Nvidia 3D Vision games anyways so I’m not surprised – however there’s one issue. Lots of the vehicles’ in-car dash’s gauges (or on the car’s dash, steering wheel, etc.) are almost impossible to look at as they’re being rendered in only 1 eye but not the other (or sometimes only partially in the other eye). It’s extremely disorientating and headache inducing even if you don’t look at it.
This issue used to only occur with games running on the ISImotor engine if the particular game didn’t have a 3D Vision profile assigned to it. The fix is incredibly easy. With Nvidia Inspector in the Stereo section, make sure “StereoProfile” is set to “Yes” and “Stereo TextureEnable” is set to “0x00000001 COMMON_STEREO_TEXTURE_ENABLED”. After that, all the games’ cars’ dashes, gauges, display screens, etc. were fixed and PERFECT.
The problem is, there’s no more “StereoProfile” setting in Nvidia Inspector, and the “Stereo TextureEnable” setting only has literally one option to choose from: “0x00000001” (no writing after it). I know Nvidia removed 3D support from their drivers but I thought simply enabling these “bits” in Nvidia Inspector would still be available.
May 27, 2024 at 1:56pm #219780In reply to: Witcher 3 Next Generation Patch
Florian-83ParticipantFresh Steam The Witcher 3 Version 4.04 Installation here. Not working with VorpX 24.1.0 official Profile.
Script Compilation Errors:
Error [content0]game\gameplay\damage\damagemanagerprocessor.ws(557): Could not find function ‘ShouldAutoApplyOilImmediately’
Error [content0]game\gameplay\damage\damagemanagerprocessor.ws(562): Could not find function ‘ShouldAutoApplyOilImmediately’
Error [content0]game\gameplay\effects\effects\other\oil.ws(177): Could not find function ‘ShouldAutoApplyOil’
Error [content0]game\gui\main_menu\ingamemenu.ws(1513): Could not find function ‘SetAutoApplyOils’
Error [content0]game\gui\main_menu\ingamemenu.ws(1515): Could not find function ‘SetAutoApplyOils’
Error [content0]game\player\states\vehicles\horseriding.ws(141): Could not find function ‘ShouldAutoApplyOil’Warning [content0]engine\environment.ws(30): Global native function ‘EnableDebugOverlayFilter’ was not exported from C++ code.
Warning [content0]engine\environment.ws(32): Global native function ‘EnableDebugPostProcess’ was not exported from C++ code.
Warning [content0]engine\showflags.ws(11): Global native function ‘DebugSetEShowFlag’ was not exported from C++ code. -
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Hi Ralph,
I’m using vorpX with a Bigscreen Beyond while lying down and staying perfectly still. This is part of a medical protocol — I’m treating post-traumatic stress from a polytraumatized eye and maintaining bifocal fusion through VR. The immersive environment allows me to enter self-hypnosis, which is essential for my therapy.
The burn-in protection kicks in after a few seconds of immobility and stops frame submission, which breaks the immersion and makes the therapeutic process impossible. I cannot move my head — that defeats the entire purpose.
Could you please provide a way to disable the burn-in protection? A config toggle, a hidden setting, a command-line flag — anything would work.
I want to be transparent: I’ve spent considerable time trying to work around this on my end, without success. Here’s what I’ve tried through a proxy DLL replacing vpenvr_api.dll:
Hooked IVRSystem::GetTrackedDeviceActivityLevel (vtable slot 15), force-returning UserInteraction
→ 0 calls observed across entire sessions, despite correct hook installation with readback verificationInjected pose jitter via IVRCompositor::WaitGetPoses and IVRInput::GetPoseRelativeToNow/GetPoseForNextFrame (up to ±50mm / ±5°)
→ no effectAsync thread writing Block B of vpx_vorpxinterprocess shared memory at 70Hz during Submit gaps
→ no effectHooked LoadLibraryA/W/ExA/ExW to intercept any separate loading of openvr_api.dll
→ 0 redirections, not used
Binary analysis: no “idle”/”burn-in” strings found, GetTrackedDeviceActivityLevel string absent from the injected DLL, vorpControl.exe contains zero OpenVR strings
None of the OpenVR API channels are involved in the idle detection — I’ve eliminated every one systematically. The mechanism appears to be entirely internal to the injected DLL.I completely understand the rationale behind burn-in protection for OLED panels. But in my case, the content is never truly static (game scenes have ambient animation), and my medical need for complete immobility overrides the display concern.
Would it be possible to add a toggle to disable this feature, or could you point me in the right direction?
Thank you for your time and for an otherwise excellent piece of software.
Best regards
Hello.
Yesterday I tried VorpX in conjunction with Virtual Desctop, I used Quest 3 . I would like to know if enable virtual monitor doesn’t work in this case, right? And one more question, the game is Inside, it turned out to be picked up only by installing the hook helper and manually selecting the Api Dx9/10/11 in the VorpX environment, just like in Reshade.
By the way, does VorpX work with reshade?
And can you tell me how to understand that the profile for the game is loaded?
And is it possible to increase the desktop resolution in VorpX only through the Dsr degree?Topic: Selectively start?
I normally play using my steam link/moonlight in my living room on my 3Dtv… I understand Vorpx monitors my environment for certain games to launch, in order to hook into them.
Is there a method to do it manually?
My intent is to be able to add a batch file (or anything else if possible) to steam (as a game)… Add it as a separate game that will specifically launch the game using Vorpx. This way if I’m in the mood to play a specific game with Vorpx I can selectively start it in this mode?
Or is this basically an all or nothing situation? (Meaning I have to go to my PC and either start or quit Vorpx for any specific game)?
