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This post is for anyone interested in playing a very old game from the Elder Scrolls series by Bethesda in vorpx with G3D. Elder Scrolls: Daggerfall. We are talking 1996! It can be done with the Daggerfall Unity mod which brings this old dos game into the Unity game engine. You can download the original game for free legitimately, just google it. I got my version free included when I purchased some Bethesda bundle from GOG. What amazes me is this mod is full with a ton of additional mods to update textures and many facets of the game. You can google Daggerfall Unity for installation instructions and all relevant info.
I created a newer Vorpx profile and used the authoring tool to fix the hud, character sheet, maps etc.. and a few obstructing light source shaders. This is based on the Unity 5 Base profile and uploaded to the cloud. The environments look great in G3D for such an old game and although the sprites are 2D, it’s dam fun to play in the headset. I am using most of the additional mods to enhance this experience. Google Daggerfall Unity Mods to download. Nexusmods has them.
I strongly recommend the D.R.E.A.M mod and the FOV Adjuster mod. The settings within my profile can be switched to Full VR if you prefer. I am using immersive screen mode personally. What is also crucial is that you need to change the combat to a single click within the game settings. Swinging the sword with mouse makes it nauseating in VR mode.
Anyway, it’s quite the trip down memory lane and this game world is colossal in size.Have fun.
Cheers,
Stryker
Topic: Ghost Recon Breakpoint
I finally picked up the retail version during the Ubisoft Spring sale going on now, and can confirm that it still works with vorpX. I’ve been enjoying the stunning visuals in crisp Z3D with my HP Reverb, and must say it gives RDR2’s landscapes a run for its money. Ubisoft are getting quite good at building world environments.
The game also just released it’s Ghost Experience immersive mode, getting rid of all the gear score crap and letting you define your preferences for difficulty and HUD display. Now it’s much more the experience I was hoping for and am now enjoying in vorpX. I’ve uploaded my new Reverb settings to the cloud profile for anyone interested.
Ghost Recon Breakpoint (Z3D)

To hook vorpX, Battleye must be uninstalled and disabled. First set Uplay launch argument in Breakpoint properties:
/belaunch -be
Then uninstall Battleye as described by PCGamingWiki:
1. Navigate to <path-to-game>\BattlEye.
2. Run Uninstall_BattlEye.bat.
3. Open BELauncher.ini.
4. Set SilentInstall to 0.
5. Run the game and turn down any prompt to install BattleEye again.Recommended Game Settings for this Profile:
As with Wildlands, aspect ratio affects FOV scale. I found that a near 1:1 square ratio gives the best result. 3000×2880 looks great in the Reverb. Create one of the following in your graphics driver panel and select it in game:
– 3000×2880 quality
– 2250×2160 balanced
– 1500×1440 performance– use standard AA, but must disable Temporal Injection AA
– set Extended FOV to 100 in game
– set Camera Distance to Near/Close (my preference, but Far works also)*HUD is scalable, but affects scopes and menus
*Use EdgePeek for menus and cutscenes
*Experimental G3D included, but still glitchy and very performance heavy
*Tested on HP Reverb, for Offline solo play onlyYes there is WIP G3D included, but not recommended at this point. Also, if you’d prefer to play in widescreen cinema mode, you’ll need to figure your own resolution, FOV, and image zoom values — as this is geared specifically for an up close and in your face “fullVR” experience, as close to first-person as possible.
Experimental G3D profile for Far Cry New Dawn also coming soon. Enjoy.
Topic: Fallout Shelter
Fallout Shelter (G3D)
Nice 3D on the environment but characters are drawn 2D (by the engine), which doesnt look bad at all, it pretty much suits to the game. I recommend using higher custom resolutions like described below because zooming into rooms looks better this way.
– Use command line options for custom resolution
— -screen-width XXXX -screen-height YYYY
– Optimized for Cinema Modes
– Profile available at the cloud
I have been using this unique piece of software for about a week now, and am getting more and more appreciative of its features. I searched in the forums and found a few references to a “virtual keyboard” interface within vorpX but I could not find a response. So apologizing to begin with if this is a well known subject…
[If some of what I am requesting is already available, please let me know how to access these features!]
I got vorpX in the hopes it would allow me to play the classic IL-2 Sturmovik 1946 series, as well as the multitude of mods available these days. When I got it to work using a Cloud Profile, it literally brought tears to my eyes (you know… allergies). I like how the Oculus Rift S controls are able to display in the game interface, including the cockpit, but as it is a Flight Sim, even in easier settings, there are a multitude of controls, and since the game did not inherently include controls in the virtual cockpit (like mouse click), you can’t do much except use blind/braille to feel the keyboard or HOTAS joystick, or mouse.
So there are three (3) distinct capabilities I would like the developers to consider which I think would add to the value of this already great piece of software:
1) A basic VR keyboard (priority 1) with custom labeling (priority 2):
— vorpX already has a lounge, and controller display options, so it seems like adding a keyboard would be doable feature.
— it may be more resource effective to run the feature within vorpX instead of using an additional program with more bindings to the interface, if even possible
— Oculus application has a keyboard, but you must leave the game temporarily to make it work, and it does not always work as intended
— Probably best way to allow it to work is by either pointing the controllers or using the VR index fingers to click buton
— Would probably need to find a solution for 3-key combinations, like “shift+control+s”
— Would be great if there was a way to label key… maybe with a “tooltip hint.” Say for example instead of “F”, label it “Flaps Up” or maybe have a tooltip when you hover over the key that tells you what it does, depending on user custom input, like “F – Flaps Up; Ctrl+F – Manual Gear Up; Shift+F – Fire Extinguisher” etc… it would be up to the player to label these things, and there should be a way to share these settings with other users.
— possibly having a virtual mouse interface to click buttons, wheel, perhaps some alternative way to move it… sometimes in busy games it is nice to have it all there. At least the buttons and wheel scroll/clicks emulated would be useful.2) Axis Binding to VR controllers (priority 3):
— In many VR applications, the user is able to grab an object and move it around. Say for example in a virtual cockpit which has not virtual controls, as long as you can see the joystick you could move the VR controller or hand (depending on vorpX setting) to where it would be in the cockpit, although not necessary…
— The basic concept is that if I am right handed, when I squeeze the middle finger in the controller, it would automatically bind to the X-Y-Z axis, basically creating a virtual joystick… I pull control back (closer to me), trees get smaller (go up); I push control foward (away from me), trees get bigger (go down). I move it to the left, I roll to left; I move it to the right, I roll to right; I twist it counterclockwise (parallel with floor), I yawn to left, and vice versa.
— In the same thought, my left hand binding would be to the throttle… hand moves forward speed goes up, etc.
— Once you let go of the middle finger squeeze, it is analogous to hands-off, which the games will handle themselves.
— There would be a need to adapt it to left-handed players, although in the real-world you would be out of luck because no one is going to build a left-handed fighter aircraft for you
— Maybe there are other things as well, like twisting perpendicular to ground would be like rolling, or squeezing perhaps using a driving wheel3) Ability to build a VR cockpit by placing “hot zones” in the cockpit or interface:
— This again would be user defined, and not expected from vorpX team. You would build the feature.
— Let’s go back to a non-functioning 3D cockpit or interface/world. There are areas that remain the same, like the imaginary position of a button (here the user would have to use the VR Desktop to use the proper zoom level (user could customize it by guestimating)
— Say instead of using the VR Keyboard I spoke about above and pressing “Ctrl+C” to open the canopy/cockpit, I would click a hot-zone (which could have a level of transparency, or maybe glow then hovering finger/or tolltip) which is placed in an area of the cockpit.
— Although this sounds painful, hardcore flight simmers go through extensive pain to create these environments
— There would be a need to be able to customize multiple cockpit profiles in a single game, perhaps through a VR popup menu in which the user would select from, say “Generic, Bf-109, Mustang, etc” depending on what is available. These configs should also be shareable.Yep, I know this is a complex ask… but a VR keyboard overlay (with mouse buttons, and wheel), and a way to bind axis to controller movement would be a great start.
Thank you for considering my enormously complex (if not thoroughly unreasonable) suggestion.

