Please try to reset the New Vegas profile to default or even try a full factory reset (both on the trouble shoot page of the vorpX config app).
By pure conicidence I just checked New Vegas a few days ago because of something unrelated. I’m 100% positive that under normal circumstances the gamepad emulation behaves like described above. You also shouldn’t have to disable the X-Box controller to run the Direct VR scan. All that is supposed to happen automatically.
IIRC there was some glitch in that regard in the very first version with Direct VR, but that was fixed long ago. To be sure check whether you are running 17.2.3.
No thoughts on the the latest Valve reprojection updates yet, but from what I read it now works more like Oculus always did, which would be a good thing.
You may should check that again. Because ETS2 runs just fine with my Vive…
But truckersMP does not. It has no support for the vr branch.
First please make sure that you choose a game resolution appropriate for your PC. vorpX’s default (1280×1024), which is applied by the game optimizer, is a compromise between quality and performance. On a reasonably fast system (e.g. GTX 1070) you can go beyond that (1600×1200 or 1920×1440). Tip: reduce graphics settings from “Ultra” to “High” in the game’s launcher. Looks almost as good and helps to maintain a good framerate at higher resolutions.
For Skyrim (the DX9 version) vorpX also has an internal upscale option, which you can use alternatively. It can be found on the image page of the vorpX ingame menu.
The field of view is calculated 100% correct by Direct VR provided that the scan succeeded. If you still feel it looks ‘tiny’, you can raise it on the Direct VR page of the vorpX ingame menu. Keep in mind though that this will cause image distortion. The auto-calculated FOV is 100% correct.
The first person/weapon FOV can also be further adjusted on the Direct VR page of the vorpX ingame menu to a certain degree. General info: hands/weapons in many games are rendered separate from the world to look good on a monitor. Despite adjusting the FOV vorpX can’t do much about that.
In Skyrim however you can install mods that use the third person player model in first person view. There are several of those. Not all might work with vorpX though.
Hi,
I’ve just bought VorpX specifically to try Unreal 1 in VR, as I have read several reports that people got it working in VorpX with Patch 227.
After I ran the game, VorpX would not attach to the executable. I have tried to create specific profile for the game, but it said that the executable is already used in a different profile – Unreal.
I have searched for profile called Unreal, but have not found any. After some digging, I’ve found out VorpX contains many hidden profiles to intentionally prevent people from playing certain games.
I am completely perplexed by this decision, as:
A, There are reports from people that actually had the game running in VorpX, before it was actively disabled by hidden profile.
B, There are other games running on the exact same engine, which are supported – Deus Ex for example.
Therefore I am feeling blatantly cheated, as I’ve just thrown out money for VorpX out of the window, to not only find out that game I want to play does not work, but that it does not work because it was made so on purpose.
Is there any way I could get a refund at least? My order at the point of writing this message is about half an hour old.
Thank you
Not much I can recommend besides reinstalling Steam VR, sorry. Your SteamVR version apparently is the latest release version, which sg´hould work just fine. Might also make sense to try the latest Steam VR beta in your case, although normally I would heavily recommend the opposite.
Also please check whether vorpX is updated to the latest version (17.2.3).
And last but not least please add YourSteamFolder\SteamApps\common\SteamVR\bin\win32\vrpathreg.exe to the exclude list in your vorpX config app. Recently that caused an issue for someone else. Normally vorpX excludes everyting in the SteamVR folder automatically, but that may fail if it can’t find the Steam folder.
Oh god yes, give me Dying Light on the CV1 Rift PLEEEEEEEEEEEEEEEEEEEEEEEEEEEASE!
I’d buy this software for just that right now..
I’m going to buy it anyway because………………………………..Half Life 2 & Skyrim
I just got a Vive after having a DK2 for a few years. Its a giant improvement, the Vive is so cool. But MY god the VR games SUCK so hard. I thought they were bad 3 years ago, and they haven’t changed much.
You want to to talk about unpolished. Steams line up of games is nothing but unpolished VR shovel ware. Every VR “Game” I’ve played up to this point, are so far from what a modern “game” is it’s really shocking. How could so much game design and know-how go down the tubes just because its now for “VR”. Everything from spelling mistakes to no stop physics glitches to half invisible people and inhuman animation rigs. Most VR stuff truly seems like a 14 yo kid threw it together for a laugh.
Its like they are starting from scratch about everything. They feel like early 90s games just thrust into the future. No story, no characters, nothing meaningful taking place.. and if those element DO exist they are done so sloppily that its a turn off. Just a bunch of half baked mechanics crammed into a title that they now charge you good money for. Most go for $40 for a new “premium” title, something like Rick and Morty.
Ive bought and tried almost all the major VR “games” most for about $40 a pop. The longest one lasted about 10 hours maybe. With vorpX you get to play most of your favorite REAL games in VR. Sure having better motion controls and all that would be great but there’s only so much vorpx can do. What it allows users to control and then do is unparalleled. Its not only worth the money, it’s the best money you can spend on a ANY VR related program. Its just kick ass.
Valve or Someone should just buy vorpX, give Ralph a fat FAT stack then they can take it and run with it… Sadly they wont do that because they would rather dribble out barely interesting shovel ware. Every few months coming out with a “revolutionary” tile. When in fact these “revolutions” in game play are things that have existed in modern games for decades. Things like saving. Yes being able to save is somehow a NEW feature, or the ability to re map controls. Apparently in VR la la land that’s a NEW thing!
Just wanted to rant a little about how disappointing the “real” VR stuff is compared to actual AAA games made by people who know what the hell they are doing. Ralph and anyone who helps at vorpX, keep up the good work, can’t wait for further updates!
OOOOOOOOOOOOOOOOOK so neither of these helped, but I have found the problem and will post the solution. Vorpx would not hook because of an incompatibility with my d3d9.dll. So Just by renaming it to backupd3d9.dll every thing works smooth, but then leaving it like that even with vorpx closed via cmdprmt the over lay stays, so i have to name it back. annoying but if any one has a better solution I’m all for it.
Side note: why is my head tracking inverted? It’s a little confusing to play like I’m on a ps2 again.
I’ve been continuing the game on a monitor and found there are also infrequent crashes. Not as much as when using it with vorpX but definitely there.
I therefore conclude the issue is actually with Bioshock 2 itself. In anything VorpX just exaggerates the underlying issue. I suspect there is some memory limit being reached or similar. I will look around for help on the web but feel free to ignore this as don’t want you to go on a wild goose chase when the game is most probably the cause
Hi, I recently got hold of a rift DK2 for relatively cheap because I wanted to see how VR would be without throwing $1k+ at it. It works perfectly well in steam VR with dirt rally and is detected in steam VR and in the oculus app, however when I go to do the setup, it doesn’t detect the USB or hdmi of the headset, I’ve since found this happens with the DK2 in recent iterations, so I can’t complete setup in the oculus app or get the oculus configuration utility either, despite trying for a considerable amount of time to get hold of it separately. My question is: Will vorpx work without the headset being setup in the oculus app and without the oculus configuration utility? I just want to check before I buy it as many guides talk about using the config utility along with vorpx.
Thank you for any help you can offer.
I have previously tried to use the forum but entered my password wrong 3 times and gave up! It turns out you don’t use your vorpx password on this site – you have to register separately. Wasted a lot of my time I will admit. Who would of thought…
I am wondering a few things –
1- I received an update to vorpx the other day and my headtracking and gamepad stopped working in Enderal Skyrim. I can use Gamepad without headtracking and even headtracking with controller emulation – but it feels janky and awkward.
I also deleted my ControlMap_Custom.txt around the same time.
This was to get a gamepad shortcut mod to work properly – could this be the culprit?
I recalled you saying that you have a solution for gamepad and mouse at the same time in Skyrim
How to use Xbox controller with… anything?
Can you shed light on this please? It’s the reason I brought Vorpx..
I have tried every permutation of options as well – but it says rotation failed – and looking with a mouse does not work if controller is active. Although as I said – It did work previously.
2- The books and dialogue in enderal are disappearing of the edge of the screen – probably because of the 1280 x 1440 resolution I have set.
Performance/Quality Tweaking with Custom Resolutions
Is there a fix for this as well?
3- I also set SKSE skyrim as the exe for Enderal – all other options do not hook (enderal.exe and skyrim.exe) Despite other profiles suggesting other wise – do you know why this is? And why cant I set SKSE skyrim as the .exe for the default vorpx profile (it wont allow me..) This seems odd.
THANK YOU!
without your program VR would be just a gimmick!
ASW (Vorpx-menu async render) setting to off even more reduces my fps.
Best performance i encounter when Liquid Sync is off and Async render is on.
In Borderlands 1,2,3 and Mass Effect (the ones i tested with yesterday) i see exactly the same result. If i turn Liquid sync on it gets choppy with 33-38fps and if i then also turn Async render off (directly above the liquid sync-setting) it goes down to 22-26fps.
To turn liquid sync off made a BIG difference. It feels much more fluid, now i really enjoy Borderlands 3 (even though i have to disable the shadows in all the games because of different shadows in the two eyes), just looking around, feeling as if i was there on the moon…
Btw, any chance to get g3d in Ryse son of Rome? The game has very nice graphics and i would die to experience it in proper 3d. Fake 3d is somehow not working? I turned it up all the way to 2.0, but i somehow do not see a difference to off. Any ideas?
Ralph is obviously to busy to answer my questions about vsync/FXAA, which is fine to me. How is the opinion of the community? What settings do you use?
I use FXAA wherever possible and vsync mostly on.
What amazes me is, that even if i set vsync to off, i never ever experienced a typical vsync-tearing in any of the games i tried. But if vorpx takes the output of the game and applies it as a warped texture on the Rift, how come that i do not see tearing?
I played a bit with the oculus debug tool and it gave me little insight in what is going on. Very interesting.
I only have a top 3 myself as I don’t want to include games I haven’t truly played. I have tried a lot that either didn’t run well enough or wasn’t supported yet.
1. Dishonored: It works so well in VR. No big hands and very little tweaking before it ran perfectly. I really like the gameplay for VR. Stealthing + being a completely OP character is such a rush in VR. It plays well with a controller. I mapped D-up and D-Down to “Reset Cam” and “Edge Peek” through Pinnacle game profiler, and then ran the rest of the controls with the games controller support, which works perfectly. I decided to just set it up manually without Direct VR, because the scan only works in some places. 19020×1440 runs fine on my gtx 980. I also set the image zoom to 0.70 and fov to 90, which helped with the alaising and image quality and weirdly also made the player height seem more natural.
2. New Vegas. This is just such great game, but took a lot of time to set up with a decent mod list. I made guide on how to set it up manually as Direct VR wasn’t out, when I played it. Took a lot of time to set up, but played so well. I think I spent 40 hours in VR in that game.
3. Bioshock Infinite. The game looks gorgeous, though the gameplay is nauseating. But it is fun flashing through the sky. I haven’t played that much, but I might give it another whirl, when my VR tolerance has increased again.
vorpX 17.2.2 has been released. Please note that this is just a fix for the critical issue mentioned below. The next regular version is not quite ready yet, hence this hotfix which had to be released ASAP.
- Mouse emulation head tracking could fail on some systems
If you didn’t experience this issue, the update does not bring any changes for you.
Imagine a very happy smile when sawing the update starting in the client, only to convert it to a sad face because it was only a fix
:( only a fix…ok then..
I was just thinking of DirectVR support to Dying Light VR, Killing Floor 2, etc. :P
I just wanted to share how awesome Dishonored in VR is. The atmosphere and gameplay lends itself perfectly for VR. The cutscenes makes me a little quezzy, but mapping edge peek to my controller fixed that. Vorpx is becoming so good that the line between Native and hooked-in games is truly thinning out. Even though I decided not to use Direct VR, because of the many issues with scanning I am enjoying myself in manual setting where positional and headtracking seems almost perfect. From what I can tell from people who played Resident Evil 7 VR in PS4 this seems to be up there with it. And it is certainly better than the semi native VR for Alien Isolation I played back in the DK2 days. I truly hope Ralf keeps updating and advancing this app and I personally feel I have gotten more bang for my buck with Vorpx than with any other VR pruchases so far.