Fixed the issue, turns out I was a moron. After disabling the DSR Factors, I was not hitting reply, the way the window was laid out, it looked like it was being applied automatically! My mistake, apologies if anyone wasted time looking into it for me.
New question though, I’m using a HP Reverb G2 from what I read online.. the headset resolution is 4320 x 2160 total or 2160 x 2160 per eye.
Are these compatible resolutions, and if so which should I use. I only worry because it warns when I enable custom resolutions because it said use at your own risk, because using custom resolutions voids the warranty and could burn out the graphics card.
so TLDR:
* Fixed old problem
* My main monitor is 1080p
* I have a HP Reverb G2
* Internet said it’s resolution 4320 x 2160 or 2160 x 2160 per eye.. <- which one, if either should I use?
I would just add and test, but my Geforce Experience says custom resolutions can be dangerous and voids warranty.
Thank you!
Thanks Ralph, I appreciate you taking time to respond. That makes perfect sense.
Possibly I will be able to play the game in full VR with my Index motion controllers when they arrive, or just be happy with Cinema mode. TBH the one thing really going for CP77 is the graphics engine with RT; it makes little sense to sacrifice that in the name of forcing it into a VR experience.
Now, when the NEXT gen cards come along, I think I’ll actually be able to push enough pixels, even through vorpX, to play a game like this at the clarity I want in full VR mode.
For now, older games that I can push at 4K using a G3D profile (F03, etc.) look absolutely amazing in full VR, but modern games, ironically, with their newer-but-much-softer AA in the first place, and needing to use Z3D to push the frame rate I need: Even at 4K they often end up too soft.
Not a complaint, just an observation of the limits of technology. TriDef was always much softer in Z3D than G3D mode as well.
One thing that might help: Is there any way you could try to make ReShade work more consistently with vorpX? Right now it’s hit-and-miss. The error pops up, but with some titles it works just fine (Greedfall). With others it will cause an instant CTD (CP77 is one of these). I have LONG used AA, sharpening, and very importantly the Film Grain ReShade filters to manage games that otherwise look poor with various 3D techniques. A small amount of Film Grain, for example, can help to mask Z3D halos and will trick the eye & brain into perceiving a scene as being more detailed than it actually is (the brain interprets a certain amount of grain as added sharpness/detail for some reason, a trick photographers have used for ages to ‘fix’ photos that are too soft.)
If you can’t work to allow ReShade to work the normal way, is there any way you could set it up so that vorpX can handle ReShade itself and apply it to games that way?
I finally managed to run Cataclysm and the original Homeworld in 3d, but there seems to be a bug with the build menu. After using it, everything gets dark.
Besides, I’m not so sure about what caused the problem. I didn’t do anything to fix it, it just worked in one of my tries. And now I’m unable to get it to work again.
Both, Homeworld 1 and Cataclysm crash when I try to launch either of them with vorpx enabled (they work fine without vorpx). The windows crash report created by the original Homeworld seems to indicate there is some problem with opengl32.
Well, at this point I feel like a total idiot. My initial assessment was correct – it was the Oculus Client messing things up, not Vorpx. I realized this after the problem occurred again last night and I tried to repair it with the game console, which failed miserably because it was already gamepad-enabled.
For some reason the Oculus client was hiding the controller and sending keystrokes and mouse inputs (sounds a bit far-fetched on the keystrokes, but I opened up the console, moved the left stick around, and saw it fill up with WASD’s). I checked some other games (Bioshock Infinite for example) and they also had the same problem, while other’s didn’t (Borderlands 3 and Witcher 3). Even some native VR apps had this problem, whereas Virtual Desktop was unscathed.
Anyway, I had to re-install the Oculus software 3 times and re-pair the controller a gazillion times before it took, so I’ll be getting a new hmd soon. If you’ve got any recommendations for anything that doesn’t have Oculus or Facebook written on it…
So…I was really having fun in Skyrim – I’d lost interest in the game before Vorpx, but now I’m back at it again. Vorpx was what I got my headset for, I just didn’t realize it at the time, so thank you very much (I found that with few exceptions that native VR games are {expletive deleted}, IMO).
Hi!
I just started Grounded with some friends.
It seems that i can not select G3D. Only Z3d and Adaptibe Z3D is disponible.
First i tought that this is because the game launch in DX12 by default, but i CAN’T find an option to launch it in DX11.
Tried the launch command “-d3d11” and “dxlevel 110” in the steam launch option command in the game properties but without success.
I’ve seen a post for an official update stating a new Vorpx Grounded profile provided with G3D, but i can’t acess it…
Help please?
Thanks!
Since i play almost all of my games with vorpx or bigscreen (except those games where you mostly see statistics and text, like certain tycoon or management games) i tried a few on my regular monitor again, to see and remember how it feels there, well….LOL…it was almost like an “awful” experience.
While certain games don´t feel as awful on my monitor, a game like JUST CAUSE 3 loses all of its “theaterscreen-glory”, falling back to a more “mediocre” experience, almost “shallow” and “boring”.
So hopefully VR doesn´t die like regular 3D is dying (Most of all 3D-TVs, not sure how it looks with 3D-Blu-Rays, especially since you can watch 3D-Movies in virtual theaters now thx to VR!) would really hate getting used to play games the old-fashioned monitor-way again….yuck.
An HMD isn’t always the better option compared to a monitor. It depends on the HMD itself, mostly the resolution, the PC hardware, whether you are susceptible to motion sickness, if you are playing competitively etc.
There are some games for which 3D on a big screen adds so much to the experience that using a monitor would be missing out. Most RPGs fall in this category, lifelike characters add a lot to the story and the interactions. Some unexpected ones like GRIS which is a 2.5D side-scroller. Various others that for some reason look like a different game in 3D, Bayonetta, Everreach and DMC5 come to mind. Colorful settings or generally great environments tend to work well in an HMD, ex. ABZU, Planet Alpha, AER: Memories of Old.
Then there are some for which 3D either doesn’t work or doesn’t add much. Many FPS titles probably fall here, especially the fast-paced ones. Classical 2D/2.5D/Isometric games with no depth information or no underlying 3D models. You would still get a big screen so it depends whether you are willing to trade in some clarity and maybe performance for that.
There are also some for which the experience takes a big hit. Controls for example, not all games play that well when you cant see the keyboard. In Ghostrunner chapters I played though with a controller took twice as much compared to the average. Then there might be performance. Even in plain 2D the VR environment will take quite a chunk of GPU time, on a 1080ti it seems to be around 20-30%. You might not be willing to trade in some quality just for the bigger screen.
Personally I only use my HMD for gaming ever since I got the G2 which has a decent resolution. But mostly because I’m currently skipping most games that don’t work well.
Here is a tip – profile is not G3D(at least for steam version, but I am certain in this particular case versions are same)
It’s a common mistake to kinda see 3D especially with head tracking since motion helps your brain tell depth of things. Ive done it myself – believing there is 3d depth when there is none, but now I cant fool myself as easily. You can check it yourself – turn off headtracking, switch to immersive screen and look away from screen, then open vorpx menu (this way it wont be over game screen) then switch between z3d, g3d and off and you will see no difference. When depth is there there is no doubt, you dont have to kinda see it, because it jumps at you. Game start is in a hotel room and you get to hotel corridor and corridors are one of best things to test depth – you see it clearly when there is one.
I wanted to find a unity profile that would actually work (even if just z3d) and Ive tried all unity 2017 (that game uses) profiles from other games of same unity version and none had any depth. Best I could achieve is having main menu background and mouse on a separate plane. Whats more game has 0 graphic options, cant adjust fov or anything and there are no 3rd party apps to hax for unity like universal unreal unlocker is for ue games, no config files. So it makes adjusting a game even harder.
Anyways Im quite tired of trying like a hundred profiles with absolutely no success so far, so only advice I have for you is to make absolutely sure there is actual depth in game, people have been fooled many times including me (good example is doom 2016 that people were sure had 3d, while even Ralf said it just seemed so)
I never really got hooked into VR gaming (not too many great games in my opinion) and i almost sold my oculus before i found out that playing regular non-vr games using my oculus and those huge theater screens/virtual desktops is so much better that i actually never played any game on my monitor again, in fact i use my oculus on a daily basis now, sometimes several hours with short breaks only.
I even play pixel sidescrollers that way. Gaming on my “small” 31inch screen just isn´t doing it for me anymore.
Actually bought vorpX only because there are several troubles with certain games running on free virtual desktop software while they run far better with vorpX while vorpX doesn´t draw as much power from my rig as for example bigscreen does.
Funny thing is now that i use my oculus on a daily basis, i got in the mood to actually play VR titles again and i also enjoy them, unlike when i had that (bad) start over a year ago.
I actually only use vorpX´s 3D and full-vr mode for games that i already finished in their original non-vr/non-3d mode but not on the first run.
Fully agree that for FullVR, the magic “reality” formula should be adhered to as much as possible, to prevent throwing one thing or another out of whack, causing an imbalance.
However, I end up playing a lot of my games in immersive or cinema as you know. Why? Could be bc I have a lower end card, could be because I want to prioritize graphics and sacrifice framerate, could be because its 3rd person, could be just personal preference of wanting a larger fov for a game, etc etc.
And I think in these cases, most of the rules could be thrown out the window. Want a massive fov? Go for it. Want that dollhouse effect? Do it. I would say the more options the better, but lock them to the cinema modes perhaps to prevent people shooting themselves in the foot for FullVR.
Just my 2 cents. I think VorpX is great as-is, but there are times where I wish I could have a bit more of that 3D pop for certain situations.
I can feel Ralf rolling his eyes hard right now. hahaha. ;)
I expect it to work just fine for RDR2, will check tomorrow to be sure. There isn’t really any point in its new alternate frame G3D pipeline that I can imagine to cause issues.
For both normal G3D and Z3D things are bit more complicated since DLSS may confuse certain size based stereo 3d heuristics. So in these cases it depends on the game, respectively certain profile flags that may or not be active for a game.
I’m having a new issue I haven’t encountered before: I’m getting Steam VR crashes when playing Cyberpunk 2077 and Greedfall consistently and repeatedly when I’m trying to spit the output to my Pimax 5K+ through vorpX. They do NOT crash when using vorpX to spit them to my generic 3D display (Steam VR is not running in this case, and therefore can’t crash.) I’m playing other titles just fine vorpX -> Pimax, including some relatively demanding ones (Outer Worlds etc.) The only difference off the top of my head (beyond those being entire different game-engines) is that I’m playing these in Virtual Cinema mode, not as full VR titles.
Things it is not: it’s not overclocking or overheating issues. My rig runs very cool and I can push both the GPU and CPU to 100% with zero stability issues under extended testing (both benchmarking and real-world.) For example, Cyberpunk 2077 routinely pegs my GPU at 98-100% usage and runs between 45-60fps with vsync on (I’m using RT on a 2080 Super) and my temps remain below 70c. CPU usage under *any* game scenario isn’t enough to even make my system blink (liquid cooled 5900x running stock frequencies as there is zero point in overclocking it at this point.) So I’ve made very, very sure that I’m running a stable configuration in terms of the hardware; it’s only when adding vorpX -> HMD that this issue appears.
Any obvious things I could be doing wrong? I’ve been wondering if it’s a vram thing, but that should maybe cause a hitch in performance, not a lockup.
Using vorpX directly is always better, not just because of the obvious image quality loss from the Full > SBS > Full scaling. You gain nothing, lose 80% of what vorpX can do, and add unnecessary performance issues on top of that.
The only reason the SBS output exists is because some users requested it for use with 3D TVs and projectors. DO NOT use it for some weird construction with an extra tool that captures the SBS image and displays it in the headset. That’s entirely pointless.
(for VR mode. For virtual cinema mode 2560×1440 is good enough.) I can’t wait to get something better. Someday.
Yeah, that is the bare minimum for a decent experience.
In general, you don’t really get a quality degradation over ‘flat’ 1080p anywhere except in 2D elements, where it can be very apparent. But if you are rendering 2 different sets of pixels, each at 1/2 1080p resolution, and presenting those different pixels to each eye, then your brain basically reconstructs them as just as high-quality as 1080p.
With G3D rendering at half horizontal/vertical resolution there shouldn’t be much quality loss compared to a full frame. However with Z3D there is some added aliasing because rendering is done at full resolution, then AA is applied, then the image “cut” in half.
This is clearly visible in these screen grabs from Depth 3D taken while I was testing Super3D (a color-space 3D format between Depth3D VR effect and the VR Companion App).

For me in some games it’s quite annoying while in others I can barely notice it.
I have a good game I’d like to see in true stereo 3D… it is not listed in the supported games (probably just because nobody tried)…. but right now it seems to only open in the flat 2D modes in VR, which is no good. It seems to be just a normal DX 3D game so I don’t know why the stereo 3D option is not available.
Is there something I can do in config or something to add the stereo 3D VR option to game or is it automatically determined by vorpX and not shown if unsupported? Or does it just not add stereo option for unknown games?
Reason i know stereo not working is because I know what it looks like when it is working eg for Battlefield 4.