3d is weird, it’s like the world is flattened half a meter in front of you. Head tracking is misaligned, it overshoots the angles (if I look down 30 degrees the view is moved by more than that). For some reason, stick turning can change x-rotation (further misaligning the view with the actual eye direction), when previously it would only rotate around the y-axis, as it is supposed to.
These problems have been there for a while, but I played HL2 and Episode 1 in Garry’s Mod instead. Episode 2 just won’t run in Gmod though (can’t get out of the train because the animations for Alyx getting you out don’t load) so I’d like to play Episode 2 with Vorpx at least. But as I said it’s broken, same way as the main game when I tried months ago.
I already tried resetting the HL2/Portal profile to factory settings but that didn’t fix it.
I actually regret ever trying to play games in this mode, coz now, VR this or Vr that, playing games the regular way on my 31inch monitor is like missing so much that actually playing games there is even less than just half of the fun compared to when playing in immersive modes, or in other words….i don´t play games without my vr goggles anymore, even if it´s some “stupid” 16bit pixelshooter coz those games are as well much more fun in immersive mode.
Needless to say i was almost about to abandon VR because the exclusive VR games just really didn´t do it for me, i am still more for a relaxed way of gaming and not really having fun with jumping around while swinging arms in a almost hysterical way while trying to hit and dodge enemies.
I also must say games like SENUA´S SACRIFICE, a 3rd person game getting its VR version years later, was one of the few “vr titles” really being much more fun than all of those “exclusive” VR titles who try to much to give that huge “immersive feeling”.
So finally, i can say vorpX kinda saved VR for me, coz now i am also getting more into the mood of not only playing games in immersive mode but in real VR as well.
…just hope you guys from vorpX stay on this for the rest of my vr-gaming life, lol.
Until tomorrow 5pm free in the Epic Store … “Rage 2” … runs with Reshade Super Depth 3D with the Reverb G2 and 2500 × 1400 in game settings as well as everything ultra … super smooth with my 2080Ti and sees in 3D-VR just “fantastic” from … !!! … yesterday I sank into it for 3 hours also because of the really great story…
Now I really want to watch “Mad Max” 3D-Bluray on my 4K 3D projector …: D
https://www.epicgames.com/store/de/product/rage-2/deluxe-edition
Geometry 3D adds a second camera (one for each eye) to give stereo vision. This is why it looks most real and cost double performance.
It sounds obvious, but…
I was using Nvidia 3d Vision before it was dumped by vendor. It was in fact doing real Geometry 3d, not Z3D for sure. And the performance was dropping only by like 10-15%. Rendering a second cam should not cost double performace, as most of the rendering of the scene can be shared between both cams, and only at final rendering stage it needs to be separated.
Also games that are made specially for VR, are actually real 3d and they run on my same machine on max graphics and high resolutions at maximum frame rates. Even though, they also need to render two eyes.
I was expecting performance drop with vorpx when using G3D, but not that much. In example Farming Simulator 19 on same machine, was running for me with Nvidia 3d Vision at 60fps at maxed out graphics stable. While with vorpx G3D it breaks down to something like 10fps. Even with lowest graphics settings and lowest resultion its not going higher then 30 but of course looks like mess. With Z3D runs smoothly at 60 fps with max settings and high res. G3D kills the performance for FS19 completely it’s not just halving the performance, it kills it completelly. So actually even though G3D is available for FS19 it is in fact unusable.
I assume therefore that the method how vorpx realises G3D certainly has some issues with the performance, and it cannot be justified by just saying, well it has to render everything twice. No it doesn’t. If it does it, then its not an optimal solution.
I am suspecting, that G3D breaks the performance in vorpx because it actually renders everything 3 times from scratch and is not sharing ressources. Don’t forget the monitor. I have a reason to believe that monitor is rendered compeletely separately. 1. It runs a different resolution. 2. When changing camera hight in vorpx G3D settings, it does not affect the monitor, you see it only in VR.
Hi, I’m using BeardoBenjo’s profile for Amnesia: Rebirth (which is ostensibly built using a profile made for Soma) for my Oculus Quest 2. It seems like it works pretty well for the most part. The only issue I’m having is with the G3D. It seems pretty close to working, but when I turn my character, particularly near sort of complex 3d objects (I was testing a lot with the campfire with the pot in the first cave), the 3d looks kind of weird and it feels like I’m instinctively crossing my eyes to try to see it correctly? I’m not sure exactly how to describe what’s going on visually; part of my hypothesis is that maybe one eye is being rendered ever so slightly behind the other, but its really hard for me to tell.
I’ve been jabbing at all the settings I can find, but none seem to really do anything to fix this issue. I’m aware that this isn’t an official profile and that searching for details about Soma and Rebirth profiles have both made it sound like it’s just kind of destined to be weird due to it being an OpenGL engine, or something. I’m just sorta frustrated because I just came off of playing the FEAR series, which blew my mind with how well Vorpx was able to work with those games, and Rebirth seems really close but not quite there. I figured I’d post here to see if anyone can think of some good tweaks, or if I’m having a better time than most and just need to get over one little hump I’m not sure about.
PS I’m still fairly new to Vorpx and want to make it clear I am in no way crapping on the devs or this software. I can’t even imagine what it takes to make something like this.
nVidia supports what is popular and brings them money. I see VR getting very popular in the next 10 years.
Personal experience: Since my number one immersion factor in games is physically “correct” lighting, i waited for years for Ambient Occlusion to get mainstream. And then it happened – i stopped comparing gaming engines and just enjoyed the games. A bit later nVidia implemented AO in the driver for many old games that didn’t have it in-engine, and i was beyond happy.
That’s why i like nVidia (and because i can use them productively in my workstation, unlike AMD, but that’s besides my point here). I dream of a day when they will do with VR what they did with AO, on a driver level, for all those wonderful classic PC games.
BTW, my understanding is that nVidia killed 3D in the driver, because it wasn’t popular, and because they realized VR was on the way to replace that stuff in the near future.
Honestly, i don’t really give a damn about VR, i just want to play my games in Stereo3D, and if i gotta do it with an HMD, so be it. []-)
Secret dream of nvidia buying vorpx ended with nvidia killing their 3d driver the one that helix is dependant on, you cant even use helix on 3k series because of that.
Nvidia somehow still fixes shit being broken in steamvr but they are more interested in hot sales of copypaste milk cows, writing crutches and patches in new drivers just to make new milkcow barely run without making a mess.
AMD isnt much better and driver behavior changes by just renaming executable of a game you are running. Its not as much drivers at this point but a collection of profiles for games.
I’ve been enjoying ESO with vorpx. After playing awhile, I have a couple of questions:
1) the one thing I changed from the default settings was Aspect Ratio Correction to Pixel 1:1 to get rid of the gray borders, as others noted. It seems to work well in this mode, though there is some distortion when I turn my head. Is there any way to correct this? It makes playing while standing up difficult due to disorientation (fortunately, I’m not susceptible to motion sickness, but I almost fell over once :-) since then, I play sitting down.)
2) the world appears very large, or I appear small. This is partly because I’m playing a wood elf, who are a small race, but the scaling also seems off. Maybe this is because I’m playing seated, so everyone appears to be about 3′ tall. Just wondering if there is some adjustment for world scaling?
Thanks! I’d love it if Zenimax/Bethesda came out with a VR version similar to Skyrim VR, but that doesn’t seem like it’s going to happen, so I’m glad to have found VORPX!
The issue with any kind of interleaving reprojection is that the VR framework interacts with vorpX and is largely unaware of the game. When the framework limits frame rate (ex. half the display refresh) in order to interleave synthetic frames, vorpX itself will be limited but the game is not. This induces a larger and variable delta between a frame render time and display time. The GPU is also overloaded with frames that are just dropped.
Fortunately vorpX has two settings to help with this:
Headset Sync
When set to “Safe” vorpX will sync game frames with the VR rendering. I presume this isn’t possible to do perfectly. There’s always going to be some overhead in syncing and the VR distortion/render itself. So the game FPS will be lower than needed for smooth motion even if the GPU could push more frames. In my experience this is better than nothing but still exhibits some stuttering.
Direct Mode FluidSync
When set to “On” vorpX will limit the game frame rate to half the display refresh. It’s important vorpX uses the display refresh rate not the VR framework limit. With 1/2 synthetic frames the frame rate that vorpX requests from the game and the rate the framework requests from vorpX will be the same.
Thus leaving Headset Sync as the default “Device (Fast)” and changing Direct Mode FluidSync to “On” will work great with 1/2 reprojection. At least if your GPU can keep a stable FPS.
Personally I’m more susceptible to stuttering and low FPS than to reprojection artifacts. So I’m using this setup for most games. I haven’t noticed a quality difference between vorpX and native VR games. This is on the WMR platform. My understanding is reprojection in SteamVR and Oculus can also use depth information so there might be some difference there.
Just to note some platforms have “auto” reprojection which enables when the framework detects the game can not keep up with the device’s refresh. This won’t work with Direct Mode FluidSync because vorpX duplicates every frame and the VR framework will think the game is doing just fine.
For 2/3 or more synthetic frames I don’t think there is an ideal solution with vorpX right now. We could lobby Ralf to add additional options for Direct Mode FluidSync like “On 1/2”, “On 2/3”.
I don’t have this on WMR but I hope it’s implemented at some point and vorpX will be able to use it.
[developer remark: Unfortunately the above descriptions of the two vorpX settings aren’t fully correct (largely correct for ‘FluidSync’, not correct at all for ‘Headset Sync’. To avoid confusion please see the post below.]
This is a list of dx11 games.
https://www.pcgamingwiki.com/wiki/List_of_DirectX_11_games
Unreal Engine and Unity games usually work well with vorpx so you may want to try one of those. Bioshock Infinite, most if not all of the Batman games, Borderlands 3…most games published after 2014 are dx11.
Again, the api used may or may not be relevant – at one point I couldn’t hook dx9 games but dx11 worked. Game overlays can cause similar problems, so I’d suggest just a quick test to see if it’s a general problem.
I remember reading that some games need to be borderless to get a 3d effect, but I didn’t realize fullscreen could cause issues if the 3d was working. I suppose it does make sense. When it’s in windowed mode, the OS just needs to hide a window, but when it’s in full screen, it’s changing a monitor settings, which leads to things needing to be re-initialized.
If it’s not already obvious, your suggestion worked beautifully. After I switched AC settings to bordlerless, I can tab out without it crashing. Thanks!
I decided to reinstall Vorpx because I got a 3080, so I’m testing a lot of higher end games. I used to mainly use Vorpx for running the old games that have been converted to FullVR.
I tried to lookup different information to solve the issue, but I can’t seem to get vorpx to properly hook to DXMD.exe
To do some testing I downloaded Dark Messiah of Might and Magic, one of my favorite FullVR conversions. With minimal tinkering, DMOMM starts right up in vorpx just like it always did.
I am on Pimax, and have my settings set according to the post here: https://www.vorpx.com/forums/topic/official-pimax-5k-8k-recommendations/
Currently I am still tinkering and reading through pinned troubleshoot posts.
Is there any specific reason it would hook to a game like DMOMM and not DXMD?
Any help is appreciated.
Hitman: Absolution (Z3D/G3D)
I put Z3D on because G3D has ceratin objects not beeing transformed properly sometimes. (Just dont look nice) If you dont mind the glitches go for G3D with scalable HUD and Full VR w. headtracking.
Disable Shadows in the menu if they annoy you.
– Z3D on dfeault
– G3D with glitches
—but scalable HUD+Full VR w. Headtracking
– Optimiozed for Cinema Modes
– Profile available at the cloud


The game is currently 82% OFF Here
I’ve been playing through it again – absolutely fantastic game for 3D. I have to take frequent breaks in the tombs and crypts because the climbing makes me dizzy as hell – I know I ain’t gonna fall but it sure feels like I am.
Got a decent performance boost from disabling SMT – game was optimized for intel/amd or so I’ve heard, but I’m running on ryzen/nvidia. I really wish the profile allowed dx12 because it runs substantially faster on my system.
Anyway the game supports sbs natively so vorpx is just a viewer and headtracking add-on for the most part. Thank the game devs.
Hi everyone,
I recently bought VorpX and I am quite happy with it’s capabilities so far. I tried one of my favorite games, ARMA3, which works well using mouse and keyboard. Nevertheless there are two things I can’t stop thinking about:
1. Using Motion Controllers (i.e Oculus Touch) for aiming: I know this has been discussed a couple of times in this forum and this feature has been deprioritized because for most of the FPS looking and aiming is not decoupled. But not for ARMA 3 – Looking and aiming are already two different types of control so I figured it should be possble, or am I wrong? Is there any update when this feature is on the roadmap
2. Use Positional Tracking to change stances/leaning: Maybe it is already possible and I just haven’t found the correct setting, but it would be cool if the positional tracking could be connected to the stance/leaning system of Arma 3. I have in mind that in TrackIR/OpenTrack it was possbile but I am not entirely sure. Would appreciate if anybody has some advice how to set this up.
If those two things would be implemented, ARMA3 would come pretty close to a native VR game with full controller support.
Curious to hear your opinion.
Cheers.