I just got the new VorpX version downloaded to my PC (Version 21.1.1).
Cyberpunk starts with 3D reconstruction turned off by default after the update and I have to set it back to Z-normal and increase the 3D effect to 2.0. Any ideas why this behavior happened? Before this update my settings were tweaked a bit because I changed it from VR mode to Immersive Screen mode but other than that I left it alone.
OK, figured it now – it runs in 3D on FSO 3.6.12. Here is how to make it work (well at least on my setup :-)) in case someone else will want to give it a try:
Thank you for your post. I’ve just installed your combination and vorpx is hooking and showing “3d things” on FS2.
In my Oculus Quest 2 is also working TrackIR after copy the required dll. This is cool because you can look around the scene as modern space sims
But there are some things a little bit wrong. The HUD is composed of 2 different layers that move in a different way. I’ve tried to use authoring to try to fix this but I get a message saying is not supported for this opengl old version.
Due to this, i’m trying things: switching between full-vr and immersive cinema, changing FOV with -fov flag, zooming in out inside vorpx..
¿Did you get a good configuration settings that made freespace 2 playable?
Hi,
I just bought a G2 VR Headset and am waiting for my 3080 to arrive next week.
I figured I would look into VorpX and how useful it is.
I don’t mind purchasing it if it works, but from what I hear zbuffer isn’t substantially better way to play games compared to normal Monitor. So my questions are just about the G3D games.
1) Is the list of supported Stereo 3D upto date? I am guessing Stereo 3D is Geometry 3D? I am asking because someone posted another list of games that were G3D and had games like Witcher 3 in there, which are not present on the supported Stereo 3D list. And games like Darksiders 3 are on the Stereo 3D, but not listed by that post.
2) I know that we can mess around and get some degree of 3D work, but I would rather know more about the games that definitely work which would factor into my decision to purchase.
3) There is a dearth of arcade racing games in VR. I do like the Need for Speed series, and though I haven’t played it for years, I still have bought some of the new ones and I own a racing wheel. Are there any recent NFS games supported with G3D that are not on either list? Are there player profiles that would be considered almost as good as official? Even if I have to play in Third person view instead of indoor view.
4) Is enabling G3D going to cause a significant performance hit? Playing games @ 100% in SteamVR ends up with a resolution of about 4k each eye, which is already very resource intensive. I am hoping that after turning some settings down, I will be able to hit 6k @ 90 FPS in some of the older games (4 years+) with an RTX 3080. Any experiences with a similar setup would be appreciated.
5) Do any DLSS games work well in G3D? Just curious. I guess I am mainly curious about Control. Cyberpunk 2077, I would play on flat screen for now.
I really do like the idea of playing normal games with head tracking in proper Stereo 3D and normal keyboard/mouse controls. Just hoping there is support for enough games I like that I can take the plunge.
Played it with Vorpx last night, first time ever using it… here is my set up:
5900x with large water cooler
3090FE
32GB 3600 clock RAM
Oculus Quest 2
Samsung PCIE4 Pro SSD
9 case fans
How was it?
Cyberpunk 2077 is full of glitches, including and particularly annoying HUD glitches. The game crashed once, another time I got stuck and couldn’t move, had to restart. G3D also is not that great.
But…. it was also well worth it. This is the absolute cutting edge of gaming and our boy Ralf really deserves the credit for the quick turn around with a solution to at least get it running on Vorpx. Worth every penny and double thank you for the quick turn around time on getting a software key. Fantastic. Will absolutely recommend. People who complain about Vorpx or ask if it’s really worth the money need to grow up.
Also with these settings I was able to just about max out the graphics on the Oculus, using DLSS. I turned my monitor OFF so that I had as much GPU available as possible.
Also just want to say S/O to Paradise Decay on YouTube, coming straight out of the box having never really used SteamVR or Vorpx before, his video guide on YouTube really helped me get it up and running quickly, figuring out what to boot up in which order.
****
A few quick questions….
— Is there any way to make the Vorpx background just a solid back color? This would make it way more immersive IMHO especially because you need to use edge peak constantly. I looked in the config and didn’t see anything. I see the colored bars at the bottom of the screen when zoomed in and it’s very distracting.
— Did anyone ever come up with a solution for the ‘split screen issue’ that occurs during cut scenes when using DLSS? IIRC I turned DLSS off and had the same issue…
— Can you use custom resolutions? I was using 1080P with DLSS… is there a way to increase the resolution to the Oculus native res?
It seems i do not have the slightest chance to get the Game running in VR.
This is basically, asking for any Help.
I did try Running VorpX with
User Profiles
DesktopViewer ( wich also results in Stayin on the Desktop not displaying the executive File )
Starting the Game from Desktop,Steam VR with and without Home and starting it Via GOG Galaxy and without it.
I did try admin mode, excuding overwatch via BITDEFENDER (gives also no warnings)
disableing MSI Afterburner, and stuff that i dont need like Viveport for Example.
I did download those 3 Log Files but i dont know what exacly i am searching for or how to upload them here.
…
VorpX Works in Desktop mode if i want to, also can try DEL for the Settings just to say something about Functionality,
it seems it does not detect Cyberpunk to me.
There Is no Window like Attaching VorpX or similar, if i go to Add process in profiles it says i can not Attach Cyberpunk to Cyberpunk because its already existing.
If somebody could test and find out what exactly disables Z3D it should be added to original post instructions because its quite important. Difference between just following post instructions with my monitor settings for the game where everything was high and setting it all on low and actually seeing z3d working was MASSIVE
Important reminder – some post process graphical settings disable Z3D hack in vorpx and reshade and alike
I was testing rdr2 vorpx profile before, I found out its not really playable performance wise, but wanted to see how it feels and was trying to just see how 3d is
Kind of convinced myself there was kind of was some 3d, but with Z3D there are these artifacts if you overdo it – kind of a glassy shimmer around objects where software interpolates pixels, basically looks like watery/glassy border around objects, so I was looking for it to really conform there is 3d because i couldnt see it toggling Z3D on/off
then I remembered some graphics settings disable anything z3d hack tries to render and set everything except what is not related (like water physics, tesselation etc) to low and BAM!
believe me if there is 3d even z3d you WILL NOTICE IT
game looks absolutely amazing even on low, I havent found exactly what settings it is that kills z3d since I cant play it on 1070 anyway, but if you try this game start by switching everything to low, checking z3d works and then tweaking things to higher one by one
On Steam I only succeeded I don’t understand because I can’t go forward but just go back, what should I do? thank you so much
with xbox 360 controller. Without vorpx I can move forward and when I activate it everything works except that I cannot move forward, it’s weird.
I tried Mass Effect 3 profile and the result was the same. I also have troubles distinguishing between real 3D and “flat” 3D. Everything seems to be a real one for me. So, I have a paranoia: what if I’m delusional and something I believe is 3D is in reality 2D. But thank you for confirming Z3D working! Although I might try to get HelixVision working (to compare with vorpX and just because I love tinkering), with vorpX I’m calling it a day.
I just bought Prey because it was on the list of Direct VR games. But it’s all warped with no Direct VR calibration option. Please tell me I didn’t just blow 30 dollars for nothing.
First, I want to thanks Ralf for making this wonderful software. I’ve been using Vorpx since 2016 and trying many games with it. I found the FullVR mode work the best game in Walking Simulator like Dear Esther, Amnesia where there is no aiming required. But I always tend to skip FPS game because of Neck-Face-Aim at the enemy, it was cool at first but the neck really strains after a while, so the ideas I’m suggesting is :
–When pressing aim down the sight or just manual aiming, the game screen will enter EdgePeek and follow the 3DOF of the motion controller instead of staying stationary in the center–
Although your surround will be black it will feel like you are using the flashlight like doom 3 to look around in the darkness. Because it only needs to track the 3dof of the controller so it can work on any unsupported game, this ideas was getting from playing the DolphinVR of Metroid Prime trilogy, where the main camera is tracked using the Wiimote, while the head can be used to look around but most object won’t render outside the main camera, so mostly my head will naturally focus on the main camera tracking by the controller. So back to Vorpx, the most game can’t decouple and the head and the gun aim, so making the camera move around the controller instead of the head will give the immersion you are aiming the gun as in VR, sure the black screen might the bother for immersion so that when it better to use the traditional FullVR mode, but in a combat situation, I think to make the camera track the gun is going to make the game feel much better. I know it might be a stretch goal, but as one of the early users of Vorpx, I believe Raft the developer will able to do it, and it will increase newcomer to Vorpx
P/S: this video has the same concept, so I do think it is feasible in Vorpx, making EdgePeek and follow the 3DOF of the motion controller
just a heads up, g3D has some minor graphical glitches, if you cant live with them, you can try to fix those shaders yourself, i cant, i’m too noob :p if i did this thread it’s because i have a bug i cant share my profiles online for some reason since i updated my hardware…
so if you dont want those glitches and you cant fix them, you can go Z3D with other profile game.
Ever since I started using Vorpx 3 years ago I’ve had a relatively minor issue when using Vorpx headtracking. Honestly I just got used to it over time but I’d figure I’d give a shot at fixing it now that I am looking to refine my VR Experiences.
Issue Description:
The issue is that whenever I turn 360 degrees with headtracking on, there appears to be 1 degree that causes a screen stutter. Just for a moment and it passes as soon as I rotate past that 1 out of 360 degrees. This stutter angle appears to stay consistent for either an entire session of Vorpx in a given game or potentially during a play “Area” (I.e resets after reloading save or going through loading screen.) Any time I rotate to that angle it stutters and the image shifts about 5 degrees for a split second and then re-aligns properly.
Headset: Oculus CV1 with 2 sensor 360 degree setup
Details:
-This issue occurs with and without directvr rotation on.
-Occurs in every game I use VorpX headtracking with
-Doesn’t occur when I disable Vorpx Headtracking and use:
1) my mouse to spin 360 degrees
2) A python script to turn my Oculus into a mouse.
I don’t have any issues with native VR games such as Skyrim VR, Fallout VR, Superhot etc. If I use Virtual Desktop with my oculus to mouse headtracking script above I do not have this issue. Seems to be specifically related to Vorpx headtracking.
One additional tidbit is that when I use an AutoOculus Touch script that turns my oculus touch into a mouse, I run into a very similar issue at the exact same degree. I will gladly post the scripts I use for this and headtracking to mouse if that will help.
I haven’t played Arma 3 but I fixed a similar problem in Dragon Age Inquisition.
In DAI, the issue came from the fact that camera movement was actually bound to a key. In the normal game, you don’t move the camera by simply moving the mouse, you need to hold right-click while you do it. While using a first person mod with VorpX, not using the mouse caused the camera to simply follow my head movements and stay centered in front of my eyes at all times.
Turns out it was a simple toggle that I just had to deactivate in the settings to fix it.
You should check your settings and key bindings to see if the camera is linked to a similar key.
Tried exanima with reshade and vorpx desktop view, it worked and aspect ratio was correct in sbs, however performance was absolute garbage around 20 game and 15 headset from what vorpx reported while in-game fps counter said 120.
Tried immediately through vr desktop and while I cant see fps counter that vr desktop has while in game it felt much more playable, barely even noticeable there are performance issues.
I dont know what causes issues and it was just 1 game I’ve tested and plus not intended use, 3rd party software in a way etc, etc. Something is messing with performance, but at least I now know how to do it and about a watcher. So I did gain from this conversation.
Thanks.
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