Dishonored is my favorite VorPx game and Dark Messiah is the predecessor of Dishonored and yes, it has a VorPx profile.
Installation is easy, hooks to the profile and looks really 3D with VorPx. Engine has aged well, so I play it without mods.
Gameplay is very well suited for VR, because use of environment is fundamental in this game.
I had problem with crashes. Messed around with tipps from internet, but could not solve it. So I stopped playing with VorPx and played on flat screen. After I adjusted all options and played through chapter 1 I tried again with VorPx and it runs perfectly now.
Controls are a pain in the ass. Rift S controllers are supported, XBox controller is supported, but it plays much better with mouse and keyboard. In fact it is the first VorPx game I play with mouse and keyboard.
After a few hours playing I can tell that this belongs to my best experiences with VorPx.
VR sickness is essentially motions sickness and that thing has been with us for ages. It brain hitting red button because it cant understand what is going on. You have senses reporting conflicting information: on a ship you can feel rocking but you see stationary environment around you, in car its same – you feel movement and whole world scrolling outside while you sit in a small room, in vr its eyes seeing all kinds of movement and body trying to compensate for acceleration etc, that you are used to from driving cars and skating and whatnot but acceleration never comes, in fact you feel like you are standing still at a spot with no other senses registering said movement so brain doesnt know whats going on, how to react and makes you sick just in case you are poisoned or whatever is going on better go puke and lie down for a while.
Good news is human brain is adaptable, so if you can train your brain that these feelings of standing still yet moving are fine it wont panic anymore and go into puke-sick state. Ginger works too at subduing brain mechanisms it uses to make you sick and you can read about ways a bit here https://www.motion-sickness-guru.com/ginger-for-motion-sickness.html
Just play short sessions and enjoy ginger products if you want to be better of not being motion sick.
I hope something like that will never happen again. I really don‘t want to get into details about how pissed I was (and partially still am), but the whole thing pretty much just became necessary as a precautionary measure because someone for whatever reason deemed in appropriate to publically drag vorpX (as well as other modders) into their own legal issues.
What I truly promise is that I will think hard about whether I can deal with the matter in a different way.
Hey matteo, I got to admit that slowly I’m beginning to wonder whether you want to somehow fool me by posting questions half a dozen times, considering how often that happens… :)
You already know the answer to that question. Someone just replied to you asking the very same question about two weeks ago or so – in a thread that contained the answer to it two posts above yours anyway.
Again I’d politely ask you to only post a question once. Answers won’t change just because you post the same question over and over again. Many, many thanks again for your understanding!
So there is no way to individually restore profiles unless I previously exported those profiles manually? Unfortunately I made my latest sector-clone of my boot drive before I realized these problems existed (missing profiles.) This makes it harder for me to revert to a prior revision of vorpX before these profiles went MIA. I understand the reasons for that happening, completely, but there should still be a technical solution on the user end to retain/restore what was already on my system (and still exists in my backups, just not in bootable form.) I now keep clicking the “do not update my profile database” because I’m worried I might lose more profiles I use.
Since I keep a sector-cloned boot drive, I can pretty easily (without risking borking things up in an unrecoverable way) try reinstalling an older revision of vorpX and then exporting profiles. If I do that, then update vorpX again and import the profiles, will my imported profiles function?
Thanks Ralf.
Hiya, just want to report back that it turns out the profile database (and various other settings) were saved under
C:\Users\<user name>\AppData\Local\VirtualStore\ProgramData\Animation Labs\vorpX
I only Googled about VirtualStore a little bit, but it seems that it might be caused by vorpX running in Windows Compatible mode. I didn’t recall manually asking Windows to run vorpX in Compatible mode, but I might be wrong. Or is it something that could be triggered by some option settings in vorpX?
I remember other threads where the “issue” of disappearing game profiles is discussed or mentioned, yet i don´t understand if there is an “issue” at all, since you can make up a profile of every game yourself, based on other similiar profiles using the same game engine.
In other words, only because certain profiles disappear, doesn´t necessarily mean that those games do not work with vorpX as it is just up to some user making a new profile all over again.
I don’t need motion controls or anything, I just want to put on the headset and have full 360 look around with my head (like gyro) while just sitting down at my comptuer with keyboard and mouse.
Does vorpX support java minecraft, anyone have set that up? Need java cause I play modded.
Basically the key decision as to whether or not I should purchase this app.
This may sound overboard, but its not like its a harmful medication, try playing a few times a week with some Dopamine, same medication you take when you get on a boat, because your inner ear doesnt work well with a bobbing around.
I started playing with a DK2 and had very mild motion sickness at first, used dopamine for a few sessions and dont get VR sickness whatsoever at this point.
Hell, played Doom Eternal in 3d (no 6dof) and didnt have a problem playing whatsoever. Your mind can get used to it, but, some people will criticize it for being too much to just play a video game; but try dopamine for a few weeks and just play a little bit through the weeks to get your body and mind on the same page when it comes to VR.
Worked for me, might work for you. Good luck getting over it whatever you decide to do, I would be super frustrated if I got motion sick from playing.
@Ralf – my issue may be limited to that specific location or at least a subset of locations. I have been running around elsewhere and not seeing the same problems. It’s still very odd though, so if you have a moment to look, just for kicks…
@AtomicWalrus – It would be interesting to see how AFR works in a title that does not have forced TAA. I *think* AFR is largely analogous to the old “frame packing” 3D methods we used with shutter glasses, and that never produced issues like we see with AFR on our HMDs. I *think* a lot of the problems stem from TAA, but that’s hard to defeat in Cyberpunk for testing (defeating TAA causes other issues.) Maybe Ralf could add an AFR mode to other titles eventually, and we might know more then.
It’s too bad no one can get Valve interested in building a motion smoothing mode specific to alternate-eye rendering. I personally can’t deal with the 3D error in actual gameplay (look out the side of a moving car and the road appears to be closer than the interior of the car), but it seems like this could be handled with the existing motion extrapolation system.
Frame 2 render L2, extrapolate R2 from R1. Frame 3 render R3, extrapolate L3 from L2, and so on. 3D would be correct, and no jitter. The only issue would be that those motion smoothing “wobble” artifacts would alternate showing up in the L/R eye every frame, which I suppose could be… not great. Potentially stroboscopic. Still seems like it might be better than the stereo error and jitter though?
Anyway, just theorizing. Excellent work on support for this game as it is already. The gesture system is surprisingly effective, and this is the perfect place to show it off because it doesn’t have “gun face” (gun and arms glued to the camera) and instead uses a proper 1st person body. When you aim with the ADS gesture it somewhat becomes “gun face,” but it doesn’t feel nearly so wrong because you’re doing the aim down sights gesture IRL, so you really should have the sights lined up with your eye.
I use Vorpx just for the 3d on my 3d projector and it works really well on most games, some games I had to make my own profiles for though, by using other ready made ones that I know use the same engine,I got every game working eventually by doing this… the only time I had a similar issue to the one you described was when I accidentally chose a different resolution to 1080p and the screen went all funny a bit like you said… that’s all I can think of really, never had any issues since.. I hope you get it fixed because Vorpx has been a god send for me, playing almost all my games in stereoscopic 3d is awesome.
Hi there! A VR user in genesis here :)
Although I still don’t own a VR headset, I purchased vorpX more than a year ago because I liked the project so much, and I just had to grab it.
I do plan to use it frequently when I finally buy the headset.
I need your help in deciding one thing:
Pico 4 grabbed my attention, and I am still deciding whether should I pull the trigger on it, or go for Quest 2.
I am aware of the pancake lenses, higher resolution, better comfort, and all other benefits, but really, the deciding factor is the following:
Can it run vorpX or not? If not, that is a deal breaker for me.
Any help on the subject would be helpful.
Thanks!
Ran into difficulties trying to play with my controller bindings because so many buttons have multiple functions. So I finally figured out why the game was not recognizing controller inputs except in full override mode. It was a Steam controller setting. I right clicked on Cyberpunk 2077 in Steam, hit Properties, went down to Controller, and switched it to “Enable Steam Input.” And then that fixed it (either that or some of the other Steam controller options that I messed with at the same time).
Now the mod’s default controller settings work with having disabled xbox gamepad override in the mod’s settings. When the mod’s default gamepad settings are enabled in this way, they do, in fact, “just work.” Wish I had found this simple solution a week ago.
It’s just too bad that the hotkey menu does not seem to work with default gamepad settings. It’s not critically necessary anymore, but would be nice to have it. It is triggered by shift + middle mouse button (edgepeek), but the sprint button on the controller is not recognized as shift. And there are no rebindings in this mode, so it cannot be rebound to be shift rather than a gamepad button. But that’s a minor inconvenience.
I was able to set it to 3840×2160. Looks fantastic, and the inventory menu works properly.
It took me dramatically longer than expected to actually accomplish this because the option in Nvidia Control Panel to customize resolutions was greyed out for me. I tried messing around with virtual monitors and all kinds of other things without success. In case anyone comes across this post and has similar issues, for me the problem was that my Samsung G9 monitor was set to 240hz. Apparently you cannot set custom resolutions at 240hz, and you cannot solve this problem by just switching the refresh rate in the Nvidia control panel to 120hz or 60z. You need to physically hit the menu button on the monitor and drop the refresh rate from 240hz to 120hz. At that point Nvidia Control Panel will allow customized resolutions. And then I went to Geforce Experience to change the settings for Cyberpunk to launch with my 3840×2160 custom resolution.
Cheers!