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AuthorSearch Results
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May 22, 2025 at 4:25pm #221440
Cless_AurionParticipantSo why people go to the cinema ? It’s easier to notice details on a giant screen.
Ah! I see what you mean now. I thought you were talking about just higher resolutions. You are talking about screen size!
Yeah, that is correct. In fact, that’s why 8K only is worth it when you start going over 70 inches, because unless you are literally at breathing distance from it, your eye won’t be able to resolve all the detail lolAnd as my G2 is afocal,
The hell does that mean? I can only find you saying “afocal” when I google the word together with g2!! hahahah
It should be a (little) waste of performence (because you still have headtracking). But in fact, in my experience with AAA games, UEVR’s performences and image quality are so much worse that VorpX is still better, whatever display mode you use (full VR or immersive screen).
Pretty weird like I said. Its very unlikely that VorpX runs better than UEVR in UE to be honest, or if it does is because it might be dropping some stuff (like g3d shadows being only processed once in one eye). In any case, it doesn’t matter, since VorpX works with literally everything else unlike UEVR (for obvious reasons).
And it’s not a waste of performance, because it’s very useful
Nonono, you are misunderstanding me. Its a waste in the sense that, the PC is processing data that it doesn’t have to.
(and accurate/immersive in first person games because UEVR can break easily when something is close to your head).
It does? It doesn’t for me in all games I tried… All of them are 3rd person though, I don’t play barely any FPS to be honest.
t’s true 3D stereo in hundred of games
Yeah, good stuff all around!
(it probably adds an additional camera and move the original one, exactly as UEVR does, except with VorpX it’s not a broken/automated/unused feature from Unreal Engine
??? what do you mean? It isn’t broken, automated or unused…?
It works pretty well and its nicely integrated into UE.
Also, didn’t UEVR build its own stereo views by intercepting DirectX drawcalls instead than using the two camera tricks, and thus becoming more “native”? That would be waaaay more performant, don’t quote me on it tho.All the games I tried on UEVR had no issues with raytracing or graphical settings tbh… I haven’t tried a lot of them though. I definitely have had more issues with VorpX, but I’ve been using VorpX for like almost a decade, so its only logical lol
In any case, going back to our post here. I still can’t reduce aliasing on high resolutions, sadly :(
May 21, 2025 at 2:56pm #221430
Cless_AurionParticipantI have to partially disagree.
PPD is not everything… but is most of what makes VR work, since it defines intrinsically the amount of detail your eye will be able to resolve in the image. Even at 45PPD we are still not getting close to the eye limit, which should still be 50% further up.
Again, I’m rendering games at 8000×7000 per eye, and I can still EASILY see the extra detail that wasn’t there at 5000×5000, its just about looking into the distance. It does hit the diminishing returns ceiling though after 6000×5000 fast, so I’m pretty sure we will plateau at around this PPD in most VR HMDs for the time being.
The 4 most important specs for VR are in no particular order; PPD (resolution of detail), FOV (immersion), lens tech (quality of vision) and panel tech (image quality). We could argue that comfort/weight is another one, depending on the kind of things you do, but image-quality wise, those are the important ones.
What is cool about a 45PPD HMD is, that because it matches the quality most 4K monitors, you effectively lose NO information when watching 99% of the content online.
Nevermind the boost to immersion having no screendor-effect is (not little, not subtle, 0). You can also use it as a real desktop replacement since any screen you put will have the same effective resolution than a 4K display anywhere you look at. If you pair that with a mOLED HMD, which are under 200g, then you really have no more use for monitors anymore…
Concerning details in VR vs monitor : if used normally, most people don’t really see pixels and details on a 4k/8k monitor.
This is objectively false. Even your average joe will see the difference of a 4K to 8K TVs when viewed at the apropriate distance. 8K does bump against the limit PPD our eyes have easily though, that’s why 8K in any screen under 70″ is really a waste and not done, and why its not happening anytime soon too.
4K monitors put to shame any other monitor under them with ease, so I guess you are not talking about that comparison.
If you play in immersive screen, the displayed game can be larger than your FOV so it can be more detailed than a monitor with the same resolution than your VR headset.
It’s the difference between an hemispherical Imax theater (with headtracking and 3D in this case) and a monitor.
Yeah, we agree there, it is also an absolute crazy waste of performance unless you have a way to cull the polygons you aren’t looking at directly though, which is why UEVR is so neat, it is able to use the native software built-in UE to show the game not as AER, but its full proper VR version, with all the software boosts that that means.
VorpX does so too in its VR form I believe, but don’t really know much about how @Ralf does his black magic on it. The fact it works in so many different engines is flatout baffling.May 20, 2025 at 5:13pm #221426In reply to: Higher resolutions?
Cless_AurionParticipantBoth images look terrible in your pictures.
Well, they are raw images 2k images downscaled from almost 5000×5000 resolution output.
The UEVR looks worse (since its actually rendering at 4860p), the VorpX one… actually looks better than on the HMD.It can be a profile or configuration problem (maybe the wrong type of 3D, etc.)
It is in all games, in all types, from flat 2D to geo3D and any normal configuration.
Its like if VorpX internal resolution has an arbitrary ceiling it won’t go past for some reason.This is ugly even in 1080p. You shouldn’t be able to notice it on a 1080p monitor
Yeah, the image quality of VorpX is only SLIGHTLY better than on my VivePro… which has SIX times less pixels than my current HMD…
If the image quality is so bad, I guess it’s because you weren’t able to record correctly the output ? In this case I don’t see how we could compare.
I exported the raw output, that way they are comparable, its what its being fed to the HMDs.
I tried to take regular screenshots, but UEVR in 2D mode won’t play ball.Why do you want to use VorpX instead ?
I want to play all my games in VorpX (even the ones that won’t hook and will need to use the desktop viewer!).
I’ve been using VorpX for almost a decade now, and my dream since was “Having 4K-like resolution on an OLED HMD, so I can play all the games in VorpX!” … and its very sad to get finally the HMD that can do it… but now VorpX is the one that is bugging out (or limited in some internal way) :(I’m also a professionnal game developper (and I have advanced 3D modeling, animation and rendering skills too but it doesn’t really matter).
Awesome! A fellow gamedev and artist too to boot then!
I’m a professional indie and AAA game developer specialized in 3D Character creation! Moved to Japan and everything to make my gamedev dreams come true and everything hahaha
If this forum had DM’s I’d definitely send you a couple to chat about it lolThere is no way I can see blurry letters in VorpX.
I know right?
Even the G2 has more resolution than the image I sent! (you can even see the aliasing in the letters!)But as we said, you may be right on a PPD limit. I wouldn’t be able to tell with my current VR headset, which is already better than most.
Nah… far from the PPD limit still (sadly lol, its “only” around 45PPD).
Since you have a G2 it is easy to realize. For every 1 pixel the G2 has, the MeganeX8K has 3.
I’m not even getting to the 24PPD from the G2 in VorpX right now I’d bet :(I never use auto resolution, but most peope do, and as far as I know it limits resolution (it depends on game profiles).
Make sure you disable it if you want to play in very high resolution.
Of course, first thing I checked! I also disabled any sort of AA on both, to make the aliasing more obvious in both images and make comparisons better (very noticeable in the bridge ropes!).
Anyway, with hooked games, if you don’t see any difference between resolutions above 1440p or 2160p (or even 3200p), there is a problem somewhere, because it’s not the usual behavior.
I thought so too! That’s why I tried to reinstall a couple versions.
Reinstalled GPU drivers… and nothing.
The HMD is SteamVR native, so it should be acting just like the Index or any other native SteamVR HMD :/Everytime I tried, UEVR was particularly bad in 2D screen mode (a lot of aliasing and there is no curvature so there are distortions).
Dammit, weird again. That is exactly the opposite experience to what is happening to me.
In UEVR when I put it in 2D mode, not only the FPS boost up massively (due to all the processing that is not being done), but all aliasing instantly disappears (which… to be honest, makes sense, its stretching like a 4000×4000 image on a small square in front of me, instead of stretching it all over my FOV lol)——————————————————————————–
With the extreme resolutions you are mentioning, I think only the virtual monitor can reach, although it might currently be limited to 4860p max in the vorpX app.
That’s the thing. I made sure that in both instances, the game is running in 4860p. (I tried both by launching from the desktop, and the normal way without any differences)
The framerate matches 4860p on VorpX, the computer is using the GPU at an expected level… its just that VorpX isn’t showing the detail for some reason.
There may be be other special cases.
I tried many games, all of them max out at that very specific “VorpX” resolution. So does the desktop viewer (even when the desktop or the games are clearly set at 4860p!)
It’s important to note that you must have these custom resolutions created for a game to be able to recognize and display them. You test and create these in Nvidia Control Panel for your physical monitor, or the vorpX config app for the virtual monitor.
Forgive me if you already knew all this. I only mention this on the chance you are skipping something. like editing a game’s ini resolution without first creating the monitor custom res to match.
It’s the in game selected resolution that matters, not the SteamVR slider.
Nono, please, thank you for taking time to reply at all!
I did try all that. I made sure the games are ACTUALLY rendering at that resolution (checking not just the settings, but also GPU usage and FPS and such).
It really does just feel like there is an arbitrary “ceiling” I can’t pass when using exclusively VorpX :(
My SteamVR resolution is set at roughly 6100×5600, which basically 1.5x the resolution of the MeganeX8K (using up 100% of the panel’s image quality, which makes it equal in pixel density to a 4K 32″ monitor at regular viewing distance).And don’t use the Desktop Viewer (not to be confused with the Virtual Monitor) for games, always better to hook in with vorpX the intended way. Even for 2D play. The viewer is just capturing the desktop, performs worse, and looks pixilated.
Yeah, I tried both, just in case anything changed… and it didn’t :(
May 20, 2025 at 2:37am #221423In reply to: Higher resolutions?
BoblekoboldParticipantMost of the time, it’s not complicated if you use the virtual monitor (launch Desktop Viewer before hooking) : if the game isn’t restrictive, you just have to modify the game resolution in the game’s video settings.
With Bioshock Infinite, you don’t even need the virtual monitor because the game accept any resolution/ratio you want if you play windowed (but it’s still better if you want to play fullscreen in order to avoid mouse limitations in the main menu).
In addition : some unusual games use physical monitor’s resolution when they are in full screen mode (like Metro 2033 original). In this case you have to specify the windowed mode (in the .cfg file of the game or in the game’s video settings). With this particular game, the window must in addition not be larger than the destkop (you can guess why), so you must actually modify the virtual monitor’s desktop resolution with Windows display settings.
There may be be other special cases.
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I wouldn’t say the viewer automatically look pixilated if properly configured in immersive screen (at least without 3D). I didn’t really compare but it can be very good (at least the way I use it : high FOV, high resolution, low distance and high curvature, so a curved screen larger than my field of view). I think it’s simply more important to choose the appropriate resolution with the desktop viewer. But it may depend on a lot of things (VR headset, settings, etc.)
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Anyway, with hooked games, if you don’t see any difference between resolutions above 1440p or 2160p (or even 3200p), there is a problem somewhere, because it’s not the usual behavior.
It may be because of the game or the profile.
May 19, 2025 at 10:00pm #221420
BoblekoboldParticipant@ Cless_Aurion :
As I said on the other topic, you may have a problem, or unusual expectations (PPD sensitivity regardless of actual graphics quality ?)Maybe it will be patched (if it’s a real problem).
As far as I can tell from my experience :
– PPD aside (I don’t care and I don’t even notice it), there is a HUGE difference between 3840p and 2160p in VorpX with my Reverb G2 in most games. You can see so much more details…it’s just incredible.
– as far as I know, VorpX’s image quality in most AAA games in full VR / immersive screen has no equal (UEVR is a lot worse, at least at medium/long distance, I never got the same result I can have in VorpX, and I’m not the only one). It has been confirmed by other people even several times on Pimax Crystal Light (2880p).
– In VorpX, you can see every detail miles around with a displayport VR headset like Reverb G2. Most people use a Quest 2/3 with compression and are very far to this quality anyway.
– some people used a Pimax 8k here so they would probably have noticed your problem if they had it.About the desktop viewer, image quality seems fine if I don’t activate SBS mode and if I choose correctly the resolution. With SBS mode, it seems to be worse the only time I tried (but maybe it wasn’t VorpX’s fault because of course another 3D program was implied, and anyway it was still better than UEVR).
This is still an issue in V24. It looks about what I could expect a 1440p HMD (like the Vive Pro/Index) to look as.
That’s definitely not normal. I don’t know exactly what you are doing, but VorpX image quality is far beyond a 4k monitor (it displays a lot more details which wouldn’t even exist on a monitor…)
It’s better than any real video I watched (including mines in 8k).
Maybe you don’t use VorpX as intended.
I personnally use it to play in full VR, or alternatively to wrap a giant hemispherical display around me (very close to full VR).
May 19, 2025 at 9:07pm #221419In reply to: Higher resolutions?
BoblekoboldParticipantMmmm…
Both images look terrible in your pictures.
It’s always possible to get a lot better image than that, at least in VorpX (UEVR isn’t even close in most games I tried).
It can be a profile or configuration problem (maybe the wrong type of 3D, etc.)
Or maybe it’s the game ?
When I use VorpX in a game like Bioshock 2, Metro Exodus or Frontier Of Pandora (or Hogwarts Legacy / Atomic Heart if you want UE4), the image quality is far better than any real 8k video I could record myself.
This is worse.
This is ugly even in 1080p. You shouldn’t be able to notice it on a 1080p monitor (impossible).
If the image quality is so bad, I guess it’s because you weren’t able to record correctly the output ? In this case I don’t see how we could compare.
Anyway, if you play AA games with UEVR and no good VorpX profiles, UEVR has a lot of qualities, especially if you don’t really care about immersion and full VR, and just want 3D, and especially if you prefer G3D over image quality and if your computer is powerful and silent enough. Maybe you can use VRto3D in this case.
Why do you want to use VorpX instead ?
VorpX is great to play AAA games in full VR (or Immersive Screen) with the best graphics available. Especially First Person games (if you want a perfect native-like experience). You don’t really need it to play AA third person or strategy games based on Unreal Engine 4/5 (even if it should work a lot better than that).
I’m also a professionnal game developper (and I have advanced 3D modeling, animation and rendering skills too but it doesn’t really matter).
There is no way I can see blurry letters in VorpX.
But as we said, you may be right on a PPD limit. I wouldn’t be able to tell with my current VR headset, which is already better than most.
May 16, 2025 at 6:46pm #221416In reply to: Higher resolutions?
Cless_AurionParticipantIt’s definitely not better than VorpX. At best it’s different, but image quality can’t even compare because most beautiful settings don’t even work with UEVR.
I see! Maybe it varies a lot between games, because the games that have proper Native Stereo for me… look like the improved version of the monitor version. And I’m a graphics whore, after all, I’m a professional 3D videogame artist.
How do you configure UEVR to get a good image quality and see every details miles around like in VorpX ? Because every person who really tried both around me said me that VorpX has a lot better image quality.
I’m… not sure. I’ve been using VorpX since the early days, even going as far to using the shader authoring tool to create my custom profiles and… Even if its good, its never been flawless as UEVR seems to get to. (although I get way less control in UEVR without actually coding in LUA than with the authoring tool :S)
Well, let’s put an example. If I run Tales of Arise on VorpX, a UE4 game. 3D shadows are borked, due to the common issue with shaders on G3D. On top of that, like I said, it not only runs in a “window” since it isn’t fullVR compatible, but even when put both in that mode, VorpX only goes as high as under 3000p. On UEVR most shaders are flawless, except for the camera FOV that seems a bit weird at times (since it doesn’t zoom in like it would in a 2D screen)… and that’s it. I can run it if I can at 7000p, where pixels are literally so small I can’t tell them apart. A visual clarity that is so ridiculous I can see into the distance (at like… 10fps, of course lol). But even in UEVR “2D window” mode, I can easily put it at 5000p, get 90fps, and flawless image.
Maybe you don’t know how to configure VorpX, or as I said, you are very sensitive to something most people don’t even notice.
Maybe I’m missing something, but I mean, like I said, been using the thing since the early days, and I’m a user advanced enough to make their own profiles with the authoring tool… Tinkering with settings is totally my jam.
I just think not that many people are running HMDs with resolutions of 3550×3880 per eye yet. It would be ideal if Ralf could throw some light into this to be honest! And I mean, many people would notice if a program is rendering at like 2/3 or less resolution the HMD is capable of, I’m sure!Did you try the ClarityFX, Sharpness and Texture Enhancements settings ? (VorpX’s Ingame menu page 2) It’s very impressive on my VR headset if properly configured.
Yes, of course! I mean, it does make things better, but that doesn’t cut it, it really just needs way more resolution.
We probably don’t play the same games. I mostly play AAA games in VR (and anyway most of them aren’t made with Unreal Engine, except Atomic Heart which is an UE4 game and is better in VorpX).
I see! Surely we don’t play similar. To be honest, I like VorpX better as a “3D window” to the world better than full VR immersion. For that I feel UEVR is great, since it basically uses native UE VR rendering pipeline to show stuff.
As far as I know, you can always use max settings with VorpX in AAA games with a good enough resolution. It’s impossible with UEVR (either because it doesn’t even work, or because it works but it’s not optimized enough).
The problem is I straight out can’t. Like I said, is like VorpX just hits a ceiling of resolution the HMD won’t go over, even when I’m trying to force it (be it through the game engine rendering at higher resolutions, or the settings in SteamVR).
As I said, you could not reach such resolutions with most beautiful games (especially with Unreal Engine 4/5 AAA games…)
I mean… I have a heavily overclocked 4090 with a 9950X3D, and tolerance for low FPS, so I can easily play a game at like… 40fps and not feel wrong about it. Even in VR I play with most maxed out always (when it makes sense ofc). I don’t play that many AAA games though, I’m more interested in AA and indie, with the nice AAA here an there.
So It depends on the game, and on your use. Anyway both programs have other pros and cons depending on your expectations.
Yeah! I just seem to choose UEVR for all the UE games.
Hopefully, I am doing something wrong, or there is a fix I didn’t think for this! It really is a shame not being able to use VorpX now that the MeganeX8K is giving me such ridiculously high PPD (it sits at around 46PPD, with mOLED quality, its insane!)
May 12, 2025 at 4:39pm #221401In reply to: Higher resolutions?
Cless_AurionParticipantUEVR’s sharpness & clarity isn’t even close to VorpX at medium/long distance in every AAA game with large outdoors environement I tried
This is SO WEIRD to me.
Because its the literal opposite to me in 100% of the cases.
UEVR is always sharp to perfection (even if my GPU wants to cry at single digit FPS) when I crank up resolution, while no matter how high I put the resolution on any VorpX game… it always looks “terrible” (at around 2000-ish p). Like, I can put the game at literally 8K (4000p), the GPU is clearly doing it, since the game chugs like it wants to die… yet the resolution and jaggies I see are identical to the ones I had when rendering the game at 4k (2160p). That’s the issue for me there. Hopefully that explains it better!Also, to my knowledge… UEVR is best in UE games overall, by a lot. And I mean, its not surprising really, VorpX works on like a bizillion other engines, while that one is specific to UE4-5.
An example of that would be Harvestella. I can run the thing on UEVR at 15000×7500 (yes, 7500p per eye), at around 30-45fps. It uses up every ounce the MeganeX8K’s clarity, literally can’t look better. Then when I try to run it at 8k (7600×4300), it really doesn’t look any different from just playing it at 3860×2160.
So something weird is going on on VorpX that is limiting the resolution it renders at.
The Desktop Viewer itself, looks poor compared to the image that the SteamVR UI window gives too. Maybe running at high 2000p? But basically unusable compared to just using native SteamVR desktop windows…PS. I have around 20/20 vision. With the MeganeX8K you can actually do the optometrist tests and pass them about as well as you would in real life, it is just that dense in pixels. The difference between 2000p and 4000p is about the same that you notice on a 1440p to a 4K display, so its quite noticeable to me.
May 3, 2025 at 5:42pm #221373In reply to: Does VorpX support Half-Width SBS?
realerParticipantvorpX renders both eyes at full size and then scales the result down horizontically. So under normal circumstaces you get half-res SBS images with 2×1 supersampling, i.e. considerably better than rendering directly at half width.
Yeah, my guess is that the scaling gets all messed up because I’m using a device that only supports full SBS (xreal air) so I have to scale the image back and forth. The actual screen resolution is 3840×1080 (1920×1080 per eye), but if I set the game resolution to 3840×1080 the game gets squished, the aspect ratio is all wrong. So I have to set the game resolution to 1920×1080
So I set the game resolution to 1920×1080 -> Vorpx renders a full sbs 3840×1080 pixels (1920×1080 per eye) image -> Vorpx then scales this down to a 1920×1080 half-SBS image -> My nvidia graphics card scales it back up to a full SBS 3840×1080 image. I think. It’s confusing.
Maybe all this scaling back and forth is what results in the degraded image? I can’t think of any other reason why the image is so blurry. It’s been a while since I last used it, but if I remember correctly when I tried geo-11 I got a very blurry image as well before I got help on how to configure it for full-SBS. If you have the time, please consider adding an option to display the full-SBS image as it is first rendered. I understand using Vorpx for stereoscopic 3D is not the intended usage but other than this problem it works very well and is the easiest and most well supported way to get geometric 3D. Such an option could potentially make it work much better with AR glasses. Xreal, viture, rokid, rayneo, and maybe in a year or two some of the bigger players will launch their own products in this segment so it might be an untapped market. Even if it was just as an unsupported experimental feature it would be greatly appreciated.
Apr 21, 2025 at 10:13pm #221336In reply to: 3rd Person VR
BoblekoboldParticipantImmersive screen is a display mode easy to use. You don’t really have to configure anything.
But if you want advanced advices, I like to wrap the “screen” around me, like a giant hemispherical Imax theater (with 3D and headtracking).
In order to do that :
– raise game FOV if you can (at least 120)
– activate vertical curvature
– choose a close distance (depending on the FOV and resolution)
– curve the screen (1.3 to 1.5 depending on the FOV)
– of course use Clarity FX, Sharpness, Texture Enhancement, adjust gamma, etc.You should use a very high resolution (2880 to 3840p) if you use a close distance.
1440p can be good enough otherwise (even 1080p in some very sharp games like Batman Arkham Knight can already be good).A high FOV allow more curvature.
I usually use a 4:3 resolution because I play with a Reverb G2 but the ratio should fit your display in my opinion (at least if you can raise FOV enough). Some people will disagree (It depends if you want to turn your head or not, if the camera is fully locked or if you can use headtracking, and if you prefer to turn your head only horizontally, but I personnaly prefer to be able to look in every direction so I usually don’t have any reason to use a widescreen ratio in a 4:3 / 5:4 VR headset). You are free to configure it as you like. If you use widescreen + high FOV, you also get a very high horizontal field of view.
The way I configure it, it’s very close to full VR.
You can use edgepeek to unzoom like in full VR.
Immersive screen is great with first person games when the camera is partially locked or when you need to see the HUD very often. It can also be good if you can’t edit game FOV, or to watch cutscenes.
It’s the simpler way to play to 3rd person games (but you may prefer to disable headtracking with these games).
It’s usually clearer/sharper than full VR if you play in low resolution to recent games.
If you want to play in full VR (like native) to third person games, you’ll need a first person mod most of the time (except if a DirectVR profile allow it, I don’t know).
Apart from that it will be the same thing as first person games.
You’ll have to deal with the FOV too (most VR headset requires 105 to 120 horizontal FOV to feel natural).I usually prefer to play TPS in 3rd person view so I use immersive screen (or sometimes edgepeek to temporarily unzoom if the game is a mix between first and third person).
Apr 21, 2025 at 4:39pm #221333In reply to: Dying Light 1
BoblekoboldParticipantI have the same configuration as you, except I played on Reverb G2 (with OpenXR) and I had really good results in comparison.
I played in full VR (unzoomed as much as I can without seeing black corners) with :
– Resolution : 3840×2880.
– max graphics
– FOV arround 110-120
– ClarityFX and sharpness in VorpX ingame menu page 2 probably at max (or near).Remember to lower gamma in VorpX but not too much ingame.
I use ExtraGameFov(50.00) in video.scr file (path of the config file : %USERPROFILE%\Documents\DyingLight\out\settings\) to get the right scale on my G2.
There is a FOV slider in game so you may not need to modify the file, except if you need to go higher than the max (just try a very high value and lower it until it’s perfect).
I usually use Judder Protect mode in most games.
>>> The game is stunning and you can see every details miles around.
Framerate is always good in Z3D.
It is good with G3D at the beginning of the game (tutorial). It’s Ok in Be The Zombie mod but during the main game it can be very demanding (with particles and light at dusk for example and I sometimes had to lower the resolution). It’s not the most perfect G3D because if I remember well the left eye was a little blurry compared to the right (unusual problem with VorpX). It’s probably because it’s an unofficial profile (from Dellrifter22, who makes great profiles). You can resize HUD but I usually don’t because It may move quest markers (same problem with most VR games and other injectors). So I use edgepeek when I need to. Immersive screen is also an option (usually clearer at low resolution).I played a lot in multiplayer as the night hunter (jumping zombie in Be the Zombie mod) and I’ve won most of my matches (I had to play in Z3D if the players were too good but I’ve won in G3D too sometimes).
Maybe Pimax is less optimized but it’s quite a difference with what you describe.
Apr 1, 2025 at 1:32am #221257In reply to: VORPX is the best thing about PCVR
BoblekoboldParticipanttldr; thank you vorpx
there is nothing in the standalone stores or freeware VR injectors for recent engines that’s 1/1000th as good as playing 1990s-2010s games on vorpx.
.Of course there are a lot of old games with no equals.
Some of them are surprisingly suited for VR.
I would add even recent games are a lot better with VorpX : more immersive, a lot more beautiful in my opinion and objectively a lot more detailed. You can see every details miles around, and with the right graphic card & VR headset, it’s never pixelated.
Metro Exodus Standard edition and Avatar Frontier Of Pandora are absolutely stunning on Reverb G2, you can just stop playing to enjoy the view, it’s like going to an amusement park or to travel, except you are at home).
From my experience (other people on forums have confirmed), recent VR injectors aren’t able to provide the same image quality. It’s especially true if you have a displayport VR headset (no compression), like a Reverb G2 (good image quality but very optimized).
Besides, VorpX handles every important graphics options (raytracing, etc.). You don’t have raytracing in UE4 games with UEVR so most beautiful games are impacted.
There are a lot of recent games I wouldn’t have played at all without VorpX, but they were so beautiful and impressive in VR that it was awesome.
Most beautiful VR games are VorpX converted games.
Some old games are very impressive too, and benefits a lot from VR. They can be so much more beautiful you barrely recognize them (like if it was a remake) and they can be more impressive than most recent flat games would be on a monitor (and more beautiful than most VR exclusive games).
Anyway, there are a lot of games you can’t find in VR (immersive sims, good RPG, the most advanced action games, and even management games, etc.)
VorpX also offers a lot of amazing universes you would never “visit” in VR if you wouldn’t have it.
It allow us to rediscover or discover our favorite games, and to truely choose our VR games.
We can play almost any game in VR (even if it’s not always perfect VR).
VorpX is quite reliable in my opinion, because even if there are better profiles than others, it’s always better than a monitor on my G2, especially with FPS/TPS.
having a pcvr HMD without vorpx is like buying a console or gaming PC and never playing anything except free to play games.
That’s what I feel too. Of course it depends on what you expect from VR games. Some people really wants motion aiming/handling, which aren’t always available, but I think most people who never tried VR aren’t so interrested in this kind of things. It would be great, but most of the time, I prefer playing with my keyboard&mouse (more shortcuts, around 36 directly available with the 11 on the G502 mouse), and so I have to play seated. Anyway, a lot of people can’t or don’t want to play standing all the time.
VorpX is really great if you like conventional gameplay and want to see your games from the inside, or even simply with a better display.
It also have a few other uses than gaming with Desktop Viewer, so it’s a useful tool.
It’s by far currently the best way to convert games for me most of the time, especially AAA games, which are very demanding, benefits from image quality (and animation quality) and usually have compatible profiles.
But it depends on people expecations. There is usually no motion aiming. You can’t always have G3D (but when you can it’s not alternate G3D most of the time, and 3D is really great, with perfectly placed camera and no clipping). VorpX’s Z3D can be really good in modern games by the way, and I prefer a good Z3D over a bad G3D. When a profile doesn’t allow to resize HUD it can sometimes be harder to see (most of the time it’s not really a major problem, because I like immersion and difficulty, and I can still see it with edgepeek or immersive screen, but it’s something that could motivate some people to use other solutions).
VorpX is really better if you own a good PCVR headset. It doesn’t have to be expansive, on the contrary, but it’s better if it has no compression (look for displayport). Most people have a Quest 3, so they have to deal with compression, and they tend to prefer 3D over image quality, because they don’t really know what a good image quality is.
You also must be realistic : VorpX is better optimized than other solutions I tried but you need a good enough graphic card (desktop version if possible) to play the game you want to try. So if you have an old graphic card like GTX1080, you’ll have to play less demanding games, but there is still hundred of great choices (most of my best VR experiences are old games like every original Bioshock).
With an RTX4090, you can max out almost any game (raytracing without DLSS and very high resolution), and other injectors don’t allow that.It’s not always the best for every VR enthousiast (even if I think it’s an essential tool for most VR user), but I think most of the flat gamers would love it if they would have a light and comfortable enough displayport VR headset, and could not go back.
I even think it could convince people who doesn’t usually play to play games because I didn’t really enjoyed video games anymore before VorpX and I would probably don’t play the same games without VorpX.
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Forgive my english, I’m not a native english speaker.
—-So thank you VorpX too.
Mar 16, 2025 at 7:10pm #221238In reply to: Cyberpunk VR Update Thread
Django9898ParticipantJust leave everything input related at default, should be ‘Gamepad’ in case of CP2077. Do not tinker with these settings.
Everything except potentially the resolution and depending on the headset and your PC’s performance *maybe* the headset sync options is preconfigured as it should be.
Ok, so i reinstalled the Mod, set all Game input settings to default and tried again but…
Same problem…
The Oculus Controllers are set in Voprx to “Gamepad” by default.
The annoying thing is, when the control scheme is set to “Gamepad” most of the buttons do nothing…
I can’t move anymore, and pressing any other Buttons except the Edgepeek trigger scheme does nothing…
When i set the Xbox Control overright to “on” in vorpx, all the Buttons work again and i can move but the Steering is impossible because of the full right or left steering..Mar 8, 2025 at 2:02pm #221205
OgrescarParticipantYou’re not going to get a true VR experience from the stereo settings for this game. I’ve played through it a couple of times and there are some stereo glitches in the game itself, but there will always be borders unless you position the camera very close to the screen, which means you’re gonna get your butt kicked by the guys coming at you from the side because you didn’t see them coming. Vorpx does a good job at simulating VR for some games, but in this case it’s mostly just a passthrough of the built-in stereo rendering.
Feb 26, 2025 at 2:41am #221177In reply to: Kingdom come:deliverance
BoblekoboldParticipantModder confirmed you can revert any time.
Uninstalling is safe and easy because it’s mainly manual modifications (you just have to reverse steps). You can simply backup your old files to switch more easily (you unzip one archive or another and you install/uninstall mod).
You can also always backup your savegames and repair/resinstall games, but it won’t be necessary with this mod.
It may be harder to use with an RTX4080 (I think an RTX5090 wouldn’t be useless), but you don’t have to use ultra version, and you can also switch to Z3D when you are outside if G3D is too demanding. Ralf’s Z-adaptive is good in this game. And of couse you can lower the resolution (use ClarityFX / sharpness / texture enhancement).
This mod is especially useful in VR because in VorpX you can see every detail at very long distance (at least in a displayport headset) so draw distance has a huge impact.
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