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  • #222806
    Boblekobold
    Participant

    There is already a topic with a lot of them :

    Geometry VR Game List.

    You can check engines&games here :
    https://rjkole.com/gamestuff/engines/index.php

    Or looking for the game on the forum.

    Or just trying it (the only way to be sure).

    From my personnal experience, best profiles are :
    Originals Bioshock 1&2&Infinite
    Originals Metro (I tried 2033 it has perfect G3D and 6dof) and Redux versions (I tried Last Light Redux and it was perfect but I recommand a top end graphic card with this Redux version, without even knowing if it’s better than standard)
    The ascent (and some others Unreal Engine 4 games) works well.
    Black Mesa (&Xen), probably Portal and Dark Messiah.
    People say Dishonored, Titanfall 2, F.E.A.R, Mirror’s Edge, Fallout 3, etc. works well.
    Probably Clive Barker’s Jericho & Undying too.
    Originals Stalker works with good G3D but without adavanced lighting (DX9 only).

    Kingdom Come Deliverance, Metro Exodus and Farcry Primal works well enough (and so probably Cry Engine games like Prey 2017 / Crysis 1-3, and Snowdrop Engine games like Facry 2-5)

    Even if concerning Metro Exodus, I prefer Z3D during most of the game (except bunkers&spiders which are great in G3D) in order to have raytracing, at least on Reverb G2 (no compression, so it’s stunning).

    Some Z3D profiles are very close to G3D (Atomic Heart, Frontier Of Pandora, Unreal Engine 5 games seems to work great from my experience).

    I may be wrong, but I think most DX9 games probably have perfect G3D, and some DX11 games too.

    #222797
    Boblekobold
    Participant

    I just tried the official profile with V24 (I wanted to do it for years and someone just posted about it).

    The beginning with the mammoths was very impressive, as expected :)

    I played in Full VR G3D with 3840×2880 4:3 resolution and max graphics. 100° (/120°) FOV in the game’s settings (on Reverb G2) and I used this mod to set the weapon FOV to 110° :
    https://www.nexusmods.com/farcryprimal/mods/21?tab=description

    No problem to hook, even with Virtual Monitor. It worked instantly.

    Z3D worked for me when I relaunched the game (not the first time). It’s not the best Z3D I have seen in Vorpx, neither the worse.
    G3D is great, but I have indeed shadows glitches in a lot of areas and I agree it hurts eyes a bit sometimes (maybe I could get used to it but a fix would be great).
    You can disable G3D shadows in VorpX’s menu (and lower gamma in this case), and it seems to work perfectly but it’s also a bit less beautiful.

    Using the lowest shadow parameter (in game’s settings) doesn’t affect graphics a lot (trust me, I usually don’t lower graphics) and it solves most of the G3D shadows problems (at least they are a lot less noticeable). These are probably the most beautiful and impressive settings I tried (but it’s a bit less comfortable than perfect profiles like Bioshock, Metro 2033, etc.)
    A G3D shadow fix would still be great (but I guess it’s hard to do).

    I would recommand switching between options (you can do it instantly) depending on the area / situation.

    I disabled most “auto” options and played with high resolution so maybe I broke something and it’s possible to get a better result.

    I was able to resize HUD in both Z3D and G3D modes (at least after switching to Z3D one time). I used max ClarityFX, sharpness and texture enhancement (and low gamma) in VorpX.

    Too bad I already finished this wonderful game years ago and I lack spare time, but it’s quite incredible in VR.

    #222719
    Ralf
    Keymaster

    26/01/13 | vorpX 25.1.5 has been released

    Another maintenance update. Addresses a couple of input glitches, comes with a rewritten host-exit that better handles exit crashes with Meta’s OpenXR since a recent Meta Link update, makes alternative hooking usable for more games, fixes a rare DX9 issue, has a bunch of profile fixes/updates and more.

    Click here for a list of noteworthy changes

    • vorpX: keys wrongly blocked in some DirectInput games (e.g. Fallout 3/NV).
    • vorpX: the tracking center hotkey also ensures foreground and input focus.
    • vorpX: ALT+TAB and back could occasionally confuse key state tracking.
    • vorpX: fixed cursor clipping in some older games (e.g. Metro 2033).
    • vorpX: headset audio device switching did not work anymore.
    • vorpX: D3D9: better unhooked surfaces handling, e.g. Venetica ALT+TAB crash.
    • vorpX: improved host exit, cleaner in various games and with Meta OpenXR.
    • vorpControl: folder exclude handles symlinks (e.g. latest EA Desktop).
    • vorpControl: minimize runtime windows option supports latest Quest Link.
    • vorpControl: alternative hooking working for more games.
    • Cyberpunk 2077: improved sync between mod-portion and vorpX.
    • Tron 2.0: .ini changes weren’t applied anymore since a while.
    • Dishonored 2: scalable HUD added.
    • Dragon Age Origins: deal with GOG version 2-core lock.
    • Dragon Age II: deal with GOG version 2-core lock.
    • Farming Simulator 25: Fixed a Z3D issue related to vehicle mirror count.
    #222621
    Cer
    Participant

    using headtracking with Immersive Screen also provides you more range to look around you.

    Yes, that is what I do. But picture moves only a bit, I think I have factor 0.5. By moving the head a bit I see more of the game but still don’t see the left and right edge in wide imersive screen mode.

    In my opinion, VorpX isn’t meant to simply be a giant 3D monitor. When the game’s design has a good compatibility with VR (3D engine, not too much UI or not at the edge of the screen, high FOV available, first person or third person very close to it), it’s magic ;)

    Yes, but is a very good 2nd use which I use more often than the 1st use case.

    You probably know it, but you can hook with the Virtual Monitor (at least with the right version of VorpX like V23, V24 and V25) if the game has a profile. VorpX should create a default profile if there is not.

    Correct, but there is no official profile and the user made one doesn’t give any 3D effect. No idead why, as DirectX12 game it should work with Z3D, but it looks flat regardless what settings I tweaked. Hence I use VorpX as giant screen in SBS mode, which gives a perfect 3D picture.

    A solution may be to :
    – configure the game in windowed mode (so it won’t have any reason to use the default res or the physical monitor resolution).

    Tried this, didn’t made a difference. Hence I initialy thought it must be a virtual monitor issue.

    I used this method on Metro 2033 (Original) to get 3840×2880 resolution with 4:3 ratio.

    I am not sure if a resolution higher that the headset resolution will have any benefit. At least you need a system that can handle this or will have to downgrade some grafic options. But here we go off topic.

    #222612
    Boblekobold
    Participant

    It may not be a solution here, but using headtracking with Immersive Screen also provides you more range to look around you. It’s especially great with FPS but it sometimes works well with TPS (close to the character) if you’re not too sensitive to motion sickness.

    The advices I gave aren’t always the best, and it’s a matter of taste, but it allows to get something very close to full VR with Immersive Screen mode.

    As long as the camera isn’t locked in a first person game, I think it’s better. Of course it can still be useful to play wide screen in Immersive Screen mode, especially when the camera is locked or partially locked, to see more than you were supposed to. With TPS, you may not want to zoom too much but it still depends on the game.

    In my opinion, VorpX isn’t meant to simply be a giant 3D monitor. When the game’s design has a good compatibility with VR (3D engine, not too much UI or not at the edge of the screen, high FOV available, first person or third person very close to it), it’s magic ;)

    ————-

    Technically, as Ralf said, you seems to have a problem with the way the game choose the resolution.
    You probably know it, but you can hook with the Virtual Monitor (at least with the right version of VorpX like V23, V24 and V25) if the game has a profile. VorpX should create a default profile if there is not.
    A solution may be to :
    – configure the game in windowed mode (so it won’t have any reason to use the default res or the physical monitor resolution).
    – use an higher horizontal & vertical resolution than you need on the Virtual Monitor.
    – then hook the game (with the desired resolution in .ini / .cfg files if possible, or change it later in the game if you added It in the VorpX list, and if the game allows you to change it)

    You can test this method without the virtual monitor by using a tiny window first (smaller than your physical monitor res). This way you can test the ratio. If it doesn’t work, it probably means the game don’t allow it.

    I used this method on Metro 2033 (Original) to get 3840×2880 resolution with 4:3 ratio.

    Of course if the game don’t like the desired ratio it still won’t work.

    #222331
    Detective_Yoshi
    Participant

    6dof

    Titanfall 2
    Metro 2033 redux (Steam)
    Metro last light redux (Steam)

    3dof

    Metro exodus (steam non updated version)

    #221816
    Ralf
    Keymaster

    26/01/13 | vorpX 25.1.5 has been released

    Another maintenance update. Addresses a couple of input glitches, comes with a rewritten host-exit that better handles exit crashes with Meta’s OpenXR since a recent Meta Link update, makes alternative hooking usable for more games, fixes a rare DX9 issue, has a bunch of profile fixes/updates and more.

    Click here for a list of noteworthy changes

    • vorpX: keys wrongly blocked in some DirectInput games (e.g. Fallout 3/NV).
    • vorpX: the tracking center hotkey also ensures foreground and input focus.
    • vorpX: ALT+TAB and back could occasionally confuse key state tracking.
    • vorpX: fixed cursor clipping in some older games (e.g. Metro 2033).
    • vorpX: headset audio device switching did not work anymore.
    • vorpX: D3D9: better unhooked surfaces handling, e.g. Venetica ALT+TAB crash.
    • vorpX: improved host exit, cleaner in various games and with Meta OpenXR.
    • vorpControl: folder exclude handles symlinks (e.g. latest EA Desktop).
    • vorpControl: minimize runtime windows option supports latest Quest Link.
    • vorpControl: alternative hooking working for more games.
    • Cyberpunk 2077: improved sync between mod-portion and vorpX.
    • Tron 2.0: .ini changes weren’t applied anymore since a while.
    • Dishonored 2: scalable HUD added.
    • Dragon Age Origins: deal with GOG version 2-core lock.
    • Dragon Age II: deal with GOG version 2-core lock.
    • Farming Simulator 25: Fixed a Z3D issue related to vehicle mirror count.


    25/12/20 | vorpX 25.1.4 has been released

    This maintenance update mainly focuses on an annoyance affecting mouse/keyboard players in some games that upscale the image to the monitor size. Under certain circumstances that can lead to vorpX’s stereo cursor being shown at a wrong position, making it difficult to hit buttons in menus etc. Various reasons for this super annoying glitch are now covered. The remaining will follow later.

    Apart from that there have been a few more fixes and a new profile for Farming Simulator 2025 with automatic FOV and a scalable HUD.

    Click here for a list of noteworthy changes

    • vorpX: Improved stereo cursor rendering in games that upscale their output.
    • vorpX: Z3D could break in some games after taking off the headset.
    • vorpX: some games could crash with Windows display scaling set to 150/175.
    • vorpX: some games could crash on audio device change (25.1.3 regression)
    • Farming Simulator 2025: new profile with HUD scaling and DirectVR FOV.
    • Farming Simulator 2022: DirectVR FOV update.
    • Fallout 4: DirectVR FOV scan was broken after a game update.


    25/12/16 | vorpX 25.1.3 has been released

    Another maintenance update, mainly addressing various issues and annoyances that came up since 25.1.2. Aside from the fixes there is a subtle improvement in regard to how the game/desktop images are sampled before sending them to the headset. Power users can also configure the sampling method now with expert settings enabled.

    Click here for a list of noteworthy changes

    • vorpX: Battlefield 2 could crash on map load.
    • vorpX: some games could crash on CPUs with more than 12 cores.
    • vorpX: different image sampling methods for screen/FullVR modes.
    • vorpX: image sampling method user selectable (expert setting).
    • vorpX: option to improve FPS in games that limit core count (e.g. Witcher 1 GOG).
    • vorpX: back to OpenXR 1.0 due to outdated runtimes (eg. Valve, Virtual Desktop).
    • vorpX: relaunching games with another graphics API could fail.
    • vorpX: DX9: (rare) 64-bit DX9 games ran at roughly half the supposed FPS on Win11.
    • vorpX: DX9: some FPS lost since quite a while have been reclaimed (eg. Skyrim).
    • vorpX: DX11: Z3D did not work anymore in several games (e.g. COD Black Ops III).
    • vorpX: DX12: fixed an (currently unused) Z3D method that didn’t work at all.
    • vorpControl: hook helper install auto API detection didn’t work anymore.
    • vorpControl: creating desktop shortcuts did not always work anymore.
    • vorpService: fallback for virtual display/desktop viewer not working on some PCs.
    • vorpService: The virtual display didn’t always get disabled on standby as intended.
    • vorpService: Quest Link detection not working anymore after a recent Link update.
    • Just Cause 3: depth buffer detection could fail occasionally.
    • The Witcher 3: DirectVR: camera position was broken, second position added.
    • The Witcher 3: DirectVR: auto EdgePeek for menus, cutscenes etc. didn’t work.
    • Elder Scrolls Online: shader parser to detect future UI changes automatically.
    • F1 2019: restarting with DX11 didn’t work anymore.
    • F1 2020: restarting with DX11 didn’t work anymore.


    25/09/12 | vorpX 25.1.2 has been released

    Another maintenance update with about a dozen noteworthy changes and fixes.

    Click here for all changes

    • Head tracking mouse emulation did not work anymore in desktop viewer.
    • Messages shown in some games on start could become unresponsive.
    • Mod component install with the virtual display failed due to an unclickable prompt.
    • Some games did not exit cleanly since vorpX 25.1.0.
    • Workaround for 32-bit games that use too much RAM on CPUs with many cores.
    • Potential workaround for old games that assign small stack sizes (untested).
    • In games with .ini and mem-scan FOV, ini-controls weren’t shown before scanning.
    • Avoid more annoying virtual monitor related Quest Link self-restarts.
    • Communication between the service and 32-bit vorpControl was broken.
    • The service could use an entire CPU core after lock/unlock, standby/resume etc.
    • Custom sync selection in the vorpX menu selected different options than shown.
    • Trouble shoot data now includes all relevant log files.
    • Better service handling in the installer.
    • Elder Scrolls Online: HUD shaders updated (again).
    • Cyberpunk 2077: mod components updated for CP2077 2.31
    • As always numerous smaller fixes and optimizations.


    25/08/30 | vorpX 25.1.1 has been released

    This maintenance update brings some OpenXR improvements, carves out more precious GPU memory, enhances Quest controller support with SteamVR and fixes a bug where Z3D became heavily pixelated after switching 3D modes.

    Auto-updating from 24.1.0 and 25.1.0 will likely fail (sorry!), you may have to reinstall manually with your web installer. If you didn’t keep it, you can get one here: click

    Click here for all changes

    • GPU memory usage reduction due to headset sync optimizations, ~150 MB at 4K.
    • Auto judder protection when a VR runtime throttles the headset framerate.
    • Rendering the start room could produce glitches/DX errors.
    • DX11/DX12 Z3D could become heavily pixelated/after switching 3D modes.
    • SteamVR: emulated start/back gamepad buttons on Quest controllers now working.
    • OpenXR: deal with outdated OpenXR runtimes (e.g. Valve, WMR)
    • OpenXR: VR controllers were rendered upside down since an OpenXR lib update.
    • OpenXR: resetting the renderer in case of an error could cause a crash.
    • OpenXR: head rotation felt wobbly in immersive screen/cinema mode.
    • OpenXR: don’t use Valve’s broken OpenXR, use SteamVR if set as OpenXR runtime.
    • OpenXR: auto switch to Quest Link or SteamVR if no active OpenXR runtime is set.


    25/08/28 | vorpX 25.1.0 has been released

    This update reunites the regular and the ‘cutting edge’ branches. For those who until now used the regular version it brings three major new features: motion controller gestures, a rewritten desktop viewer and a virtual monitor.

    Those who already used the cutting edge build can skip to the full changelog at the bottom of this post to check what has changed since then.

    Motion Controller Gestures

    You can now map predefined motion controller gestures to key presses and gamepad actions. Aminig down sights, reloading, melee combat, steering wheels and a lot more gestures are available to turn flat games into more immersive VR experiences. While not every game benefits from gestures in the same manner, some (e.g. first person shooter games) can actually feel close to native VR that way. Even seated just a handful of gestures can tremendously improve immersion compared to playing with a gamepad or mouse/keyboard.

    Various profiles already have gestures predefined, try e.g. Cyberpunk 2077, Starfield, Titanfall 2 or Aliens Colonial Marines. More will follow. For other games you can easily define gestures yourself. Be amazed how easy that is and how well it can work. Check the video below for a brief introduction.

    Desktop Viewer Rewrite

    The rewritten desktop viewer now handles high GPU load a lot more stable and also addresses a bunch of annoyances the old desktop viewer had, e.g. the inability to display Windows admin rights prompts.

    If vorpX can’t hook a game, try the new desktop viewer. Especially in tandem with the third new feature the vorpX desktop viewer now is the ultimate VR flat game cinema.

    Virtual Monitor

    The new virtual monitor finally makes running games at higher resolution than your actual monitor allows a breeze. All important resolutions are predefined, and you can easily add more if you want in the config app.

    Added benefit for desktop capturing and playing games unhooked with the desktop viewer: the virtual monitor always runs at the refresh rate of your headset, which removes any form of micro stutter that normally is the result of capturing e.g. a 60Hz monitor and displaying it on a 90Hz headset.

    The easiest way of using the virtual monitor is launching the vorpX desktop viewer and putting on your headset. Per default vorpX will then switch to its virtual monitor.

    Full Changelog

    Biggest changes from official (21.3.5) to last cutting edge build (24.1.0)

    • Motion Controller gestures that easily let you map VR controller gestures to key/button presses. vorpX gaming as close to native VR as never before.
    • A virtual monitor has been added that lets you play games at arbitrarily high resolutions and always has the exact same refresh rate as your headset, which is especially great in cunjunction with the desktop viewer. The smoothest VR desktop experience ever.
    • Desktop viewer rewritten to minimize CPU/GPU usage, get rid of a few annoyances, and work great with the new virtual monitor.

    Biggest changes since 24.1.0

    • Redesigned rendering/post-fx pipeline that significantly reduces the amount of GPU memory used by vorpX at high resolutions.
    • Custom memory manager that keeps memory allocated by vorpX separated from game memory as much as possible. Improves general stability everywhere, most notably when using high resolutions with some 32-bit games, e.g. Dragon Age Origins, Venetica.
    • Special treatment for 32-bit games able to handle more RAM than the usual 32-bit 2GB limit. vorpX can now detect and directly utilize the extra memory. If you encounter crashes with 32-bit games at high resolutions, check the internet for tools that make them ‘large address aware’. Note that trying that with modern 64-bit games has no effect, those can use all your RAM per default.
    • Major (ongoing) spring cleaning continued: lots of internal changes and refactorings that improve general stability and/or help keeping the developer of this Tower of Babel happy.

    Noteworthy smaller changes/fixes since 24.1.0

    • Optimized texture sharing between game and vorpX threads. Fixes DX12 black screen caused by nVidia driver 580.88+ and in general may/should be a bit smoother under high GPU load.
    • Improved cursor tracking. Fixes cursor flicker e.g. in AC:Valhalla/Odyssey.
    • Cinema mode uses reduced lightmap sizes in 32-bit games that aren’t large address aware to squeeze out some extra GPU RAM for higher resolutions.
    • DX9: Some rarely/never encountered StateBlock related stuff handled. Just in case.
    • DX9: Hooking related changes that may improve hooking reliability in some cases.
    • DX9: Generic 3D/Headset modes did not work on some AMD GPUs
    • DX9: Fixed an issue that could cause games to hang on device creation.
    • DX9: Fixed an issue that could cause games to crash on display mode change.
    • DX9: Fixed an issue that could cause games to crash on load (e.g. GTA IV).
    • DX9: Fixed an issue that could cause games to hang fullscreen (e.g. Splinter Cell 3).
    • DX9: The start scene had some weird render glitches in ‘Generic VR headset’ mode.
    • DX10: Potential exception on init (e.g. Crysis DX10)
    • DX11: Support some rarely used DX11 features (e.g. WoW non-legacy DX11)
    • DX11: Improved G3D performance, up to 300%! Don’t get too excited though, that is an outlier. Usually expect anything from 0%-15%.
    • DX11: More efficient multithreading. Improves FPS in some games (e.g. Elex 2).
    • DX11: Image was garbled in some games, e.g. ArmaA III (24.1.0 regression).
    • DX11/12: Optimized shader bookkeeping. Can save >200 MB of RAM (e.g. HZD).
    • DX12: More efficient resource bookkeeping. Up to 20% better FPS (e.g. Uncharted 4).
    • DX12: Fix for hiccups/uneven FPS in some games (e.g. The Last of Us/Uncharted 4).
    • DX12: display mode switching/window resizing failed for some games (e.g. Far Cry 6)
    • DX12: various authoring hotkeys did not work.
    • Tracking: The jump/crouch detection didn’t work correctly anymore.
    • vorpX control: App could crash on startup (24.1.0 regression).
    • vorpX control: App could crash after installing hook helpers.
    • vorpX control: App could hang after running for a while.

    Game Profile Changes/Fixes since 24.1.0

    • Cyberpunk 2077: support for latest game version.
    • Dark Souls III: scalable HUD didn’t work under some circumstances.
    • The Elder Scrolls Online: shader fixes for latest game version.
    • The Witcher 3: The profile’s mod part could activate itself without vorpX running.
    • World of WarCraft did not work anymore after removal of the old D3D11 renderer.
    • Abzu: ini changes were applied on each launch instead of just once.
    • Hellblade: ini changes were applied on each launch instead of just once.
    • Observer: ini changes were applied on each launch instead of just once.
    • Prey (2006): resolution wasn’t set as intended due to a typo.
    • Conarium: improved DirectVR memory apply on/off check
    • Deus Ex: Human Revolution: various fixes.
    • The Surge: motion blur hint added.
    • Morrowind: MGE shader chain could become unavailable.
    • dgVoodoo2: shader parser for versions 2.7+
    #221596
    Boblekobold
    Participant

    I guess most DX9 games (except very beautiful ones like Metro 2033 original) should be Ok. Maybe Dishonored 1 (excellent game), probably F.E.A.R 1 (great AI), Dark Messiah (best sword combat and emergent gameplay), Clive Barker’s Jericho (probably very good in VR), etc.

    #221423

    In reply to: Higher resolutions?

    Boblekobold
    Participant

    Most 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.

    —–

    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.)

    —-

    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.

    #221351
    Boblekobold
    Participant

    Sometimes I had problem to access the ingame menu. I just had to alt-tab a few times. It always worked for me with every games. I usuall play my games in fullscreen with Virtual Monitor (except a few games like Metro 2033 which requires windowed mode if you’re physical monitor doesn’t match your VR headset optimal resolution).

    #220864
    Boblekobold
    Participant

    I used the checkbox “Don’t optimize game settings” in VorpX config app with Metro 2033 original.
    If you configure manually, you can check it.

    There is also a checkbox in the Virtual Monitor tab “Add predefined resolution above 4k” than you can use (but be careful with Last Light Redux, this game is very demanding compared to Metro Exodus, at least in G3D). You can also add your custom resolutions.

    #220862
    Boblekobold
    Participant

    Metro games (other than Metro Exodus) are very easy to configure, from my experience. You don’t have to choose a profile, VorpX will use official one automatically.

    Last one I tried was Metro 2033 original, but if I remember well, it must be the same thing with Last Light Redux.

    If you don’t simply use DirectVR scan, you can :
    – launch VorpX Desktop Viewer (with V24)
    – choose a very high resolution (4:3 for Quest 3 and Reverb G2 but it depends on the VR headset) on your virtual monitor with Windows “Display” options. You have a button to identify the number of the virtual monitor in Windows.
    – launch game

    Before the first launch :
    – edit game cfg/ini files to have windowed mode. You can also configure the resolution you want here if needed, and the FOV (metro games use vertical FOV, so 90 vertical = 120 horizontal in 4:3).

    As usual, FOV must be very high (105-120 horizontal min, or 78 to 90 vertical).

    Most of the time, the resolution must be equal or lower to the virtual monitor resolution, because you play windowed.

    Remember VorpX will only give you the ability to choose G3D if you launch the game in DX9 or DX11. You’ll only have Z3D with other choices. I don’t think Metro Redux give you a choice, but with Metro 2033 original, you can choose DX9 or DX10 (and DX9 works great !)

    For Metro Exodus (if someone else read this post) :
    https://www.vorpx.com/forums/topic/metro-exodus-enhanced/

    You don’t need the game to be in windowed mode in Metro Exodus because you can define ratio in game video settings but you need it in most other Metro games I think (except if the ratio of your physical monitor is the same as your VR headset).
    Most other games (not Metro), use the ratio corresponding to the choosen resolution. So you usually don’t need to worry about it.

    sprintfailed
    Participant

    This is ingenious! SQLite! Exactly! Why i did not think of this myself? Also some DBeaver easily does the management.

    To Ralph: I see the reasoning, makes sense, but in my case “Metro Exodus” can not be renamed as it is from Steam, and while “Metro 2033” tolerated exe renaming – Exodus does not. Separate table, that contains backups of all default profiles can do. You just add “Restore” button and SELECT from profiles_backup WHERE some unique key. If you afraid that duplicating tables is not a good approach – consider removing a constraint on filenames. Checkbox “ACTIVE” on GUI may consider a desired profile to use if user has multiple. Please consider, I mean, why not?

    #220731
    Boblekobold
    Participant

    Virtual Monitor is really useful. With Quest 3 and Reverb G2, it also helps you to get 4:3 resolution.

    Most useful resolutions are already predefined (I just had to add a 4:3 3200p resolution).

    On Reverb G2, Metro Exodus works with 2880p, 3200p and even 3840p (5120×3840) resolution (at least in Z3D) with an RTX4090 ! With ultra raytracing and no DLSS (with Cloud Profile Ennchanted Edition and renamed excecutable). Even official G3D allow very high resolutions (especially if you turn off G3D shadow in VorpX). You can play fullscreen and adjust ratio in game video settings in this particular game.

    Metro Last Light Redux (in G3D) is less optimized and 2880×2160 is already high resolution on RTX4090.

    Metro 2033 original can reach easily 2880p in DX9 G3D (but if you go too high, your’ll have some glitches, 3D should be perfect in this game, which is like perfect native).

    Bioshock 2 reach stable 90fps at 2880p G3D but you can’t really go above because it could crash. It’s still one of the best looking native like VR games.

    Bioshock Infinite handle very high resolutions (more than 2880p, even on a GTX1080) and you don’t even need Virtual Monitor because windowed mode allow you to use any resolution/ratio you want !

    I’m currently playing Atomic Heart and 2880p is smooth. 3840p works but it’s harder to fight.

    Immersive screen seems sharper to me. You need higher resolution in full VR.

    Of course with non 4:3 headset, you’ll have more megapixels, so 4:3 is better I think.

    Pyrocles
    Participant

    I fixed this and completed Metro 2033 Redux by running my G2 at 60 Hz instead of 90.

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