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  • #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+
    #216495
    luka2099
    Participant

    This game , are a unreal engine 4 with dx11. You can try to use Observer or Medievil Dynastu profiles

    #216417

    In reply to: system shock

    luka2099
    Participant

    work great for me, with unreal engine dx 11 profile Observer . with g3d dont renderer right eye . with zadaptive work great . i wish that Ralf create official profile!

    #214885
    Ralf
    Keymaster

    Because that menu entry simply stands for every out-of-the-ordinary 3D method that may potentially be available in a profile. Like said above: there is a lot more to vorpX than meets the casual (or in rare occasions malevolent) observer’s eye. ;) By no means vorpX is “just” an S3D solution.

    #214883
    Ralf
    Keymaster

    If you mean DirectVR, that’s actually a lot more than AFR 3D. DirectVR is a term I introduced some years ago for various techniques vorpX can use in more complex game profiles that do more than ‘just’ stereo 3d and head tracking.

    In more than 150 games for example vorpX can automatically adjust FOV, resolution and other settings for a streamlined VR experience. Also there is the DirectVR memory scanner that provides direct access to a game’s internal camera for low latency 1:1 head tracking as in native games. That’t available for two or three dozen games. And so on. There even is an API for modders.

    As far as the games in your list are concerned, those are extra special in that they come with game specific mods that do even more than ‘normal’ DirectVR games. E.g. automatically switching to EdgePeek in cutscenes, optimizing camera positions in vehicles for VR and so on.

    TLDR: There’s A LOT more to vorpX than meets the casual observer’s eye. ;) I’m confident to say that it’s by a huge margin the most feature packed, advanced and versatile toolkit for bringing flat games to VR. A bit of a challenge to get that message across sometimes since what vorpX can do varies so heavily from game to game, but true nonetheless.

    #212692

    In reply to: Dream Cycle AWSOME!

    luka2099
    Participant

    here I confirm that you are using an old version of the game. as you can see from the video (but at least have you seen it?) the enemies are not in the middle of the walls, the animations are done very well and even if it is not an aaa studio the game has nothing to envy to an aaa title.
    it works in g3d, if launched with command dx11 and the Observer profile

    #210359
    steph12
    Participant

    so, i used cyberpunk2077 profile first, with dx12, zadaptive only and without g3d. I didn’t like colors and have had significant frame drops multiple times. Then I used the Observer profile, with dx11 (you have to add the start command -d11 in the steam options or create a shortcut to the executable, modify it and always add -dx11. Also in this case, despite having the g3d, you don’t have 3d effect and creates problems with dlls but in zadaptive it works much better than dx12 and has better colors. pity you can’t change the fov of the game and hands

    you can change fov game using https://www.flawlesswidescreen.org/ or even unreal unlock engine tool maybe.

    #210356
    luka2099
    Participant

    so, i used cyberpunk2077 profile first, with dx12, zadaptive only and without g3d. I didn’t like colors and have had significant frame drops multiple times. Then I used the Observer profile, with dx11 (you have to add the start command -d11 in the steam options or create a shortcut to the executable, modify it and always add -dx11. Also in this case, despite having the g3d, you don’t have 3d effect and creates problems with dlls but in zadaptive it works much better than dx12 and has better colors. pity you can’t change the fov of the game and hands

    #209976
    luka2099
    Participant

    Hi! has any of you managed to get it started with the g3d? i was only able to get it to z adaptive with the observer profile.

    #208635
    artimage
    Participant

    You have to try a lot of profiles before you find one that works, quick test I did a while back gave me one that worked in z3d but it wasnt all too good in terms of depth feel and biggest issue was weapons – in z3d they seem to be too close to camera and using ironsights was not comfy – full of “watery” artifacts. No, I cant say what profile Ive tried as I dont remember and I got rid of it because it wasnt working well for me (game didnt want to run well with good resolution either on ,y 1070)

    Im just saying there are profiles out there that will work but you have to spend quite some time trying them all.

    Thanks, I probe with several profiles (Conarium, The Turing Test, Get Even, Observer, etc) but none function with any 3D effect. Although I active the Z3D/G3D option I don’t see any 3D effect. I also have a 1070 and the FPS are good at 1920×1080.

    artimage
    Participant

    sorry but with Observer profile not hooking

    #208617

    In reply to: the forgotten city

    luka2099
    Participant

    You try Observer on cloud profile. This is the bast base for ue4 games

    #208616
    luka2099
    Participant

    For ue4 you may try Observer profile. You can find it on cloud profile. For me is the best base for ue4 games

    #207432
    haints
    Participant

    Didn’t realize when I made this post that there is no official profile for Observer–so it’s possible the problems I’m dealing with are related to the unofficial profile and not Vorpx itself. My apologies for confusing the two.

    #207427
    haints
    Participant

    I was trying to play Observer today (original not Redux) with Vorpx and my Xbox One gamepad and it was just an absolute exercise in frustration. Sometimes the gamepad would seem to work fine. And then–without me changing anything at all–all the buttons on my gamepad would just stop working. I could move with the joysticks but couldn’t interact with anything. Then other times, the joysticks would also stop working, and I couldn’t even move. I was just completely stuck.

    I understand that this is probably related to the fact Vorpx uses mouse controls for headtracking and sometimes games get confused between m/keyboard input and gamepad input … but what is the solution for me as a Vorpx user? How am I supposed to get around this problem? Do I just need to disable head tracking completely or is there another way to fix it?

    Whether there is or is not a solution, I feel like there should be a stickie in the forum about this issue because it seems to be a long standing one that isn’t limited to just me. A google search for “vorpx gamepad controls seem broken” will get you an endless series of hits like those below:

    Was something changed with gamepad settings?

    Gamepad unusable with VorpX. Switches to keyboard controls

    Skyrim gamepad Y-Axis broken after VorpX update

    Head Tracking breaks when using a controller in some games

    Update broke input?

    Etc.

    Ralph can we get a stickie on potential work arounds for this problem?

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