– Inside (recomended)
– Little Nightmare 1-2 (recomended)
– Portal
– Ori 1-2
– ABZÛ
– HOB
alright, so on my initial attempt at using portal 2 in vorpx mode it worked relatively fine, although i had to run the auto scan to set certain settings so I wasn’t zoomed in on things and things being distorted. so i ran the scan and the game closed to main menu and now every time i try starting the game after that first scan, the game instantly hard crashes. curious if anyone else has had or is having similar issues and possible ways to fix it.
i’m running on lowest possible settings, i have a valve index, my computer has an intel i7 processor, 2070 super, and i think 16 gigs of ram so i know its not an issue with my computer.
in attempting to fix it i’ve tried restarting vorpx, steam vr, my pc, changing the settings in the menu. nothing keeps it from crashing other than running in theater mode instead of vr mode.
I had zero image whatsoever in the headset (sometimes a white dot) just a black screen, but thank you for your attention to the issue. Unfortunately restarting the portal has no effect. I really appreciate all the hard work you’ve put into this fantastic product. I will say when running in SteamVR there is a significant performance hit, but hey.. it works
I made some changes a few days ago in that respect. Provided your issue is the same as the one I had here, vorpX will be able to deal better with it. I.e. you’ll get an image, although due to the invalid headset poses tracking won’t work. For me simply restarting the WMR portal seems to do the trick whenever that happens. I’ll probably add some hint recommending that if tracking doesn’t kick in after x seconds.
Really weird issue. Never had that even once while implementing OpenXR earlier this year. All I can assume is that there must have been some changes to the WMR OpenXR runtime that trigger it.
I’m trying to play Death Stranding with vorpX cinema mode and my game slows down to an unplayable frame rate over the course of just a few minutes. When I first start it runs smoothly, for the opening cut scene and walking around, but within just a minute or two the frame rate gets slower and slower.
System specs are RTX3080, Ryzen 9 5900X, 32gb RAM, and I’m only trying 1080p resolution so I think it should run smoothly – I’ve tried windowed and full screen, low and high graphics settings in-game. The fact that it’s smooth for the first few minutes suggests I’m not just under-powered.
When panning around with the mouse the whole world looks blurry in motion, like a heavy blur camera effect. I’m not sure whether that effect is applied by the game or by vorpX? The second cut scene (that plays after 2 minutes of walking around) starts okay but by the end of that cutscene, the frame rate is single digits and the game is unplayable.
I tried switching modes between Z-Normal, Z-Adaptive, and No 3D. No 3D runs a bit smoother for a few minutes but starts bogging down too. I have a Reverb G2 and I’ve tried both SteamVR and OpenXR, with the same behaviour.
When I run the game without vorpX, it’s buttery smooth all the time (as I would expect with an RTX3080). And I have absolutely nothing else running, except vorpX, Steam, and the WMR portal.
Any ideas? Based on the first 5 minutes, the game looks really cool and I’d love to play it, but I can’t go back to flat screen gaming.
i hope there is a solution to this someday because portal with vorpx is perfect otherwise.
There is no technical solution, but you can deal with the matter by releasing the forward button whenever you enter a portal. That way you come to a halt on the other side and can reorient if necessary. Works well for the vast majority of portals, except one or the other situation towards the end, where you might want to disable DirectVR temporarily (ALT+B per default).
That’s mentioned on the Direct VR page in the vorpX ingame menu. Understand it as a new mean trick of GLaDOS to confuse you. :)
Seriously: while in other games something more elegant is possible, for Portal 2 Direct VR unfortunately needs to blindly overwrite the camera rotation with its own value, otherwise it jitters heavily. In other words: Direct VR does not take any rotation reset done by the game into account, which happens when you go through a portal. Unfortunately all attempts to reliably circumvent that or alternatively detect a reset by the game and react to it failed so far.
I will take another stab at that for sure since Portal 2 is such a great game in VR, but I can’t promise whether a solution will be possible.
Does anyone know if there is a change to this? I only ask as this comment is four years old, was kind of hoping for a resolution!
Thanks for the heads-up. Will look into the issue for the next vorpX version.
For the Epic store version there is a workaround: renaming EOSOVH-Win64-Shipping.dll in C:\Program Files (x86)\Epic Games\Launcher\Portal\Extras\Overlay will help.
CAVEAT: Renaming the overlay DLL might break other Epic store games, so whenever you encounter any issue after renaming the DLL, check whether that issue also occurs with the overlay DLL.
I just picked up VorpX — awesome software, seems to work great! One of the first games I tried it with is Portal 2. I’m using this with my 3D DLP projector, using the ‘generic 3d display’ option in settings. Everything seems to work perfectly, except I lost my gun and aiming cursor… I have no accuracy anymore! Then I found this thread, and I see that it was an intentional action for all the VR users. Pardon my ignorance if there is something obvious that I missed, but I can’t find any way to change this… I’m glad everyone here is happy with the change, but in my case I actually would like the option to get back to the ‘gun always showing’ default mode. Thanks for any help!
You have to make sure that WMR is set as your OpenXR runtime. The WMR portal should display a warning message on launch if that isn’t the case.
If you are sure WMR is your OpenXR runtime and it still doesn’t work for some reason, there isn’t really much else to recommend than using SteamVR instead.
The basic setup for WMR headsets goes like this:
1. Open the vorpX config app.
2. Go to the ‘General’ page
3. Select ‘OpenXR’ as your headset type
4. Click ‘Apply and Close’
5. Open the WMR Portal app to activate the headset.
You should now see a vorpX tray icon in the area left of the clock in your taskbar. Note the Windows per default hides tray icons after a few swconds. If you can’t see it, click the small up arrow in the taskbar.
While vorpX is running, it automatically checks for newly launched games, so all you should have to do now is launching the game.
If vorpX is running but doesn’t hook into games, please check for potential conflicts with programs on your PC that may also hook into games. The trouble shooting guide in the help has more details on that.
I managed to get Portal and Portal 2 working perfectly — settings uploaded to the Cloud Settings.
1. Removed all “Launch Options” parameters from Steam game properties
2. Reset VorpX settings for the games
3. Set games to 4:3 1600×1200 and enable gamepad controller
4. Load a game, run memory scan
5. Set for FullVR, geometry, and adjust scaling.
… and the flickering seen before is gone.
Might be WMR automatically switching input to the headset. There is an option in the WMR settings where you can set that to manual: click the three dots in the bottom left corner of the WMR Portal window and then go to Settings > Headset Display > Input Switching.
I’m having this same Portal 2 headtracking issue; doesn’t happen in Half-Life, or HL: Episode 1 (not sure about Episode 2); whenever I move my head, a subtle swimmy rotation echoes for a moment, then stops.
vorpX scanning & settings have no effect…the behavior remains unchanged.
(This was my first ever Portal 2 session with vorpX, yesterday, 2020-05-20; it directly followed a vorpX update).
Edit:
VorpX version 21.2.0.3
(having an issue with post, re-edit…wanted to add specs)
CPU
AMD Ryzen 7 2700x
GPU
AMD Radeon 5700xt
32GB RAM
HMD
Valve Index HMD
Control
Mouse & Keyboard
SteamVR Beta 1.17.9