Top 10 so far. I play in 3d theatre mode w/ custom HMD ceiling suspension mod:
1. Cyberpunk 2077
2. Red Dead Redemption 2
3. Resident Evil 2
4. The Witcher 3
5. Rise of the Tomb Raider/ Shadow of the Tomb Raider
6. Code Vein
7. Nier: Automata
8. Resident Evil Village
9. Dark Souls Remastered
10. Remember Me
The highest Clarity setting enables the texture detail hack AMD recommends developers to implement in addition to the actual upscaling/sharpening. How much of an effect that has depends on the game and also the resolution. You’ll typically see the highest benefit at low to medium resolutions (e.g. 1600p). If you happen to have Fallout 4 installed, that’s a good test candidate: With Clarity at ‘Full’ tree branches in the distance become more detailed, that’s fairly easy to spot. In Bioshock Infinite I found the effect to be less noticable on trees, but you should be able to spot it e.g. on masonry textures, more generelly textures with finer structures, at medium distance. That’s the typical effect you’ll see most of the time when switching from ‘Medium’ to ‘Full’: enhanced texture detail at medium distance.
Unless it creates noticable texture shimmering, choose ‘Full’. Depending on the factors mentioned above the effect may be subtle, but the option always does something – provided it is available for a game (i.e. the ‘Texture Detail Enhancement’ slider isn’t greyed out).
@ dellrifter:
Unfortunately there is no Z3D authoring UI that is ready for primetime. In the DX9 days some devs used all kinds of strange encoding methods for depth in RGB textures do deal with depth buffer access restrictions, I tried to capture them all. Most of that is obsolete since DX10, so in theory I could clean up the Z3D authoring and make it more accessible, but currently I have a huge list of things with higher priority.
There are about half a dozen DX12 Z3D profiles now (Cyberpunk 2077, Read Dead Redemption 2, Horizon: Zero Dawn, Resident Evil 8, Deathloop, F1 2021, Death Stranding, Grounded). They should cover the most common ways depth is handled in DX12. If you try them all for an unkown game and don’t succeed, an authoring UI wouldn’t give you a much higher chance of success either.
You can check whether it’s the same for you by saving a trouble shoot data archive to the desktop (config app/trouble shoot). The logfile in question is called vorpX.log.
Hard Reset
bioshock infinite
titanfall 2
Necromunda hired gun
Vermintide 2
Resident evil 2,3,5,6 with first person mod , 7 and 8
Legendary
Prey 2006 and Pray 2017
Halo Master Colection
Doom 2016
QUake 4
Outlast 2
Duke Nuke Forever
Earth From another Sun
Metro series
Far Cray Primal
Space Hulk Death Wing
Dream Cycle
A sTory about my Unlce
and more more moooooore
You can start with bioshock infinite, titanfall 2, bulletstorm full clip, resodent evil 7, resident evil 2 and 3 wot forst person mod.
Titanfall 2?
The official Titanfall 2 Vorpx profile is completely broken. By which I mean there is zero depth perception between your weapon and the background environment. Look at the ground and your weapon is a flat 2D object with the same depth as the ground. I can’t believe anyone would consider this playable, much less recommend it.
Bioshock Infinite, on the other hand, is indeed an excellent representation of what Vorpx can do at its best.
The majority of Gamepass games should work, just the ones that are compiled as Windows Store (UWP) apps won’t. For the most part that will affect Microsoft first party titles, third party games are more likely regular (Win32) programs. That’s just a rule of thumb though, there are exceptions. E.g. Resident Evil 7 Gamepass is a UWP app.
There also is another, less dramatic, pitfall: even if a game works in principle, the game devs may have chosen to use different .exe names for the various stores. That can easily be addressed by adding the actual .exe to the profile (for user profiles) or creating a profile copy for the actual .exe.
Hello vorpx fans!
I bought Resident evil 6, of which there is an excellent G3D profile on the cloud (thank you very much Rjk for your support), which already without mods makes it really good. With a first person mod it’s something really crazy! with the right settings it’s a great experience! even better than THE village personally speaking. I also leave you the link of a video recorded directly from the viewer!
Trying to run Resident Evil 3 Remake, (RER2 runs fine). Upon launching I am greeted with the error re3.exe – Fatal Application Exit
D:\SteamLibrary\steamapps\common\RE3\re3.exe
“d:\\runtimebuildroom\\gitroot\\runtime\\modules\\render\\os\\renderdevicedx11.cpp” 6047 D3D11 create Swapchain failed.(HRESULT: 80004005)
Headset: HP Reverb G2
boots just fine without VorpX. Newish user, (well new again… had VorpX back in the DK2 days.. bought it twice) any help appreciated. Love this program, even if requires some tinkering!
Hello everyone, well I’ve tried to play games with vorpx but I can’t get it to work it not matter what game I try, don’t know if I’m doing something wrong, basically I select the profile (same has I see people do in YouTube for example,) but either I get a black screen or stuck on logo,
Gamed I’ve tried : rdr2 (steam) cyberpunk and Witcher 3 (GOG) metro exodus, resident evil village…etc
My laptop is:
Acer predator helios 500
CPU: Ryzen 2700
GPu: Vega 56
Ram: 32gb
To tell you the truth, I bought VorpX just to play Cyberpunk 2077 in VR. After playing with the settings, I truly like playing the game more in Cinemas mode with 3d enabled and a huge screen in my loft. What makes this software good is you can create custom resolutions and use them for your nice big screen separate from what your monitor resolution can show. Once I have completed Cyberpunk, I am waiting for Resident evil village as my next game.
Originally this was supposed to be just a maintenance update, but in the end became an almost-major-release due to two huge additions in the form of vorpX connection mods for GTA V and Red Dead Redemption 2 that provide a great out-of-the box FullVR experience for both games. Both are still somewhat beta, but good enough for a first public release.
The connection mods implement perfect 1:1 headtracking, decoupled walk/look/aim, auto switching to EdgePeek in cutscenes and menu screens for improved comfort, and unique VR optimized cameras for both games that get rid of nauseating head bobbing and whenever possible the equally nauseating moments where the games briefly take away control, e.g. when entering a car or mounting a horse.
They also add Alternate Frame Geometry 3D for both games. If you are sensitive to the comfort issues inherent to AFR 3D, vorpX’s built in 3D methods are still available without losing the other benefits of the more direct connection like positional tracking and decoupled walk/look.
Nice detail: For the heck of it GTA V got an additional driving view that mounts the camera on a car’s hood, similar to what you may know from many racing games. Turned out to be the most fun and immersive way to cruise through Los Santos you may have ever experienced.
Full changelog:
Dedicated connection mods (BETA) for Red Dead Redemption 2 and GTA V to provide a great out-of-the-box FullVR experince: VR optimized cameras, decoupled walk/look, auto EdgePeek handling, alternate frame G3D, and more.
The shader authoring tool can be used on top of official profiles now.
Profiles can now be restored to default from within the game, having to switch to the config app for that was always a bit clunky.
Internal frame interpolation can handle alternate eye rendering without relying on support provided by headset runtimes.
Fallback hooking mode that improves compatibility with some mod loaders (e.g. Resident Evil 2)
‘Loft’ cinema environment (finally) finalized.
Some textures were blurry in cinema scenes since earlier this year.
OpenXR now working for games that utilize nVidia Ansel, e.g. SW: Battlefront 2.
DirectVR memory scanner caching didn’t always work as intended.
D3D9: Fixed a regression that could cause heavy flicker in older fixed function pipeline games (e.g. GTA: Vice City with the D3D8>D3D9 wrapper)
Head roll wasn’t always applied as intended (e.g. Resident Evil 7)
Some Epic Launcher and EA Desktop related improvements
Elder Scrolls Online: HUD shader fixed for latest game release.
Fallout 4: Lightning shader fixed (thanks RJK)
Skyrim SE: Some effect fixes (thanks RJK)
Mass Effect: Legendary Edition: ME1/2: G3D/Z3D profiles added, note that G3D performance isn’t exactly great due to a somewhat ineffecient D3D9 to D3D11 conversion. Especially for ME2, which doesn’t look that much better, the DX9 original is still recommended.
I am new to Vorpx. I have been watching multiple videos and reading about how to play Resident Evil 7 on my Valve Index. After installing the FOV trainer and all that, the FOV seems to be ok. However, what disturbs me most is the fact that what I see on my headset is way darker compare to what is render on my monitor.
Have you experience this before? Does it have to do with your SteamVR headset settings? Or is it something with Vorpx settings?
My settings are configured for 90FPS and resolution of 3840×2160 (4K)