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  • #222537
    Ralf
    Keymaster

    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    • vorpX: back to OpenXR 1.0 due to outdated runtimes (eg.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.
    #221816
    Ralf
    Keymaster

    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+
    #221176
    sergeant82nd
    Participant

    I’m about 10 hours invested and wanted to bump up graphics (4080) but I don’t want to mess up my game. I haven’t messed around with texture mods lately. I had some for Oblivion and Skyrim but never tried uninstalling them but this sounds different as you say it mods config files. I guess I’ll do some more reading and probably try it out.

    #220932
    Laiton
    Participant

    Hi, does anyone know how to make vorpx work with Wildlander? If I run Skyrim SE from steam it works fine. Wildlander launches the same .exe-file through it’s own launcher, but vorpx doesn’t seem to detect it since there’s no hook or even hook attempt.

    #220780
    Laser
    Participant

    Amd processors often perform poorly in Bethesda RPGs because these games often have a lot of draw calls. Interestingly, one of the few games where the Ultra 285K performs well is Starfield. Also, Intel processors are generally superior in VR….

    I don´t know about that “superior” part, atleast when talking about X3D chips, and even in skyrim X3D seems to be doing pretty good. Unfortunately vr benchmarks are hard to find.

    285k just seems to sucks outside some outliers like starfield, even the 14900k beats it in most cases.

    brown66
    Participant

    Has anyone tried any of these processors with VorpX?

    I use an old i7-12700K and I know that when I use VorpX, the percentage of use of this processor is quite high, so I was thinking about upgrading.

    I mainly use VorpX to play Skyrim LE, but I was also thinking about starting to use it on Starfield, as this is the game I predominantly play now.

    In Skyrim I use 8K resolution per eye (I use a Pimax 8KX VR headset) and in Starfield my goal was to use 4K per eye.

    Yes, I know that at these resolutions even an RTX 4090 is short…

    Therefore, if anyone has already purchased one of these processors and tried it with VorpX, I would appreciate it if you could leave your testimonial here, also mentioning what your previous processor was.

    BenS
    Participant

    I’ve figured out that the loss of source input on minimising or closing a game is only happening with vorpX and not with regular VR games. I didn’t realise that vorpX was modifying Skyrim VR. Once I added the SkyrimVR.exe to the exclusion list in vorpX’s configuration I was able to minimze and exit Skyrim VR without issue.

    Now that I’ve isolated this issue to vorpX specifically, can someone please help me figure this out? I don’t know where to start in terms of modifying settings to solve this.

    BenS
    Participant

    Hey everyone. I’m new to PC VR gaming and vorpX. With the PSVR2 I’m having an issue that I’m hoping you guys can help me with as I can’t find anything about it on reddit or google.

    When I minimise or close a game my screen goes black (not the headset but the actual PC screen goes black.) There was nothing I could do to get around this so I’d shut my PC manually using the tower’s power button. After this happened several times I randomly thought about unplugging and re-plugging the HDMI cable and that ended up restoring the PC screen without having to resort to powering down.

    This problem has happened with 3 titles so far. Dishonored, Battlefield 4, and Skyrim VR (was playing skyrim VR without vorpX).

    Any clue what’s going on here? I can’t keep unplugging and replugging the HDMI cable, its silly.

    I built this pc specifically for VR gaming and would love to get this working properly.

    I’d appreciate any help. Cheers!

    RTX 4080 Super
    Ryzen 5 7600
    32GB RAM
    Asus Prime B650M-A WIFI II-CSM motherboard

    #220227
    Oversight
    Participant

    How are you folks playing Starfield getting it to run?

    I am trying to get Starfield to run with alpha .2 rev b but all I am getting is black screen that crashes to the desktop after hooking. I am running the 24.1 beta with steamvr/psvr2. I have tested Hooking into Skyrim and it works fine.

    I have followed all the instructions on the profile several times. Hook helper installed, game settings changed to window etc, custom display resolution for virtual monitor, and ini changes.

    Been trying to get it to work for a few hours now. Any assistance would be appreciated.

    Ralf
    Keymaster

    If you happen to use Mod Organizer, you might have to check whether it stored MO specific .inis somewhere that it loads instead of the actual .ini in your documents folder. That tool does some seriously weird shit in regard to file access redirection without really explaining any of that.

    Starting the Skyrim launcher from MO and changing the res there might also help in that case.

    General hint: you can comfortably revert changes vorpX does to game .ini files in the vorpX config app. No need to search for the backup files on your PC manually.

    aaaxux
    Participant

    I tried running vorpx with skyrim se and noticed that it was opening it in a tiny resolution. My screen is 1440×2560 but the game opened in 1280×1480. Then i tried opening back my game without any vr
    , just playing on pc and now its stuck at this tiny resolution. I saw that vorpx had generated a new skyrim pref ini file and backed up my previous one. So i restored that backup to bring back my original resolution settings but somehow my game is STILL opening up in small resolution. So how the heck do i get my old resolution back???

    Ogrescar
    Participant

    DirectVR never works correctly with Skyrim SE, at least not for me, but I use version 1.5.97. The fov scan almost always works, but the rotation always fails, even when the scan result is successful. Probably because of my 1100+ mods though, including 3 direct11 hooks and a directinput hook, so I’m lucky that vorpx even works.

    #219522

    In reply to: My Vorpx Experience

    flamefury42
    Participant

    Thank you for the tips. I did exactly what you told me in the skyrim settings and everything looks great now. Once again, thank you.

    Ralf
    Keymaster

    FOV scanning appears to be broken with the current Skyrim SE build, I was made aware of that just yesterday. Probably it’s not in the memory range anymore that the scanner expects. I’ll see what I can do, might only require a profile update. If so I’ll upload a database update within the next few days.

    For the the time being open the game’s console with the ‘~’ key (the key below ESC) and type ‘fov 112 112’ (without the quotes). Confirm with enter. Alternatively you can switch to good old DX9 Skyrim, with the added benefit of much better performance.

    Hint: If you switch to DX9 Skyrim and happen to be on Windows 11, make sure to use vorpX 24.1.0 (link on the front page). DX9 performance on Windows 11 is severely degraded with the last regular build.

    Senan
    Participant

    I Just started playing Skyrim again after about a year or so and my FOV part of the scan is failing every time. The game is currently unplayable without the proper setting and the manual option in the Vorpx menu is greyed out so I can’t alter it. I never had an issue with the DirectVR before so I’m confused what changed.

    Any help is appreciated.

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