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  • Terry Landess
    Participant

    Hey Ralf – sorry to bother you with the mundane yet after deciding to do battle with META after losing all drive information due to an ‘overheat crash’, yet reinstalling the VorpX software, filling out the required information and using the copy paste technique preferred, I’m still having no luck in activating the product for use once again.

    I made a screen capture of the Email along with the completed VorpX registration menu and following error message incase you want me to send it in an Email as another post was recommended to do.

    I waited a couple years before deciding to do this – a couple more days won’t kill me – still, now that I have Zuckerberg crawling through the bowels of my system thanks to META – It would be nice to have the carrot which has caused me to pull his wagon.

    As Always – you’ve been great – Thanks.

    Boblekobold
    Participant

    I have to partially disagree.

    Concerning details in VR vs monitor : if used normally, most people don’t really see pixels and details on a 4k/8k monitor.

    This is objectively false.

    So why people go to the cinema ? It’s easier to notice details on a giant screen.
    Ok you can be very close to your 4k monitor, but I really don’t like that, and it’s not curved properly (vertically and horizontally) so it’s not as immersive as VorpX.
    If I don’t use VorpX, I prefer video projector because comfort matters and 1080p is enough for me in this case, as long as the display is 2m60 large and not too close I’m happier than with a monitor.

    But I always play FPS/TPS with VorpX. It’s so good to be in the game, and it’s so much more detailed and beautiful ! And as my G2 is afocal, it’s like looking at a very long distance.

    If you play in immersive screen, the displayed game can be larger than your FOV so it can be more detailed than a monitor with the same resolution than your VR headset.
    It’s the difference between an hemispherical Imax theater (with headtracking and 3D in this case) and a monitor.

    Yeah, we agree there, it is also an absolute crazy waste of performance unless you have a way to cull the polygons you aren’t looking at directly though, which is why UEVR is so neat, it is able to use the native software built-in UE to show the game not as AER, but its full proper VR version, with all the software boosts that that means.

    It should be a (little) waste of performence (because you still have headtracking). But in fact, in my experience with AAA games, UEVR’s performences and image quality are so much worse that VorpX is still better, whatever display mode you use (full VR or immersive screen).

    And it’s not a waste of performance, because it’s very useful (for example if a first person camera is partially locked because for example your character is seated in the original game, it avoids clipping and broken animations you would have in UEVR, and it also avoids to rotate the entire world around you).
    It also allow you to clearly see the HUD and to switch instantly between display mode with edgepeek.
    It’s a great way to play ! Even if I usually prefer full VR, some games (or some part of them) would be too altered.
    It’s the best compromise, and you can only do that with VorpX.

    Anyway, VorpX always do that, even in full VR (if you don’t want to see borders…)
    The game is rendered at high resolution with high FOV and you look at a part of this render (most of it of course if properly configured).

    VorpX does so too in its VR form I believe, but don’t really know much about how @Ralf does his black magic on it. The fact it works in so many different engines is flatout baffling.

    I guess there are several methods. It’s not AER (except Cyberpunk), It’s true 3D stereo in hundred of games (it probably adds an additional camera and move the original one, exactly as UEVR does, except with VorpX it’s not a broken/automated/unused feature from Unreal Engine and it actually performs better in some games, especially DX9 ones).
    It’s great to be able to configure 3D settings and it’s more comfortable in a lot of cases (and accurate/immersive in first person games because UEVR can break easily when something is close to your head).

    But in my opinion, when G3D can’t be perfect, a good Z3D is better than a bad G3D, at least in large outdoors environments, so VorpX’s Z3D options can be the best choices sometimes (even better than UEVR’s G3D in some games because it avoids a lot of glitches and incompatibilties with raytracing, etc.)
    And anyway with the most beautiful games if you want good graphics settings, you have no choice. G3D can be too demanding, even when it doesn’t break effects.

    Cless_Aurion
    Participant

    I have to partially disagree.

    PPD is not everything… but is most of what makes VR work, since it defines intrinsically the amount of detail your eye will be able to resolve in the image. Even at 45PPD we are still not getting close to the eye limit, which should still be 50% further up.

    Again, I’m rendering games at 8000×7000 per eye, and I can still EASILY see the extra detail that wasn’t there at 5000×5000, its just about looking into the distance. It does hit the diminishing returns ceiling though after 6000×5000 fast, so I’m pretty sure we will plateau at around this PPD in most VR HMDs for the time being.

    The 4 most important specs for VR are in no particular order; PPD (resolution of detail), FOV (immersion), lens tech (quality of vision) and panel tech (image quality). We could argue that comfort/weight is another one, depending on the kind of things you do, but image-quality wise, those are the important ones.

    What is cool about a 45PPD HMD is, that because it matches the quality most 4K monitors, you effectively lose NO information when watching 99% of the content online.

    Nevermind the boost to immersion having no screendor-effect is (not little, not subtle, 0). You can also use it as a real desktop replacement since any screen you put will have the same effective resolution than a 4K display anywhere you look at. If you pair that with a mOLED HMD, which are under 200g, then you really have no more use for monitors anymore…

    Concerning details in VR vs monitor : if used normally, most people don’t really see pixels and details on a 4k/8k monitor.

    This is objectively false. Even your average joe will see the difference of a 4K to 8K TVs when viewed at the apropriate distance. 8K does bump against the limit PPD our eyes have easily though, that’s why 8K in any screen under 70″ is really a waste and not done, and why its not happening anytime soon too.

    4K monitors put to shame any other monitor under them with ease, so I guess you are not talking about that comparison.

    If you play in immersive screen, the displayed game can be larger than your FOV so it can be more detailed than a monitor with the same resolution than your VR headset.

    It’s the difference between an hemispherical Imax theater (with headtracking and 3D in this case) and a monitor.

    Yeah, we agree there, it is also an absolute crazy waste of performance unless you have a way to cull the polygons you aren’t looking at directly though, which is why UEVR is so neat, it is able to use the native software built-in UE to show the game not as AER, but its full proper VR version, with all the software boosts that that means.
    VorpX does so too in its VR form I believe, but don’t really know much about how @Ralf does his black magic on it. The fact it works in so many different engines is flatout baffling.

    moblackny
    Participant

    I have had vopx for about 10 days now and have yet been able to get it too work. I have contacted support and have followed all of the suggestions they gave but no luck. seeing if anyone here can help. the errors I get is no oculus headset found I have the meta quest 3. Also getting the failed to attach exe. I have check to make sure nothing that can interfere with it is running. these are the steps I am doing. please let me know if they are not correct as I am new to this.
    1. opening vorpx config selecting oculus as device
    2. going to local profiles and selecting the profile for the game I am trying to use and clicking apply and close
    3. powering on the meta quest 3 which is connected via link cable to pc meta quest link software loads and says connected (although I have read that I should close the meta quest software because vorpx will detect without it so I have tried both ways)
    4. Then clicking on the shortcut on my desktop for the game I want to use. (although I have read that I shouldn’t and I should start the game through vorpx but have yet to see a option to do so)

    I get attaching said exe then attaching exe failed then the menu option comes up where I can choose to install helper or preferred helper which I have tried both then I get no oculus headset found.

    this is a 6 week old powerhouse windows 11 pro computer with more then enough hardware to run any game at max settings $2000+ 48GB ram RTX4060 TI MSI b760 4TB Samsung 990 pro with heatsink

    I do have dual monitors which I just read this morning that this can be a possible issue so I have yet to try disabling one of them about to leave for work so don’t have time to try this. if anyone can assist it would be greatly appreciated. Games I have tried are Dirt 3, all GRID games, WRC Generation and Call of duty modern warfare.

    Also just checking when they say to make sure there are no conflicting software running they just mean to stop there processes in task manager not uninstall them. I know that is a no brainer but I have spent over 30hr in 10 days trying to get this to work so I want to make sure Im not missing anything. I consider myself to be a above average computer technician and troubleshooter but this has me stumped to say the least.
    Please HELP someone

    #220756
    moblackny
    Participant

    I have had vopx for about 10 days now and have yet been able to get it too work. I have contacted support and have followed all of the suggestions they gave but no luck. seeing if anyone here can help. the errors I get is no oculus headset found I have the meta quest 3. Also getting the failed to attach exe. I have check to make sure nothing that can interfere with it is running. these are the steps I am doing. please let me know if they are not correct as I am new to this.
    1. opening vorpx config selecting oculus as device
    2. going to local profiles and selecting the profile for the game I am trying to use and clicking apply and close
    3. powering on the meta quest 3 which is connected via link cable to pc meta quest link software loads and says connected (although I have read that I should close the meta quest software because vorpx will detect without it so I have tried both ways)
    4. Then clicking on the shortcut on my desktop for the game I want to use. (although I have read that I shouldn’t and I should start the game through vorpx but have yet to see a option to do so)

    I get attaching said exe then attaching exe failed then the menu option comes up where I can choose to install helper or preferred helper which I have tried both then I get no oculus headset found.

    this is a 6 week old powerhouse windows 11 pro computer with more then enough hardware to run any game at max settings $2000+ 48GB ram RTX4060 TI MSI b760 4TB Samsung 990 pro with heatsink

    I do have dual monitors which I just read this morning that this can be a possible issue so I have yet to try disabling one of them about to leave for work so don’t have time to try this. if anyone can assist it would be greatly appreciated. Games I have tried are Dirt 3, all GRID games, WRC Generation and Call of duty modern warfare.

    Also just checking when they say to make sure there are no conflicting software running they just mean to stop there processes in task manager not uninstall them. I know that is a no brainer but I have spent over 30hr in 10 days trying to get this to work so I want to make sure I’m not missing anything. I consider myself to be a above average computer technician and troubleshooter but this has me stumped to say the least.
    Please HELP someone

    RJK_
    Participant

    Since a while ago any damn steam game that i start with vorpx throws a message like
    “Warning: This game is not VR and will be played on your desktop”.
    This message need to be klicked away in order to run a game.
    Even worse, with a steam client from after may 23 its not even possible to run a game from its exectable anymore. The client trows two messages, you need to open the client and click 2 similar messages away.

    Anyone has a sultion for this ? Removing/renaming Theater does not help, neither does disabling theater in SteamVR.

    #218436

    In reply to: Halo MCC questions

    usn09derek
    Participant

    The Game Pass version might be compiled as Windows Store (UWP) app, which can’t be hooked. Not all Game Pass games are, but Halo MCC might.

    If Game Pass allows you to select between a moddable .exe and one with anticheat, try the moddable one. vorpX definitely won’t be able to hook the anticheat version. Part of usual anticheat mechanisms is preventing other apps from hooking into games.

    The Steam non-anticheat .exe definitely still works. You should be aware though that only Halo 1 is officially supported. I know for sure that Halo Reach also works, but I never tried Halo 3 myself. Individual games in Halo MCC are unfortunately handled in a way that makes it difficult for the vorpX profile to cover potential technical differences between the games. So I can’t guarantee that everything works as expected in all campaigns.

    BTW: Make sure to run the game windowed. I just noticed that important things like FOV and other settings might be off if the game in running fullscreen.

    Good info! Do you how I can remedy the gamepad losing functionality when I use head tracking? Sticks for 3 seconds each time.

    #218425

    In reply to: Halo MCC questions

    Ralf
    Keymaster

    The Game Pass version might be compiled as Windows Store (UWP) app, which can’t be hooked. Not all Game Pass games are, but Halo MCC might.

    If Game Pass allows you to select between a moddable .exe and one with anticheat, try the moddable one. vorpX definitely won’t be able to hook the anticheat version. Part of usual anticheat mechanisms is preventing other apps from hooking into games.

    The Steam non-anticheat .exe definitely still works. You should be aware though that only Halo 1 is officially supported. I know for sure that Halo Reach also works, but I never tried Halo 3 myself. Individual games in Halo MCC are unfortunately handled in a way that makes it difficult for the vorpX profile to cover potential technical differences between the games. So I can’t guarantee that everything works as expected in all campaigns.

    BTW: Make sure to run the game windowed. I just noticed that important things like FOV and other settings might be off if the game in running fullscreen.

    #217535

    In reply to: Starfield Alpha v0.2

    dellrifter22
    Participant

    You don’t really need cheatengine here, I wouldn’t worry about it. Maybe the viewmodel distance isn’t perfect with all guns, but good enough I’d say.

    While maybe a little redundant, here is what my StarfieldCustom looks like, that is working pretty good for me: (It’s a combination of lines I’ve seen others mention in forums. My headset has a smaller vertical FOV than average, so I use a smaller 120 with vorpX image zoom reduced to 0.82, so that my image is a little sharper. The less zoom you can get away with, the more pixel dense your image will appear. But most may want to follow Daves advice for 130 or more at 0.95 vorpX zoom)

    StarfieldCustom.ini

    [Archive]
    bInvalidateOlderFiles=1
    sResourceDataDirsFinal=

    [Display]
    fDefault1stPersonFOV=120
    fDefaultFOV=120
    fDefaultWorldFOV=120
    fFPWorldFOV=120.0000
    fTPWorldFOV=120.0000
    # Aspect ratio 4:3 use 1.33 , for 1:1 ratio use 1.00
    fWideAspectLimit=1.33

    [Camera]
    fDefault1stPersonFOV=120
    fDefaultFOV=120
    fDefaultWorldFOV=120
    fFPWorldFOV=120.0000
    fTPWorldFOV=120.0000

    [Interface]
    fSafeZoneXWide=440

    [Dialogue]
    # Anything over 1 eliminates the camera/collision zoom
    fDialogueCameraCollisionRadius=2

    # Dialogue Camera FP FOV
    fDialogueCameraFailsafeFPFOV=55

    ———————————————————–

    That last line is for NPC dialogue zoom. I’ve found that 105 will eliminate zoom, but I prefer a zoom to 55 so that I can better see their faces.

    I saw it mentioned that the gun models can sometimes look very low poly and blocky. I have encountered this too and tested several things. I’m not sure how to fix it, but I know it’s not vorpX that is doing it – it happens with vorpX off. It’s something about the game not liking different aspect ratios I think. I’ve read others who play normally encounter this too, but only when outdoors. Indoors the models look fine. It may either be a bug or an optimization for the large out doors. Fortunately our attention isn’t really focused on the gun when we get it out to use it anyway.

    Yes, you can turn off the crosshair in game Interface settings if you want. I did that first thing.

    Regarding the ship cockpit view, I don’t’ think the game allows you to freely look around the cockpit. Basic vorpX headtracking is mouse based and can only do what the in game mouse can do. That said, you can use the EdgePeeK feature (middle mouse click is default I believe) that lets you at least look around the screen a little. Until there are proper mods for cockpit flying, I don’t think you’re going to get that experience you are looking for.

    One last tip that is helping my experience so far is an edit to movement speed. I find the walking too slow, but the jogging too fast. With a simple command I now use a slow jog to move around at a brisk walking pace. Until the Kit is released we can’t change speeds individually, but we can set the base line for all foot movement.

    In the same directory as Starfield.exe, create a text document called mspeed.txt

    in mspeed.txt create the line:

    player.setav speedmult 50.25

    Save and close. Once in game, open the command console (default tilde key ` or ~ by the 1 key) and type:

    bat mspeed

    This should stick with your save file, and only need to be done once. In my testing I found that the number must be higher than 50, so 50.25 was my preference. This makes the slow walk very very slow, but the jog is now more of a brisk walk. Might looks a little strange in 3rd person, but feels good in 1st. default speed is 100. If you’d rather increase the slow walk speed you can try 125 or higher, but it will also speed up your running.

    Just be warned that any use of console commands may disable your steam achievements, if you care about any of that. Though I’ve read there are already mods to re-enable the achievements if you want.

    #216589

    In reply to: Vulkan?

    ToxicMike
    Participant

    RALF IS BACK!!! Well thank god everything went well and you´re also done with any kind of possible post-surgery complications for the next years hopefully!

    Try the vorpX beta, the desktop viewer has been rewritten entirely and should now also work with most (but not necessarily all!) fullscreen games. Also comes with a virtual monitor that handles resolutions higher than your PC normally can handle automatically.

    That´s great to hear! Thanks very much!

    Please also keep in mind that the desktop viewer is a free convenience app that you get on top of vorpX. It’s not vorpX’s main focus. Thanks for your understanding.

    Of course i understand, i am also well aware that the majority of vorpX users are probably just up for full-vr/3D supported games and don´t bother with virtual-desktop-games at all, but i do, in fact i see the full-vr/3D support more like a nice bonus, since playing games on huge theater screens is already doing it for me. Also, vorpX´s desktop-viewer is generally doing a far better job with games (especially brandnew AAA games with better graphics) than those free apps like bigscreen-beta, thats´s why i was kinda shockingly surprised to see those two titles working better with it than with vorpX.

    #215852

    In reply to: Anthem or Destiny 2

    Ralph
    Participant

    If there is a anticheat-software active in online games, you will get banned using vorpx. In that case you have to use a workaround to deactivate the anticheat-software or play offline. It depends from game to game if that is possible. Just search on “PCGamingWiki” or “fearlessrevolution” for your game and a solution for that.

    In the vorpx-config-app you can search in the cloud section for profiles for Anthem or Destiny 2 and sometimes if you will get lucky there are a some infos for deactivating a anticheat-software.

    #215653

    In reply to: vorpX 23.1.0 BETA

    Ralf
    Keymaster

    When vorpX hooks into a game, it overrides VSync anyway, so in that case the major advantage of the virtual display is making it much, much easier to run games at higher resolutions than your monitor allows. Prior you had to manually add a dozen of resolutions to your GPU driver, and with bad luck had to repeat that after each driver update. Also there is no way to freely add resolutions for AMD GPUs. Now you don’t have to know or do anything about that anymore. You don’t even have to know about the virtual display. Things just work as intended by firing up the desktop viewer and putting on your headset.

    May sound a bit unsexy for tech savvy 4K display owners among you for whom adding resolutions to their GPU driver is a matter of course, but is in fact the biggest improvement in terms of user friendliness since ages because it removes a major hurdle you had to not only know about, but also (tediously) overcome before you were even able to use vorpX in the best possible way.

    The refresh rate topic is an added benefit for playing games with the desktop viewer itself. e.g. when you want to play games that can’t be hooked because they have some form of anticheat or when you want to use an external 3D solution. There are quite a few desktop capture apps, but as far as I’m aware none tackles this issue. Getting that right just wasn’t possible at all before, so this one is also of interest for those of you who might have fallen asleep when reading the above. ;)

    As far as your hooking issue is concerned, that should indeed just work as always. Can’t recommend anything else than always in such a case. Check the trouble shooting guide in the technical support sub forum for potential conflicts you might want to look into.

    #215434
    avi12
    Participant

    I’m using Quest 2 and SteamVR via the Oculus desktop app
    I recently installed vorpX and Cyberpunk 2077
    On Steam, I turned off “Use Desktop Game Theatre while SteamVR is active”
    when I launch the game, the CDPR launch launches, I hit Play but the game only launches in desktop mode and vorpX fails to attach to it
    After a second try, the software did seem to attach to the game such that it locks the mouse movement, and yet the game does not project to my VR headset

    #214483
    11lora
    Participant

    I am following a tutorial exactly but can only get big screen. No VR. Imported cloud file (Vorpx), applied. Fired up Steam VR. The warning about VR playing on monitor comes up but Vorpx does not attach to game. Tried air link and cable. Using Direct x 12 setting in game. All I get is the game in theater mode. I also unchecked theater in games properties in Steam. Any Help? I finished DL 1 and have been looking forward to DL2 in VR. No mods yet.Thx.

    #214197
    Smoils
    Participant

    Ralf was talking to easy anticheat devs and they came to conclusion they cant have a deal – vorpx can be used to cheat and Ralf wont share some software code they requested or smth.

    Its all details that doesnt matter, what matters is EAC games wont work with vorpx unless it can be disabled like it can be with Elden Ring.

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