I’ve been waiting to see how this feature might improve game profiles that I like to work on.
I was most impressed by how well the adjustable weapon positioning and fov scaling worked in Titanfall 2. While being able to hide the gun entirely works great for some use cases, I like being able to see the detailed weapon models most of the time. Being able to scale the gun down and drop it down a bit and out from the face would help a lot to get rid of the “facegun” feeling.
The list is shorter currently than I’d like it to be, will check some more first person games shortly together with adding gestures. Got somewhat shoved to the backseat when I started to experiment with gestures. Same for the related authoring UI.
With the current detection mechanism my guess would be that it should be possible to add the feature to maybe half the G3D first person games. Additional manual authoring based on shaders or buffers is thinkable and would probably be able to catch most of the other half, but would also require more work per game than the current mechanism. So no promises in that respect.
Current games with auto weapon hide:
Aliens: Colonial Marines
Black Mesa Source
Crysis
Fallout 4
Half-Life 2 and episodes
Halo MCC (tested only on the first campaign)
Portal 2
Skyrim SE
Titanfall 2
Dreamfall Chapters (G3D)
G3D Fix for the third Part of the Series, please let me know if anything dowsnt work later in the game.
– Turn OFF or lower light effects
– Full VR with Headtracking
– Optimized for Ciname Modes
– Profile available at the cloud


I have a Vive Pro 2. I like it and IMO I’m getting my money’s worth from it. My advice is don’t buy anything right now.
This year Micro-Oled HMD’s should be released. The Arpara 5k tethered and the Shiftfall MeganeX should be here in March with a higher resolution and Micro-oled colors, and HMD’s that are both smaller and lighter than anything we currently have. Those are the only announced HMD’s, SadleyItsBradley keeps on hinting that better Micro-Oled HMD’s are around the corner but can’t be specific because of NDA’s.
If you’ve waited 4 years to upgrade, why not wait another month? I would have recommended buying a Vive Pro 2 last June, but I can’t recommend it right now. I want to reccomend a MeganeX, but with no reviews yet, I can’t. But at least one of the Micro-Oled HMD’s poised to release this year should be a good buy!
Just a heads-up that the next vorpX version will set a working AA method automatically so that noone will have to run into this annoying pitfall anymore.
Is it normal? I’m trying to play Outer Worlds with vorpx, through the PC Game Pass. I’ve heard many reports from the past about how this was actually a major hassle and tough to get working bc of the whole private folder thing Microsoft does…
Anyway, The game actually loaded up and played fine in VR..but the graphics are an atrocity. For whatever reason the graphics didn’t just fall off slightly, they looked like they went back about ten years.
Is there a setting I need to change or anything? Or is this drop off when switching to VR just what I should expect?
It’s playable but it’s actually a toss-up between just using the home theater on virtual desktop and playing it with clear graphics in 2D pancake mode on large home theater screen and the VR.. and I think the Virutal desktop home theater screen wins tbh.
Is there any way to get the graphics, and clarity a little closer to what I see on my laptop screen?
I have a brand new Alienware laptop with 3070
Not sure if I understand the question. Such a chart is pretty much built in, per default the current mapping is displayd as an overlay on the controllers ingame. Or do you mean something else?
Yeah, I was hoping maybe there was a PDF or other online resource that specified not the key-mapping, but the actual (default) in-game functions that a specific controller-action performs. I’m guessing you probably keep a database for yourself considering the number of games you support. Something we could reference like: Fallout 3: “Left Trigger = Pip Boy”, “Left Grip = Game Menu” instead of the in-game overlay which would say something like “Left Trigger = Tab” and “Left Grip = ESC” (or, whatever the mapping is.)
Just have to add this, Vorpx’s directvr feature does a fantastic job setting up fallout nv imo, sets everything up…its as good as native vr support, apart from weapon size.
I do not like the native scene. Most of the games are experimental and last 2-3 hours. Just now I play Dishonored 2 and Jedi Fallen Order with VorPx, those are top games and I want to play good games.
Also many games are designed for the Quest, and there are many casual gamers.
Concerning PS5: since this is a closed system, does anybody know whether Sony delivers some suppoert for developers who want to make their games hybrid? If they dont do we will simply not see many hybrid games.
Also I hope for some remakes on the PS5 for VR. They do all kind of remakes for the last of us or GTA 5, a version for PSVR 2 would be appreciated.
As I said I think hybrid gaming is the future, native games will never be really successful.
Hello! I just recently bought VorpX, mainly to play Fallout New Vegas in. The game is launching fine, but the ingame menu won’t open. I tried rebinding it in the config, but to no avail. Any suggestions? I was hoping to play this in full VR.
Got that, just thought you wanted to change the setting to 1. I‘ll consider the falloutcustom.ini in the future when applying the automatic setting.
If you encounter something similar again in the future with a modded game, best try with a clean install. Impossible to always consider every undocumented thing like this custom.ini.
Yes, I was saying make sure that “bFull Screen=0” IS NOT changed to “bFull Screen=1”.
And yes, it’s handled automatically by vorpX, but it will be ignored if the user is putting “bFull Screen=1” in the falloutcustom.ini.
Put another way:
Any changes vorpX makes to falloutprefs.ini can be overwritten in falloutcustom.ini (whether you are using a mod manager or not).
Hi Ralf,
I am using Mod Organizer 2. It’s been working fine with the redirected INI files, but one thing that might cause a problem for other people is that vorpX modifies the falloutprefs.ini file (which is perfectly normal), but some modding guides suggest you set your desired resolution in the falloutcustom.ini file. Resolution changes in falloutprefs.ini are overwritten by any resolutions set in falloutcustom.ini. So initially it looked like vorpX wasn’t able to change the resolution, but once I deleted the resolutions from falloutcustom.ini, it worked fine.
Users also need to make sure that “bFull Screen=0” isn’t changed to “bFull Screen=1” in falloutcustom.ini.
Cheers
Thanks for the update!
Out of curiosity, is there any way I can get this working in Cyberpunk v1.23? I keep noticing new visual ‘glitches’ only to discover that what I’m seeing is just the visual downgrades that occurred between v1.23 and v1.31. Most impacted are draw-distances, which have gone from “kinda crappy” to “unbelievably awful.” I clean-installed the game just to be sure, and even completely vanilla it does this. It’s so bad it’s kind of funny. Makes the draw distances in Skyrim and Fallout 4 look good, and those were awful at time of release.
I’ve tried everything I can find to fix the issue, and it’s so baked into the engine that nothing seems to actually touch it. Only way I know around it is to revert to v1.23, which was bad, but no where near this bad.
I’m having trouble with this (Oculus Quest 2, RTX 2080 Super). I’ve been playing in non-VorpX mode in 3440×1440, and everything looks great.
But when I launch it with VorpX, the HUD is too small to read and the response is a little laggy/jittery – I think I need to go to a lower resolution. VorpX says it automatically sets the optimum resolution, but it doesn’t seem to. Inside the VorpX GUI, I changed the auto resolution target several times from “Just OK” (or whatever it’s called) to “Ultra”, but the screen looked exactly the same after rebooting – same image quality, everything the same size, etc.
Someone suggested 1832×1920 as a great resolution for VorpX and the Occulus Quest 2, so I added it to my nVidia settings and changed my fallout.ini file to 1832×1920, but that just made the game tall and thin, with the sides clipped. I tried standard 16:9 resolutions like 1920×1080, but it didn’t look right either. Ironically the best it looked was when it was set to the original 3440×1440.
What might I be doing wrong? Is there a way to see, while inside the game/VorpX, what the resolution Vorp is actually getting? I’m worried that the video card might be sending a 1920×1080 image inside a 3440×1440 frame or some sort of scaling screw up like that. I’ve set the GPU to no scaling, which I think is right, but there are so many dang variables…
Any help appreciated. Cheers.