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AuthorSearch Results
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Dec 29, 2025 at 7:06pm #222659
In reply to: Cyberpunk Image Zoom @ 85
alienParticipantI see… But what does FOV have to do with Image Zoom setting? None of the other games FOV degree is tied to Image Zoom?
Say… why can’t Vorpx keep the in-game FOV at the max limit before it bugs out and lets me zoom in on that image more? Image zoom is done in Vorpx, and FOV is done in-game. They are supposed to be independent from each other, no?
Me being how far away from the Vorpx screen shouldn’t effect anything that’s rendering in Cyberpunk?
Dec 28, 2025 at 9:15pm #222655In reply to: Game can’t handle ultrawide
BoblekoboldParticipantNow I understand! If you zoom into the scenery, you loose pixels (that you do not see anymore). So basically you look through a small window and thus view the game at a lower resolution. Sure, you can compensate that with a higher monitor resolution so that in the end the portion of the screen that you actually see matches the headset resolution.
It’s a little bit complicated.
More details are computed by some games (it depends on the game engine, graphics settings, etc.) if the resolution is higher.
Some games even have an option to compute at higher resolution and rescale it to your resolution (like Metro Last Light Redux), and you can use it with an even higher resolution using VorpX, so it’s even better (it actually works very well !)
You can see every details miles around in a lot of games but objects close to you are also usually more beautiful.
It was especially true with recent games like Metro Exodus (in Z3D mode) or Frontier of Pandora which benefits from ultra high resolution (3840p).
Most of the time, it’s hard to use more than 2880p with G3D, and anyway it doesn’t seem necessary to get a perfect result, at least with official profiles (DX9 games like Bioshock 1&2 originals and some DX11 games are particularly impressive from my experience). Besides, you have an additional option in G3D games to enhance textures.
I also noticed full VR display mode is usually less clear&sharp than Immersive Screen, so you need a bit higher resolution to achieve the same result (when it’s possible).
So you need a very good computer to get the maximum from your G2 with demanding games, but it worth it. Anyway, I used 1440p immersive screen too with my GTX1080 and I already loved it. You probably can experience 2160p or even 2880p G3D full VR with some older games like original Bioshock 1 (or even Bioshock Infinite).
Too bad that (I think) the size of this window cannot be determined.
You’ll get used to it. I usually use more or less always the same FOV value (with 4:3 ratio), and adjust zoom without even thinking about it. The size of the window doesn’t matter. The important thing is to adjust the FOV to maximize immersion and minimize distortions (while the sweetspot can be bothering in some cases like strategy games, the G2 is great to play FPS in Full VR mode because you don’t really have visible distortions compared to other VR headsets like Quest 3 or Aero and 3D works very well).
Dec 28, 2025 at 6:23pm #222642In reply to: Farming Simulator 25 Z3D issue
subroutineParticipantJust so we’re on the same page here, I do not expect to use custom settings and then complain to you something isn’t working correctly or report it as a bug. I’m more than happy to use those custom settings though because in the case of FS25 (with the FS22 profile clone) , I was able to improve the 3D effect a lot, making it playable for my needs.
Dec 28, 2025 at 6:06pm #222641In reply to: Farming Simulator 25 Z3D issue
subroutineParticipantAs I said in my post above, it happens with everything at default, both game settings and profile settings. The FS22 profile I cloned to run FS 25 worked fine apart from the horizontal coloured lines when removing the headset, which you’ve fixed. I’d continue using that cloned profile but I can’t see any way to do that once an official profile is associated with FS25.
Dec 28, 2025 at 4:17pm #222640In reply to: Game can’t handle ultrawide
RalfKeymasterTo tilt the screen, make sure Play Style is set to ‘Immersive Screen’, click on ‘More Immersive Screen Settings’ and then use the ‘Screen Tilt’ option. That always works and has nothing to do with your game’s ultrawide issue.
Dec 28, 2025 at 4:12pm #222639In reply to: Farming Simulator 25 Z3D issue
RalfKeymasterPlease still don’t disable automatic settings, which you apparently did when you dialed in the FOV manually. Just don’t do that. The according huge warning displayed by vorpX exists for a reason.
Also reset the game’s graphics settings to default. Doesn’t matter what you did or did not before, I can only consider your issue a bug if it occurs wben things are set up as they are supposed to be set up. Thanks for your understanding.
If you still encounter your issue after letting vorpX do its job without tinkeríng, please send an e-mail with a trouble shoot data archive to support at vorpx dot com. You can create a trouble shoot data archive in the config app.
Dec 27, 2025 at 8:40pm #222627In reply to: Farming Simulator 25 Z3D issue
RalfKeymasterI’ll look into. Might be some depth buffer issue.
In the meantime check whether resetting the graphics settings to default helps. I didn’t encounter something like that, so there’s a fairly good chance that some graphics setting triggers the issue. Also make sure not to disable vorpX’s automatic game settings. These often ensure that 3D works as intended.
BTW: At least for me there was no 3D at all with the FS22 profile in FS25. To get that simply turn off 3D in the vorpX menu.
Dec 26, 2025 at 1:10pm #222609
RalfKeymasterYou can do that by checking the ‘Allow manual activation’ checkbox in the config app. Afterwards you can enable/disable the virtual display from the vorpX tray icon’s right click menu.
*VERY* IMPORTANT CAVEAT:
Having an invisible display attached as an additioal monitor introduces various pitfalls, which is why things are handled like they are handled per default. Only do that if you have a very good reason and know what you are doing.
Dec 25, 2025 at 4:46am #222612In reply to: Game can’t handle ultrawide
BoblekoboldParticipantIt may not be a solution here, but using headtracking with Immersive Screen also provides you more range to look around you. It’s especially great with FPS but it sometimes works well with TPS (close to the character) if you’re not too sensitive to motion sickness.
The advices I gave aren’t always the best, and it’s a matter of taste, but it allows to get something very close to full VR with Immersive Screen mode.
As long as the camera isn’t locked in a first person game, I think it’s better. Of course it can still be useful to play wide screen in Immersive Screen mode, especially when the camera is locked or partially locked, to see more than you were supposed to. With TPS, you may not want to zoom too much but it still depends on the game.
In my opinion, VorpX isn’t meant to simply be a giant 3D monitor. When the game’s design has a good compatibility with VR (3D engine, not too much UI or not at the edge of the screen, high FOV available, first person or third person very close to it), it’s magic ;)
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Technically, as Ralf said, you seems to have a problem with the way the game choose the resolution.
You probably know it, but you can hook with the Virtual Monitor (at least with the right version of VorpX like V23, V24 and V25) if the game has a profile. VorpX should create a default profile if there is not.
A solution may be to :
– configure the game in windowed mode (so it won’t have any reason to use the default res or the physical monitor resolution).
– use an higher horizontal & vertical resolution than you need on the Virtual Monitor.
– then hook the game (with the desired resolution in .ini / .cfg files if possible, or change it later in the game if you added It in the VorpX list, and if the game allows you to change it)You can test this method without the virtual monitor by using a tiny window first (smaller than your physical monitor res). This way you can test the ratio. If it doesn’t work, it probably means the game don’t allow it.
I used this method on Metro 2033 (Original) to get 3840×2880 resolution with 4:3 ratio.
Of course if the game don’t like the desired ratio it still won’t work.
Dec 24, 2025 at 11:36pm #222610In reply to: Linux support?
ryanshedyParticipantI personally feel he’s missing a big opportunity here.
People are crying to move away from windows and now bazzite has took off a bit people are experimenting. I’ve been running my VR setup on my steam deck with amazing results. I get better performance on steamOS VR than I do on windows 11/10.
I really think Ralf should look into porting into linux or even just giving us a way to run it via proton. There are a lot of people attempting it but they can’t get it to hook. I haven’t tried but I’m using ALVR with steamVR and id love to play fallout New Vegas in VR. It just doesn’t seem worth it to have to partition my drive and install an entirely new OS just for 1 game. Plus performance also takes a hit.
I don’t think he’d even have to do that much considering everything is in place, we just need help on getting it to hook correctly with proton
Dec 24, 2025 at 4:35pm #222607In reply to: Game can’t handle ultrawide
RalfKeymaster… Thinkable that the game you try takes the display’s default res to determine its aspect ratio instead of the actual res …
… or maybe its highest, its lowest or whatever.
That aside:
If you are in any way unhappy with the result you get using the virtual display in a specific game, and you also don’t want to use the alternative suggestions others took the time to lay out for you, then simply don’t use the virtual display for that game.
There are plenty of games where ultrawide resolutions work perfectly fine with the virtual display. Your issue very obviously is related to something your game does, whatever that may be.
Again for your convenience, in case you missed that before:
- A monitor driver is just a monitor driver. All it does is reporting its list of resolutions to a game. What a game does with that is entirely up to the game.
- Setting the default res for the virtual display, which might or might not make a difference re your particular game, is already on the requested features list, not with high priority though.
Hope that helps.
Dec 23, 2025 at 5:07pm #222596In reply to: Game can’t handle ultrawide
RalfKeymasterAs said above the virtual display is just a display. How games handle ultrawide resolutions is up to the games obviously. A display driver couldn’t even affect that if it wanted to.
Thinkable that the game you try takes the display’s default res to determine its aspect ratio instead of the actual res, is fixed at 16:9, or, or, or. A game can do a million things to break ultrawide resolutions if it wasn’t developed with ultrawide in mind. There are entire websites dedicated to nothing else than ultrawide patches for games that can’t do ultrwide correctly per default.
If this particular game doesn’t handle ultrawide like you want it to, instead simply stick to a slightly higher 16:9 res, move the screen a bit closer and if possible set teh FOV a bit higher. Then you get exactly what you wanted to achieve with the added benefit of more vertical screen space.
Dec 21, 2025 at 7:45pm #222586In reply to: vorpX 25.1.5 Available Now
Benedict81ParticipantHappy to report that the latest update made everything look better! At least with my Pimax headsets there has been some problems (aliasing and such) and now it is gone. Also the expert setting that allows user to choose the sampling setting is great, can fix some problems with high sharpening and lower resolutions (patterns on uniformly colored areas, sky etc, choosing linear fixes those, bicubic seems too ‘soft’).
Dec 20, 2025 at 12:27am #222559In reply to: Cyberpunk VR Update Thread
flybelParticipantSo I upgraded to an RTX 5070 Ti but still at the very lowest of all settings including 25% frame cap and Ultra Performance DLSS it remains unplayable. And even on the initial splashscreens the issue is already there even though there is nothing to render. Something isn’t right…
Dec 20, 2025 at 12:26am #222558Topic: HP Reverb G2 running Oasis driver. How to config?
in forum Technical Support
vrenjoyer1ParticipantHello,
I’m trying to get vorpx to run games on a HP Reverb G2. At first I tried to play Half-Life 2 using SteamVR but it didn’t work very well. The actual game screen appeared small in the distance, although it rendered there in stereo 3d. Once the game started it glitched out and frame rate dropped so bad I could barely move the mouse. Then I read that SteamVR is not advised for WMR headsets. But how does everything work now in the Oasis era? Will OpenXR, which I found out is the recommended method work still? Do I need to download it from somewhere, or is it included in windows?
I tried to change settings in vorpx to openxr and launch Fallout 3, but the headset doesn’t even turn on. Has anyone tried to get the Reverb G2 to work with vorpx with the Oasis driver?
Thanks for the help!
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AuthorSearch Results
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Search Results
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Hello,
I’m trying to get vorpx to run games on a HP Reverb G2. At first I tried to play Half-Life 2 using SteamVR but it didn’t work very well. The actual game screen appeared small in the distance, although it rendered there in stereo 3d. Once the game started it glitched out and frame rate dropped so bad I could barely move the mouse. Then I read that SteamVR is not advised for WMR headsets. But how does everything work now in the Oasis era? Will OpenXR, which I found out is the recommended method work still? Do I need to download it from somewhere, or is it included in windows?
I tried to change settings in vorpx to openxr and launch Fallout 3, but the headset doesn’t even turn on. Has anyone tried to get the Reverb G2 to work with vorpx with the Oasis driver?
Thanks for the help!
