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  • #222971
    nm723548
    Participant

    The working G3D profile has been uploaded to the cloud.

    With the Quakespasm-Spiked 24-03-01 port, you will be able to play and complete Arcane Dimensions, Brutalist Jam I–III, Dwell, Alkaline, Limnal Places, Spiritworld, Xmas Jams, Func Map Jam X, Mjölnir, Immortal Lock (an add-on made by a very clever lady from Canada), Malice Refined, and many other great add-ons that transform good old Quake into the king of the VR realm.

    Arcane Dimensions, Alkaline, and Brutalist Jam III are probably three of the best ultra–high-quality add-ons that the gaming community has given us for free.

    With Arcane Dimensions, Alkaline, and Brutalist Jam III, the creators transformed the base game into an almost metaphysical, gargantuan-in-scope, often surreal experience (particularly in VR). They were also probably among the first to use infinite loops in some maps, similar to those previously seen in sci-fi movies.

    Steps for everything to work:

    Main problem: After launching the game, there is no image in one eye.

    Workaround: After launching the game in VorpX Virtual Desktop, go to Options → Video Options, change Vertical Sync (on or off—it doesn’t matter), and click “Apply Changes.” After applying the changes, everything should work correctly again, and you are ready to play. I tried to fix this via CFG files (e.g., V-Sync), but without success.

    Download Quakespasm-Spiked 24-03-01 and extract it into the Quake folder. Overwrite files if needed.

    Set the resolution to 3840×2880. For this resolution to appear in-game, you must first select it in your display settings after launching VorpX Virtual Desktop. To enable it, create a custom resolution in VorpX Virtual Monitor. Then launch VorpX Virtual Desktop, right-click your desktop, open Display Settings, and select the resolution. After that, launch the game and choose 3840×2880.

    After launching the game in VorpX Virtual Desktop, go to Options → Video Options, change Vertical Sync (on or off), and apply the changes.

    Running the add-ons:

    Always run the add-on using the shortcut you created.

    Create a shortcut for quakespasm-spiked-win64.exe and rename it to match the add-on, e.g., BRUTALIST JAM III.

    Right-click the shortcut and open Properties. If you extracted the add-on to a folder named “qbj” (for example), add the following after \quakespasm-spiked-win64.exe: -heapsize 1597152 -game qbj

    The full target line should look like:
    “\quakespasm-spiked-win64.exe” -heapsize 1597152 -game qbj

    If the add-on contains larger maps, consider using a larger heapsize. This helps prevent crashes caused by memory limitations.

    Before launching the game or add-on, you may need to set the display scaling to 100% and the resolution to 3840×2880 in VorpX Virtual Desktop. Sometimes the game may start at a lower resolution even if it incorrectly displays 3840×2880 in the video options.

    Rule of thumb: Always set scaling to 100% and the desired resolution in desktop settings after launching VorpX Virtual Desktop and before starting the game or add-on.

    The in-game resolution should be judged visually—everything should look very sharp. At lower resolutions, the image will appear slightly pixelated or blurry.

    Making your own soundtrack:

    To create a custom soundtrack for Quake fan maps, install Foobar and Foobar Portable. In one instance of Foobar, you can play the Herbstwind (Patrick Lynen | Meditation & Relaxation) track (for example), while in the other you play your preferred music with Playback → Order set to “Repeat Playlist.”

    After setting up your soundtrack, launch the game/add-on/map and enjoy the best possible version of the experience.

    The Dungeon Synth Archives channel on YouTube offers a lot of music that fits Arcane Dimensions. You can record music for specific maps using Windows Recorder, play the map with your custom soundtrack, and then delete the recording afterward.

    Optional I:

    You should consider playing Brutalist Jam III in G3D—it feels like entering the worlds of Zdzislaw Beksinski (a famous Polish surrealist/grotesque painter) in VR.

    Over time, some players may consider it one of the best FPS add-ons ever created. Brutalist Jam II also features a remarkable hub that is truly outstanding and unforgettable in VR. Some maps in Brutalist Jam III offer a one-of-a-kind experience, with vast vertical spaces that feel both suffocating and breathtaking at the same time.

    It could be said that VR was waiting for Brutalist Jam III—as it is so magnificent, raw, and elegant.

    Optional II:

    For the best immersion, consider using 3M Peltor (or similar) noise-canceling headphones together with Panasonic in-ear buds, and a backlit keyboard for night play.

    Consider using a Samsung HMD Odyssey Plus headset for excellent colors and contrast in Quake. Darkness is often a crucial part of the experience, so deep blacks matter greatly.

    The Samsung HMD Odyssey Plus still offers outstanding color and contrast thanks to its AMOLED display.

    When buying one, ask the seller whether the USB cable works properly. Signal interruptions can crash AMD drivers. If signal loss is detected (VorpX acts as a virtual monitor), the system may switch to standard graphics drivers, resulting in a black screen.

    AMD Adrenalin driver crashes may still occur even with a fully functional cable. In such cases, both the monitor and headset may go black. You may need to restart your computer and reinstall the drivers via Windows Device Manager—sometimes twice, as the first attempt may fail.

    Minor scratches or lens blur can be removed using PolyWatch Plastic Polish, though it may damage certain lenses. Use PolyWatch only if you are sure it is safe for your device.

    Removing scratches requires applying firm pressure—be careful, but don’t be overly hesitant.

    If it’s your first time, watch several YouTube tutorials. PolyWatch works by dissolving and polishing plastic, so avoid overuse as it can deform or reshape lenses.

    Some interesting ideas to try:

    Entering the City of Pale

    Entering the City of Pale is a Quake fan map by Benoit “Bal” Stordeur.

    Once a year, there is a truly magical time called Christmas. It is the only time when you can enter the City of Pale—the city gate opens only once a year during Christmas.

    Set the Sorcerer’s Dream track by Old Sorcery in Foobar, and launch the game in VorpX Virtual Desktop after midnight during Christmas, when everyone is asleep.

    After opening the city gate in VR, you won’t be able to go further. At that point, you should go to bed and fall asleep, reflecting on what you saw and, most importantly, the feeling of the solemn Christmas atmosphere and the place you visited.

    In this way, you may pass through the gate and enter the City of Pale in your dreams. During Christmas, once a year, the gate opens in the dream world as well. The younger you are, the higher your chances—entering such places in dreams becomes harder with age, as people begin to question the possibility and they erase such experiences from memory.

    To fully understand this idea and appreciate the brilliance of Entering the City of Pale, you must experience it in VR (G3D).

    Entering Dante’s Hell

    If any vision of hell exists, it is perfectly captured in the Sheer Hellish Miasma Quake map by CZG.

    Set tracks 3 and 4 from the Mohnomishe album by Zoviet France in Foobar, enable “Repeat Playlist,” launch the Honey add-on in VorpX Virtual Desktop, and play until you reach the first map.

    Experience Dante’s Hell if you are searching for deeper meaning or a change in your life.

    #222959
    nm723548
    Participant

    The working profile has been uploaded to the cloud.

    After trying the official profile without success, I was able to achieve depth using a different official profile.

    The 3D effect breaks every time you take out a weapon or a blackjack. After using them, always hide them using the ~ key (or any other key you assigned earlier for that purpose). This restores the 3D effect. In most other games, this issue would make the game unplayable in 3D, but in Thief it’s irrelevant, as the game focuses on stealth and exploration.

    With everything properly configured, the game looks as good as Blood in G3D. The City in the “Endless Rain” and “Winds of Misfortune” fan missions is breathtaking.

    Once everything is set up, the 3D effect is strong, creating a real sense of moving through space and observing objects with depth.

    Steps to make everything work:

    Install TFix 1.27 for Thief I, Thief II, and Thief Gold.

    Copy (clone) thief.exe and rename it to thiefvorpx.exe. Repeat the same process for Thief II and the executable inside the Thief Gold folder.

    Change the FOV to 140 in cam_ext.cfg. Don’t forget to remove the “;” so the optional FOV setting works. You can adjust the FOV to your preference, but remember you may also need to tweak VorpX Immersive Mode settings and save the changes.

    Set the resolution to 3840×2880. For this resolution to appear in-game, you must select it in your screen settings after launching VorpX Virtual Desktop. To enable this, create a custom resolution in VorpX Virtual Monitor. Once created, launch VorpX Virtual Desktop, right-click on your desktop, open Screen Settings, and select the resolution. Then launch the game and choose 3840×2880.

    Websites like Thief Missions and Keep of Metal and Gold host over a thousand fan missions. Most are unrated, but the only way to judge them—especially in VR—is to play them. Even a simple mission aesthetics can be great to look at in 3D. With the sense of moving through space, you gain access to countless new places to explore, with VorpX acting as the only secret door to them.

    Use AngelLoader to catalog and launch fan missions. Start them through VorpX Virtual Desktop via AngelLoader.

    After playing for a while, adjust VorpX Immersive Mode settings to your liking—distance, scale, curvature, and so on.

    Use Alt + Space to recenter if you feel too short or if you feel that the picture is misaligned.

    Optional:

    Set F5 for quicksave and F9 for quickload—you’ll use them frequently.

    You can also try cloning the Dark Messiah of Might and Magic VorpX profile, as more options seem to work in Z-Normal mode. However, there may be ghosting issues.

    For the best immersion, use Peltor (or similar) noise-canceling headphones together with Panasonic in-ear buds, and a backlit keyboard for night play.

    Consider using a Samsung HMD Odyssey Plus headset for excellent colors and contrast in Thief and The Dark Mod. Since darkness is a core part of the experience, display quality matters greatly.

    The Samsung HMD Odyssey Plus still offers outstanding color and contrast thanks to its AMOLED screen technology.

    When buying one, ask the seller whether the USB cable (which is long and sturdy) works properly. Signal interruptions can crash AMD drivers. If the system detects a signal loss (VorpX acts as a virtual monitor), it may switch to standard graphics drivers, resulting in a black screen.

    Note that AMD Adrenalin driver crashes can still occur even with a fully functional cable. In such cases, both the monitor and headset may go black. You may need to restart your computer and manually reinstall the graphics drivers—often twice, as the first attempt may fail—via Windows Device Manager.

    Minor scratches or blurring on lenses can be removed using PolyWatch Plastic Polish. However, on some headsets, it may cause additional blurring.

    Only use PolyWatch if you are certain it’s safe for your device, as improper use can damage the lenses.

    Removing scratches requires applying firm pressure—don’t be afraid of pressing too hard, but proceed carefully.

    If you’re doing this for the first time, watch several YouTube tutorials. PolyWatch works by dissolving plastic on a microscopic level, so avoid overuse, as it can deform or reshape the lenses.

    Tips for new Thief players:

    Always pick up rope arrows—they are reusable.

    You can pull yourself up by pressing and holding Space after a jump.

    Shooting rope arrows close to edges makes climbing easier.

    Some surfaces (like windowsills) are wooden—these can support rope arrows if you aim carefully.

    Certain pipes can be climbed.

    Some roofs can be climbed by jumping and holding Space, similar to windowsills and walls.
    Doors and windows can be deceptive—some that look unusable can actually be opened. Always check them up close.

    Knocking out peasants is not always a good idea. They may serve a purpose, such as opening doors, which they cannot do if unconscious.

    Ralf
    Keymaster

    Forcing a GetTrackedDeviceActivityLevel() hook to return UserInteraction should work. That’s what vorpX queries to get the device activity from SteamVR.

    Caveat: vorpX loads its own openxr_api.dll renamed to vpenvr_api.dll to avoid potential version conflicts with a couple of games that also load OpenVR. Not sure where you are injecting your hook, but that might affect what you have to hook.

    Disabling this on the vorpX end is not really an option, sorry. Would cost me at least a week to do that safely since it’s used as trigger for the virtual display monitor auto activation/deactivation. Even miniscule changes affecting that require an insane amount of testing to ensure noone ends up with both a black headset and black (actual) monitor.

    #222925
    Ralf
    Keymaster

    did you checkthe FAQ post on the top of this sub forum?

    My activation key cannot be verified.

    Please double check whether the request code in the license dialog is the same as in the key e-mail. If not, send us your new request code. Also please make sure to enter the data in the name field correctly. It has to look exactly like in the key e-mail. Use copy and paste to avoid typos. The key e-mail has an example image attached that illustrates how it’s supposed to look.

    #222819
    Ralf
    Keymaster

    vorpX’s default head tracking emulates a mouse or a gamepad (if configured that way). There aren’t any settings in the vorpX menu, expert or not, that let you enable head rotation for a game with a fixed camera. With a fixed camera not even vorpX’s DirectVR memory scanner would be able to find the camera.

    With G3D you have a little bit if wiggle room for positional tracking as you noticed, but there is no way to do that for rotation since the geometry has already been clipped, i.e. you would look into a black void when rotating your head if head rotation was applied at that point.

    If you happen to be a somewhat experienced coder, you *might* be able to code a mod/plugin for the game and use the vorpX C API to apply head tracking to the game’s camera directly (details in the vorpX help under ‘C API for modders and developers’). Provided the game is moddable that’s the only realistic option for your fixed camera game.

    #222770
    Vaas993
    Participant

    Thanks for the VorpX update, Ralf! I’m currently trying to play The Witcher 3 Next-Gen with the Gervant First Person mod.

    I’ve noticed that whenever I switch to first-person view, I lose the 3D effect. The 3D only returns when I switch back to third-person. Is there a way to make the 3D work correctly in first-person?

    Also, would you consider adding a native first-person camera to VorpX? That might help avoid conflicts with external mods.

    #222750
    thecosmicrobo
    Participant

    Hi I’m hoping someone can help. I’m trying VorpX for the first time with Tron 2.0 with a Meta Quest 2 and link cable. When I start VorpX desktop, I’m sent into a black void where I can see my two Quest controllers. Once I start Tron 2.0, I’m sent into a tutorial/hint screen where one of my controllers inevitably disappears. Sometimes the left one goes, sometimes the right. Depending which hand I still have access to, I can sometimes use the right trigger to move to the next hint, but after that, no button seems effective at all. Any help is appreciated. I desperately want to be in Tronland

    #222717
    Ralf
    Keymaster

    At least one download link has been sent recently to the mail address you used to reqister here. Please check your spam folder and/or add vorpx.com to the whitelist in your mail provider’s spam filtering options to avoid future problems like this.

    #222535

    In reply to: Image zoom setting

    Boblekobold
    Participant

    @inn1950 : If you want to avoid the black area while displaying the entire view, don’t use a 16:9 resolution if your VR headset isn’t 16:9. Usually 4:3 is better (it depends on the VR headsset).
    You can choose a very high 4:3 (2880×2160 minimum for full VR) or “1:1” resolution with the Virtual Monitor (Vorpx Desktop Viewer).
    OF course the game must allow this resolution but it’s usually not a problem.

    #222267
    Boblekobold
    Participant

    Concerning Bioshock Infinite, I played it a few years ago on Reverb G2 and I did something else. It probably works with Quest 3.

    I don’t say my guide is better, but it was great on G2. It was my first game with VorpX but I think this method is quite simple and reliable.

    It’s really easy to get a great result with this game because you don’t even need the virtual Monitor since you can choose any resolution you want, so you should be able to play this game with any VR headset, and even use it to calibrate the best way to configure VorpX to play another game.

    There was a DirectVR scan option to autoconfigure the last time I tried (V21) but if you want to configure manually, as I did, I would recommand to :
    adjust the FOV in the .ini files (I used MaxUserFOVOffsetPercent=110 in XUserOptions.ini, but you can probably use a bit more on Quest 3).
    – use a very high 4:3 resolution like 3840×2880 (if you can but it shouldn’t be a problem with most PC). You can probably use even higher resolution if you want but this isn’t a very detailed game so 2880p is probably good enough in most cases.

    Don’t use the FOV slider in game (at least if you play in full VR), because it’s limited and you probably would have to change the FOV again with the files.

    Concerning resolution, you can either :
    – use the Virtual Monitor with VorpX v23, V24 or V25 to avoid any problem (launch VorpX desktop Viewer instead of VorpX allow you to really play games with the desired resolution, even in fullscreen mode).
    or you can simply play Windowed, so you can choose any resolution you want, but you’ll have to navigate in the main menu with keyboard instead of mouse.

    Don’t forget to adjust Gamma in VorpX, and to use options to enhance image quality (ClarityFX, Sharpness, Texture enhancements in VorpX ingame menu page 2).

    I didn’t try to modify the “G3D shadow” parameter on this game (it was my first game with VorpX) but usually it’s better on “auto” (you can try to change it if you experience differences between Z3D and G3D).

    I think I had to replace .ini files every time I launched the game (simply reextract an archive you created once).
    I may have checked “Don’t Optimize Game settings” but it’s probably not recommanded if you want to auto-configure (it didn’t seem to be a problem if you configure manually but I don’t really know – once again, it was my first game with VorpX a few years ago). This kind of games probably have a lot of automated features, especially if you want to play in 6dof. My method worked well enough to play seated.

    But you can probably just load a level and use the DirectVR scan button every time. With my method, changes are permanent and you never have to change anything (except It’s sometimes great to play in immersive screen mode too).

    With this method, the game shouldn’t be pixellated at all (at least on G2, because there is no compression), and you shouldn’t have distortions or other problems. It works very well and it’s quite impressive in VR.

    You can (and probably should) change font size in the file XUI.ini. Modify value of MaxResolutionUpScale :
    https://steamcommunity.com/app/8870/discussions/0/828934723974503663/

    I used MaxResolutionUpScale=9.0

    Bioshock 1 and especially Bioshock 2 with VorpX are even more beautiful in my opinion :

    Bioshock 2 (Fixed crash)

    333hronos
    Participant

    Yes, I use Virtual Desktop, and it works just great (apart from those few minor bugs with VorpX I mentioned earlier).
    I don’t agree that Meta Quest Link / Air Link is the best connection method for Meta Quest headsets, nor that it provides the best performance.

    In fact, if you use the OpenXR mode in VorpX together with Virtual Desktop’s VDXR (selected inside the VD PC client), the performance is just as high as when using Meta Quest Link / Air Link.

    I suspect that when you wrote “Will feel like upgrading a 10-year-old PC to something recent. Prefer wired Link for the best experience. VD might work well in other cases, but with VorpX it produces performance issues, micro stutter and lag/latency even on fast WiFi that are beyond bad.” you might have been referring to the performance boost that comes from switching to OpenXR itself.

    To clarify this point, I retested it in Outlast (which supports VorpX FullVR/DirectVR) as well as in VorpX Desktop Viewer (streaming a regular game and measuring performance), so I wouldn’t be just speculating:

    VorpX in SteamVR mode (presumably using OpenVR): 53 fps

    VorpX with Meta Quest Link / Air Link (also using OpenXR): 80 fps

    VorpX in OpenXR mode with Virtual Desktop’s VDXR: 80 fps

    At the same time, Virtual Desktop offers far greater convenience (fewer steps to get started, fast switching between VR and desktop mode, more reliability and simplicity), as well as much more flexibility (on-the-fly changes to refresh rate, bitrate, codec — including AV1 10-bit support) compared to Meta Quest Link, which by 2025 feels very outdated. Quest Link UX/UI feels stuck back in 2015, not to mention its poor stability (with Air Link it’s still considered “normal” to have to reboot the headset if, for some reason, it refuses to connect to the PC yet again).

    In my personal circle of friends, 99% of Quest 2/3 users rely on Virtual Desktop and avoid Meta Quest Link / Air Link whenever possible.

    I absolutely don’t mean to sound negative or offend anyone in any way.
    I just really hope that those few minor but annoying bugs I reported earlier regarding OpenXR support can be addressed in VorpX — that would be truly fantastic!

    #222242
    Ralf
    Keymaster

    There are three settings that affect actual gamepad input:

    – The X-Box gamepad override (which maps gamepads to mouse/kb)
    – Motion controller support if set to mouse/kb emulation.
    – Head tracking sensitivity for default mouse emulation tracking.

    All three can make vorpX simulate mouse input, which as an unavoidable side effect causes gamepad issues in games that can’t gracefully handle simultaneous mouse and gamepad input, which are quite a few. The first option actually exists to deal with such games by translating gamepad to mouse input, which allows gamepad usage in affected games together with mouse emulation head tracking.

    Disabling all three makes sure gamepad input stays unaltered and no simulated mouse input can interfere with games that can’t handle both at the same time.

    Disabling all three also completely breaks everything motion controller related and head tracking related except DirectVR head tracking if available for a game.

    Motion controllers set to gamepad emulation should be safe unless the X-Box gamepad override is enabled.

    That’s all.

    #222120
    Ralf
    Keymaster

    25/09/12 | vorpX 25.1.2 has been released

    Another maintenance update with about a dozen noteworthy changes and fixes.

    • 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.

    #221941
    Ralf
    Keymaster

    NO!, as in NO! with capital letters :). Only do that if you want to play games that need to be run as admin. Avoid running vorpX as admin like the plague otherwise.

    On a healthy install the vorpX control app communicates with a background service for handling the virtual display and the desktop viewer. My guess is that your install is somehow borked and either the service isn’t running or for some reason hasn’t been updated. A fresh install should fix that.

    #221816
    Ralf
    Keymaster

    26/01/13 | vorpX 25.1.5 has been released

    Another maintenance update. Addresses a couple of input glitches, comes with a rewritten host-exit that better handles exit crashes with Meta’s OpenXR since a recent Meta Link update, makes alternative hooking usable for more games, fixes a rare DX9 issue, has a bunch of profile fixes/updates and more.

    Click here for a list of noteworthy changes

    • vorpX: keys wrongly blocked in some DirectInput games (e.g. Fallout 3/NV).
    • vorpX: the tracking center hotkey also ensures foreground and input focus.
    • vorpX: ALT+TAB and back could occasionally confuse key state tracking.
    • vorpX: fixed cursor clipping in some older games (e.g. Metro 2033).
    • vorpX: headset audio device switching did not work anymore.
    • vorpX: D3D9: better unhooked surfaces handling, e.g. Venetica ALT+TAB crash.
    • vorpX: improved host exit, cleaner in various games and with Meta OpenXR.
    • vorpControl: folder exclude handles symlinks (e.g. latest EA Desktop).
    • vorpControl: minimize runtime windows option supports latest Quest Link.
    • vorpControl: alternative hooking working for more games.
    • Cyberpunk 2077: improved sync between mod-portion and vorpX.
    • Tron 2.0: .ini changes weren’t applied anymore since a while.
    • Dishonored 2: scalable HUD added.
    • Dragon Age Origins: deal with GOG version 2-core lock.
    • Dragon Age II: deal with GOG version 2-core lock.
    • Farming Simulator 25: Fixed a Z3D issue related to vehicle mirror count.


    25/12/20 | vorpX 25.1.4 has been released

    This maintenance update mainly focuses on an annoyance affecting mouse/keyboard players in some games that upscale the image to the monitor size. Under certain circumstances that can lead to vorpX’s stereo cursor being shown at a wrong position, making it difficult to hit buttons in menus etc. Various reasons for this super annoying glitch are now covered. The remaining will follow later.

    Apart from that there have been a few more fixes and a new profile for Farming Simulator 2025 with automatic FOV and a scalable HUD.

    Click here for a list of noteworthy changes

    • vorpX: Improved stereo cursor rendering in games that upscale their output.
    • vorpX: Z3D could break in some games after taking off the headset.
    • vorpX: some games could crash with Windows display scaling set to 150/175.
    • vorpX: some games could crash on audio device change (25.1.3 regression)
    • Farming Simulator 2025: new profile with HUD scaling and DirectVR FOV.
    • Farming Simulator 2022: DirectVR FOV update.
    • Fallout 4: DirectVR FOV scan was broken after a game update.


    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+
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