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AuthorSearch Results
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Jun 30, 2025 at 5:09pm #221612
GritsanYParticipantDear sir,
Seems like you’re the only one who actually made it work, maybe you can give me some advice-
I can’t get it to work with either VDXR/SteamVR/Oculus. Technically all 3 options work, I don’t get any error or warning messages, but when I launch VorpX Virtual Desktop Viewer, I can see my controllers with proper button prompts, but there is no screen, only the black void surrounding me.
Since I think VDXR will be the most efficient way for me, here’s how it’s set up-
– Virtual Desktop is set to VDXR, I have good Wi-Fi 6 1200MBps connectivity through Laptop’s Mobile Hotspot, VR Graphics – Low (I have RTX 3050Ti), VR Framerate 90fps.
– VorpX is set to OpenXR, all other settings are default (Virtual Monitor is enabled)Jun 22, 2025 at 8:17pm #221564
RalfKeymasterThe res is not always twice the game res. That’s a max value to avoid excessive upsampling.
To be extra sure I didn’t misremember anything I just did a little test, mimicking your not exactly common use case: with a game running at 5500p, vorpX under normal circumstances creates a 5500p headset render target, even if the headset (through SteamVR) requests less than that. vorpX is a lot smarter in that respect than you assumed, you don’t have to (and actually shouldn’t) tinker with SteamVR supersampling at all for vorpX.
I can’t really tell what’s wrong with your setup, but you have to look elsewhere to pinpoint the source of your problem. Might be the game not actually running at the desired res, might be your headset’s software doing weird stuff or whatever.
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Please first check what res your headset actually requests from SteamVR without any supersampling tweaks. Try that or something close to it as your game res.
Then double check whether the game actually runs at that res, ideally without excessive DLSS or similar upscaling tricks. That’s paramount. Nothing else matters if the game itself doesn’t run at the desired res.
Only if things work as intended that way, start with your uber-hi-res experiments.
May 22, 2025 at 6:26am #221432
BoblekoboldParticipantI 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.May 20, 2025 at 2:37am #221423In reply to: Higher resolutions?
BoblekoboldParticipantMost of the time, it’s not complicated if you use the virtual monitor (launch Desktop Viewer before hooking) : if the game isn’t restrictive, you just have to modify the game resolution in the game’s video settings.
With Bioshock Infinite, you don’t even need the virtual monitor because the game accept any resolution/ratio you want if you play windowed (but it’s still better if you want to play fullscreen in order to avoid mouse limitations in the main menu).
In addition : some unusual games use physical monitor’s resolution when they are in full screen mode (like Metro 2033 original). In this case you have to specify the windowed mode (in the .cfg file of the game or in the game’s video settings). With this particular game, the window must in addition not be larger than the destkop (you can guess why), so you must actually modify the virtual monitor’s desktop resolution with Windows display settings.
There may be be other special cases.
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I wouldn’t say the viewer automatically look pixilated if properly configured in immersive screen (at least without 3D). I didn’t really compare but it can be very good (at least the way I use it : high FOV, high resolution, low distance and high curvature, so a curved screen larger than my field of view). I think it’s simply more important to choose the appropriate resolution with the desktop viewer. But it may depend on a lot of things (VR headset, settings, etc.)
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Anyway, with hooked games, if you don’t see any difference between resolutions above 1440p or 2160p (or even 3200p), there is a problem somewhere, because it’s not the usual behavior.
It may be because of the game or the profile.
Feb 24, 2025 at 6:23pm #221170In reply to: Cyberpunk VR Update Thread
bravekatParticipantThis fixed turning stutter with a gamepad for me:
-Set CP2077 game Settings>Controls>First-Person Camera(Controller)>Horizontal Sensitivity to ‘9’ to avoid turning too fast. Alternatively, can set to higher number like ’40’ for simulated snap turning.
-Set vorpX setting ‘Headset Sync’ to ‘Custom’. (Press DELETE key to access vorpX settings)
-Set vorpX setting ‘Sync Method’ to ‘Safe’.
-Set vorpX setting ‘Headset Multithreading’ to ‘Off’. (Most Important and makes the biggest improvement)
-Set vorpX setting ‘Cap Framerate’ to ‘Off’. (Seems like the better the FPS the overall less turning stutter)
-Set HMD setting to highest refresh rate possible, its 144hz for me. (I’m running at 60-90 FPS, but seems to make a difference)I’m using stand alone CP2077 2.21 vorpX app and run Intel i7-9700k CPU, Nvidia 3080ti GPU, Valve Index HMD. Last time I played CP2077 in vorpX was March 2024 and did not experience turning stutter.
VorpX CP2077 app is a fantastic experience. Big thanks!
Nov 11, 2024 at 5:19pm #220778In reply to: Newbie with Vorpx, some technical questions
RalfKeymaster@ Benedict81
Ideally the headset FPS should always be the refresh rate of the headset. You might want to prefer 90 or 72 over 120 to make that easier. Unfortunately vorpX does not have full control over keeping it stable, headset vendor runtimes may decide to throttle on their own if e.g. the GPU usage becomes too high.
What you can do on your end to avoid such situations is e.g. setting a framerate cap in the vorpX menu or reducing gfx settings/resolution in the game options. There should ideally be some performance headroom to make it easier for the game on one hand and vorpX/the headset runtime on the other hand to work smoothly together.
Nov 3, 2024 at 5:23am #220742In reply to: Cyberpunk VR Update Thread
Detective_YoshiParticipantHi! Do we have to put a custom resolution to avoid the black bar wich appears below on Quest 3?
Bebida that, its a great mod! Love the aim down the sight. Had to download the free mod version since the profile thar came with the software did nothing for the game.Sep 16, 2024 at 5:40pm #220324In reply to: (Request) Virtual Monitor standalone software
RalfKeymasterThat’s not possible, sorry. To avoid/minimize duplicate code the desktop viewer is not an application that can run without vorpX. It’s basically an app that vorpX more or less hooks into like it does hook into games, so no chance of easily separating both.
There will be a stable release of vorpX 24.1.0 soon though. Or probably 25.1.0 by then.
Aug 21, 2024 at 8:22pm #220184Topic: World of Warcraft TWW
in forum Game Hints and Settings
vorpxusernameParticipantTrying to get VorpX working with the latest World of Warcraft retail build (The War Within expansion). Just hoping for immersive screen mode with some nice stereo depth. Following this youtube tutorial…
They seem to have gotten rid of the “DirectX11 Legacy” option in the latest patch, so I had to select “DirectX11”.
Set to windowed mode.
When launching WoW, I got a “Unexpected Error” about a d3d12.dll in the install folder. The popup suggested I rename it, so I did.
Relaunched WoW, and I got the “Attaching to Wow.exe” popup, no error this time, but…
It launched SteamVR (using a Pimax8kX), and I see the SteamVR void/loading area in my headset, the game window launches on my desktop (I also hear the WoW music in my headphones), but no game in the headset. The VorpX controls (delete key) don’t seem to do anything (no VorpX overlay in the upper left corner of the WoW window, like he gets in his tutorial video).
Has anyone been able to get WoW working with the latest patch? I’m really hoping to figure this out in time for the new expansion (launching next week).
Thanks for any help!
Jul 10, 2024 at 1:09am #219980In reply to: CP77 standalone mod bug
Draconis47ParticipantThank you very much for at least considering this request. I just got my quest 3 too and was looking forward to the much crispier visuals with the improved display (coming from Rift S). I guess the horizontal fov of the quest 3 is also slightly larger then rift S with the improved lenses as in previous version I remember setting image zoom sometimes to 0.93 for testing and not noticing the edgepeek much. With quest 3 its like a black void down there.
And yes the fov glitches are everywhere. Specific cases I mentioned are the most severe ones with entire levels disappearing around you. Particularly the All foods factory (maelstrom tutorial level)
May 29, 2024 at 1:32pm #219786In reply to: WOW – Mouse Cursor Disappears after 10 minutes
SaelnaydarParticipantCould not find a way to avoid the Screen resolution change and cursor dissapearing, fixed it with one WoW macro
/script RestartGx();
Assign Macro to a hotkey and press key ingame to fix, sometimes its resets resolutions on the go just after hotkey and sometime it lasts, buts its fast so just have to remember where the key is.
May 26, 2024 at 1:29am #219768In reply to: Bioshock 2 (Fixed crash)
BoblekoboldParticipant(If you don’t know Bioshock at all, you should start by Bioshock 1, then 2, then Infinite, then Burial at Sea Ep1&2 to avoid spoilers…but if you know them, it’s better in the order I indicated).
May 15, 2024 at 7:46am #219731In reply to: Using my own profile, not the official one
RalfKeymasterRenaming the main .exe and assigning that to your profile works with a lot of games. The official one shouldn’t crash the game though. Probably something else going on.
If renaming the .exe doesn’t work, you can revert back to the last regular build by 1. uninstalling 24.1.0 and 2. reinstalling with the regular web installer. Do not leave out the uninstall step, but keep the registration when the uninstaller asks about that to avoid having to re-authorize.
If you didn’t keep your original installer, you can find a link in the support FAQ.
May 15, 2024 at 2:03am #219727In reply to: Desktop viewer 3D
MarcDwonnParticipantVorpX desktop viewer allows you to do things that aren’t possible with Oculus or Steam Desktop.
For example, you can view SBS (side by side) or OU (over/under) stereoscopic content, or stream games that output SBS stereo3D (native or through extra software). For the latter, the new v24 supposedly has better performance and a virtual flat monitor for avoiding sync problems, although i still have yet to install it and test for myself.
Apr 24, 2024 at 11:07pm #219632In reply to: How to rollback?
RalfKeymasterExtremely unlikely that 24.1 is responsible for your hooking issues. The general hooking mechanism hasn’t changed at all. Check what else might have changed on your system. There almost certainly is something else going on.
Oculus Link restarts itself when the Windows display config changes, which happens occasionally due to the new virtual vorpX monitor. Not a bug on vorpX’s end, just some weird behavior of the Oculus app. Easily avoidable by starting vorpX before the Oculus app, not really an issue at all.
That said, you can roll back with the procedure mentioned in the 24.1.0 release post on the front page. (1. Uninstall vorpX, 2. Reinstall with the regular installer). If you didn’t keep your original web installer, check the support FAQ for how to get a new one.
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AuthorSearch Results
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Topic: World of Warcraft TWW
Trying to get VorpX working with the latest World of Warcraft retail build (The War Within expansion). Just hoping for immersive screen mode with some nice stereo depth. Following this youtube tutorial…
They seem to have gotten rid of the “DirectX11 Legacy” option in the latest patch, so I had to select “DirectX11”.
Set to windowed mode.
When launching WoW, I got a “Unexpected Error” about a d3d12.dll in the install folder. The popup suggested I rename it, so I did.
Relaunched WoW, and I got the “Attaching to Wow.exe” popup, no error this time, but…
It launched SteamVR (using a Pimax8kX), and I see the SteamVR void/loading area in my headset, the game window launches on my desktop (I also hear the WoW music in my headphones), but no game in the headset. The VorpX controls (delete key) don’t seem to do anything (no VorpX overlay in the upper left corner of the WoW window, like he gets in his tutorial video).
Has anyone been able to get WoW working with the latest patch? I’m really hoping to figure this out in time for the new expansion (launching next week).
Thanks for any help!
