Ralf I agree witk Luka.
I understand your explanation, but the case of MassEffect 3 LE point out that a solution is needed for cases where two versions of the same game exists, and both have the same EXE name and another hooking profile is needed.
I can try giving some suggestions:
– multiple official profiles are provided and users can choose witch one to activate
– let users to temporally disable official profiles to avoid the “EXE already assigned” restriction. These override profiles are marked in red and only one can be activated. A warning is shown when game start: “You are not using an official profile, if you have problem delete this override profile”
The FPS mod already includes the same bypass dlls needed for vorpX to work. So theoretically you should have things already correctly installed if the mod is working. Might not hurt to double check if you did the same as the video above.
I get a crash sometimes when I try to open the loadout menu, or character customization screens from the main menu. Try to skip any of that before you load into the world.
One thing you could try is temporarily switch the vorpX 3D render mode to Z-normal(delete key menu) when you first launch the game or use the customization menus, then switch back to Geometry 3D when you are in the world. This could reduce some system stress to hopefully avoid a crash. One downside though is that sometimes switching from Z3D and back to G3D will result into some G3D shader glitches that may require a reload or game restart to reset.
As a last resort, you can try loading into the game without vorpX, make all desired loadout changes, and advance to a new mission. Then hopefully the next time you load with vorpX things won’t crash.
Remember to keep settings and resolution low. The game is pretty heavy as keeps my 2080ti at 99%. 1600×1440 works best for me to keep rates at a playable 30+. You can however set frame limits in game to 30, which can help reduce the gpu load a bit and possibly reduce the potential to crash.
Those are the best ideas I can offer right now. Good luck, I hope you can get it working. It is definitely my favorite way to play GRW.
If you dial in Z3D to look almost exactly like real G3D, it has glitches (repeated/distorted parts of the image where missing stuff has to be filled in after shifting the pixels for the left/right view) as huge as the distance between your eyes close to the camera. No way around that no matter what.
In vorpX Z3D is usually dialed in to have natural left/right separation (i.e. scale) after about 1.5m, parts of the scene closer to the eye will look off scaling wise. That is done on purpose to avoid overly excessive Z3D glitches. Since in the majority of games 99% of the time you don’t really look at objects so close to the camera while actually playing a game, overall that’s the better compromise compared to converting half the image into one huge Z3D glitch.
Hey guys. I am using VorpX after about 1 year break and nothing works as expected. I try Elder Scrolls Online, it doesn’t hook with OpenXR, needs SteamVR. This works but horrible graphic glitches / bugs / texture errors. I tried Portal, flickering, very low resolutions, screen jumping around, message box “try 4:3 resolution to avoid flickering”, I try 4:3 but same, my weapon is jumping around, textures flickering black-purple-white-black-purple-white. I try Thief 2. even though its listed as “supported” game I have no 3D at all. The game is working with my headset but I have no depth / real stereoscopic 3D at all. I try supported local profiles, I try cloud profiles, there is not a single game that works without errors / glitches / graphic bugs.
I have HP Reverb G2. nVidia RTX 3070
Been trying to run VorpX with my Oculus Quest 2, but every time i launch a game it says that the Quest 2 is not detected. I have it connected via cable and i have the Oculus program running. The only way to connect my Oculus it seems, is to run it as a SteamVR headset, but that causes controller issues so i avoid it. How do i run it as an Oculus headset?
Thanks for the hints. The melee combat FOV change eluded me entirely, more of a stealth player myself… If there’s a way to detect melee, I’m fairly confident that can be addressed. Will check that one ASAP.
Unless the game does something weird when evaluating the start/menu buttons, you should be able to open the menus with long presses on start/menu after changing the mapping. Using your VR controllers would be another viable method for avoiding the doubly assigned gamepad buttons. On VR controllers that’s not the case.
Not sure about the scanning/highlighting glitch. Will take a look at that too.
Thanks Ralf, the pitch auto-levelling works great with a controller, very helpful. It’s getting more and more comfortable to play this game completely in VR. I’m 40 hours in so far. I’m running 3840×2160 (so my inventory works properly), with DLSS turned on and all graphics options set to “low” to maintain steady framerates. It would be nice to use a 4:3 resolution, but I guess that’s the game’s fault and out of your control. Anyway, it’s fantastic, I’m loving the experience.
The “HUDitor” mod works great to resize and reposition the minimap and other HUD elements, and the “Limited HUD” mod turns off the loot icons that are annoying when the HUD scale is not 100%. I’ve concluded that it’s the fault of my Reverb G2 that all the HUD elements around the periphery are nigh unreadable, so I have to use guns instead of netrunning.
The ADS works great for shooting now. But I find melee combat to be disorienting, with the FOV change when fighting and blocking. It would be nice if the view stayed exactly the same in and out of combat, for blocking or swinging or aiming, with guns or melee. Is that something that can be fixed? There are some mods but I’m sure they don’t play nicely with vorpX since they move the camera.
I struggle to avoid conflicts while assigning buttons for my gamepad. In vorpX there’s a choice between using the menu buttons, or the thumbstick buttons, then a choice to turn each one on or off. Both menu buttons are essential to access the game menus, so I have to use thumbstick buttons for vorpX: right for edge peek, left turned off so I can sprint, and I open the vorpX menu with “del” when necessary. No other combination really seems viable?
Also I noticed a minor glitch while scanning and looking around. It seems while scanning when I highlight an interactable object, particularly while looking at an angle — for example, looking down at a computer on a desk while standing over it — the camera shifts a bit, as if my head has suddenly dipped by several inches. It’s a bit jarring to be scanning around a room to have the view make little jumps as my eyes pass over different objects. Could this be vorpX related?
Big yes from me, but that’s subjective, of course. Neither Z3D nor AFR 3D are pefect. Both have their strengths and weaknesses.
Z3D can only do so much until its own artifacts become too strong. Hence the scale of objects close to the camera is off, at least if one wants to avoid that half the image becomes a glitchy mess. For everything more than two meters away or so Z3D is just as good as G3D. This kind of unrealistc 3D at close range is something one has to get used to. On the upside Z3D doesn’t come with any time related issues.
AFR 3D realistically shifts the camera for 3D and thus produces realistic 3D even at close range, but its major downside is that it can become fairly uncomfortable with fast motion since the images for both eyes aren’t rendered at the same time.
you could hide the number of downvotes to avoid trolling
Great G3D profile! In case anyone is curious about the performance, with a geforce 2080 and hp reverb g2 I get near 60fps in 1080p with the low texture detail settings. around 40ish with high texture detail (necessary if you can/want read the Japanese Kanji on signs and things). Make sure to put shadow detail on low for a small performance boost.
Unplayable in 4k
I recommend turning the 3d settings Off and clicking Ok&Save so that it’s off by default, and then once you get into the game manually turning it on to avoid the Load game Crashing. Also I find the 3d to be better in Cinema mode.
I see what you mean about the dead pixels during the cut scene, right over the faces.. a bit distracting but not a deal breaker(closing one eye often helps). Thanks for the work to get this running in G3D
Do you maybe have any other mods installed? If so, please try whether the issue also occurs without any mods. Especially mods that hook into the graphics pipeline by placing a d3d12.dll or dxgi.dll into the game folder might cause problems.
In a similar vein, avoid running external tools that can hook into games. That means basically anything that can show an overlay in games.
For a Reverb using SteamVR as OpenXR runtime doesn’t really make sense. That will just translate OpenXR to SteamVR calls, better use SteamVR directly in that case, avoids the unnecessary extra translation.
SteamVR as OpenXR runtime only really makes sense for native SteamVr headsets like Vive or Index. For Oculus or WMR headsets it’s always better to use the native OpenXR runtime and skip SteamVR altogehther.
Got it, thank you. I always challenge myself with things that might be placebo. I’ll use SteamVR in this case.
I’ll take a look at the cinema mode mouse glitch, although that probably just stems from the fact that the game runs at a lower frame rate than the headset, but not an at an even fraction. In FullVR mode that gets all factored into the frame interpolation, but in cinema immersive/mode you might want to ensure an even game to headset FPS ratio by capping the FPS to 50% of the headset refreshrate.
Cool, I’ll take a look at the FPS ratio.
@ Stryker_66
For a Reverb using SteamVR as OpenXR runtime doesn’t really make sense. That will just translate OpenXR to SteamVR calls, better use SteamVR directly in that case, avoids the unnecessary extra translation.
SteamVR as OpenXR runtime only really makes sense for native SteamVr headsets like Vive or Index. For Oculus or WMR headsets it’s always better to use the native OpenXR runtime and skip SteamVR altogehther.
I’ll take a look at the cinema mode mouse glitch, although that probably just stems from the fact that the game runs at a lower frame rate than the headset, but not an at an even fraction. In FullVR mode that gets all factored into the frame interpolation, but in cinema immersive/mode you might want to ensure an even game to headset FPS ratio by capping the FPS to 50% of the headset refreshrate.
@ kia
Awesome, glad you got it sorted.
Everything game specific is stored in the profile.
You don’t need OpenTrack though. vorpX can handle TrackIR since quite a while. Whenever TrackIR is detected, a message stating that should pop up in the top/left corner of the game window.
Hi Ralf,
thanks for your answer.
I know that vorpX can handle TrackIR.
I am using this for example with IL2 CLOD and there it works well.
But when I use IL2 1946 only with vorpX the center position is lost with each rotation of my head. So I have to re-center in a dog fight all let me say 20 seconds.
I am not the first who mentioned it, Uberdemon mentioned it too in his post about 1946 and vorpX (the reason for me to buy vorpX).
Do you have an idea how to fix the issue with the constantly lost centre position?
Best Regards
PS: To avoid misunderstandings: I like vorpX because with the help of VorpX I was able to fly some 200 IL2 1946 VR missions.
then i have this problem.
I have to play Mass Effect 3 Legendary edition. the executable file is called masseffect3.exe. Just like the normal version executable. Now, in order to make it work with vorpx I had to rename the executable to masseffect31.exe, as it works with the default masseffect 1 LE profile. And here comes the problem. To be able to use the MOD for the first person I can’t modify the executable otherwise the game won’t even start anymore. I realize that it is a problem to change the default profiles, to avoid that non-expert users find themselves with problems that they would not know how to solve, but you cannot give the possibility to expert users to be able to do it? I have had similar problems with other games, a prime example is with metro exodus enchanted edition, which has the same executable file as the profile of the normal version and I had to modify the executable to be able to hook it with vorpx.