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  • #222482
    Anatolij
    Participant

    This is definitely a problem with the new version, since I ran all my tests exclusively with identical settings, resolution, etc., and I did this not a year ago, but yesterday, with 30-minute intervals (for each version), and I also reset the VorpX settings (both versions) to default. The fact that no one has reported this issue yet only suggests that others are either too lazy to report the problem, or it’s a bad design. Performance on certain video cards and specifically on The Witcher 1. I also tested with different synchronization modes in the new version (I didn’t change anything in version 21.3.5, as performance there was fine), and the poor performance issue remained. Version 21.3.5 is more stable and performant than version 25.1.2.
    Do you even test VorpX performance on AMD 6000-9000 series video cards ?

    And today I tested with version 24.1.0, and with it, The Witcher 1 runs at a stable 90 FPS. Draw your own conclusion… something is wrong with the new version 25.1.2, and certainly not on my system. I’ve already played at least 10 games on version 24.1.0, and there were no performance issues. You can check this yourself by running The Witcher 1 on version 21.3.5 or earlier, and then running it on version 25.1.2, you may also have problems with low FPS with version 25.1.2. And if it matters, I’m using a Meta Quest 3 headset via a cable link.

    #222480
    Anatolij
    Participant

    Greetings Ralf. I just encountered a serious performance issue with the latest version of VorpX. Specifically, with DX9 and even DX11. Example: In The Witcher and The Witcher 2, with the latest version, I get 30-60FPS out of 90. But with version 21.3.5, The Witcher 1 runs at a stable 90FPS, while in Witcher 2 70-90FPS. The same with The Darkness II. With the latest version, I get 30-70FPS out of 90, but with version 21.3.5, I get a stable 90FPS. How can this be? Why does the new version have such serious performance issues, especially on a pre-high-end PC? And how can I disable this blatant automatic update that only ruins everything? I want to enjoy the game at a stable 90-120FPS with version 21.3.5, instead of constant lag and low FPS with the latest version.

    My system: Windows 11 Home, 25H2 26200.7309
    M.B.: ASRock X870 Steel Legend WiFi / CPU: AMD Ryzen 7 9800X3D / RAM: Kingston 2x16GB DDR5-6000MHz / GPU: PowerColor 7900XTX Hellhound White 2800 MHz UV 1.12V/SSD: Kingston 2TB NVMe

    #221954
    MarcDwonn
    Participant

    Congrats, Ralf, on the new release – very exciting! I’m especially interested in the new virtual monitor, which theoretically should solve some problems i had in the past.

    There is nothing that actively prevents hooking into any version of the game. That aside: the profile now comes with a dedicated mod that (among other things) does G3D for the game without the prior shadow glitches

    Does this mean that the Witcher 3 Z3D profile from v21 will now work in v25 if i still use the classic version of the game? While i’m happy that the G3D mode now has the fixed shadows (one day i’ll get that RTX 6080 GPU!), the performance of the Z3D profile is much higher and i can get a smooth performance without inter-eye flickering at the same resolution.

    #221930
    Nigebik
    Participant

    In version 21 of vorpx + witcher 3 classic version (1.32), geometry 3d worked fine for me, only the shadows are partially broken. In the 25 vorpx version, the classic version will not be launched at all. Maybe it is possible to remove this restriction?
    It would be better, of course, to fix the current version of the game normally, but I understand that you probably don’t have time for all the games/profiles.

    #221928
    Ralf
    Keymaster

    Too many vital things broken in 21.3.5 by now. Most prominently:

    – DX12 games only show a black screen in the headset with nVidia drivers 580.88+.
    – DX9 games run at half speed on Windows 11, probably even less at high resolutions.
    – Tons of game profiles not working correctly anymore due to game patches.

    Witcher 3 ironically is one of the games where G3D has been broken entirely in 21.3.5 by a game patch. If you want the 21.3.5 experience (no 3D, immersive screen mode), you can disable the connection mod on the DirectVR page of the vorpX menu and then switch to immersive screen mode.

    Having two branches in parallel for the last year or so was an exception. In the future there will be only one branch again like before.

    #221927
    Nigebik
    Participant

    Thanks for the new version, but why did you remove the option to keep the 21 version of vorpx? It is now automatically updated to 25, and there is no way to stay on 21. Some profiles, such as witcher 3, work normally only on version 21.
    Please return the option to stay on version 21, or we need some way to make all profiles work on version 25.

    #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+
    Rajesh
    Participant

    AFR 3D for VR games: a lightweight ‘G3D’ version with excellent performance in DirectX 12 titles, achieved through significant effort by the profile’s author.

    Therefore, only for the greatest milestones in gaming history in VorpX by the Keymaster.

    1. RDR2
    2. GTA5
    4 CP77
    5. Witcher 3

    I would love to see many more profiles like this !

    #221597
    Nigebik
    Participant

    Nobody wants to make a vr mod for the witcher. All hope is only on vorpx. It is one of the best games of all time and it should be in vr. Please fix the profile, maybe it won’t take too much time, just need to fix the head tracking.

    #221558
    Rajesh
    Participant

    hello,

    i tested some games and i do not like Z3D. But in G3D games i have low frames because of my weak pc.

    I have heard that vorpx supports AFR in CP77 and the Witcher 3, which is the best compromise to have lower quality G3D but it is playable with my weak PC

    Can somebody give me a list of those games ?

    1. RDR2
    2. GTA5
    4 CP77
    5. Witcher 3
    6. ?

    thank you !

    #221427
    Mihalytabornok
    Participant

    Wow, usually I get informed on youtube, but witcher 3 VR is almost complete crickets, which is strange. Thank you for the post. Just bougth witcher with the sole intention of playing it in VR.

    #221308
    mfrisina
    Participant

    This is unfortunate, I’m having the exact same issues right now. I was really hoping to play Portal 2 with my 3D projector. Did you ever figure this out? If there’s any way to troubleshoot or potentially solve this issue, I’m all for it. The only other game I really wanted to try was the witcher 3, and while VorpX at least attached itself to Portal 2, albeit with that black screen, it doesn’t even manage to get that far in the witcher 3. I’m just not sure what I’m doing wrong, but it’s been a pretty dissappointing experience so far. Hoping there are solutions…

    #221195
    Nigebik
    Participant

    Hi, headtracking does not work for me. Does anyone know what the problem might be? I use vorpx beta 24.1.0, witcher 3 last patch 4.04a redkit update 2 GOG version. Maybe I need steam version?

    #221092
    OculusQ3U
    Participant

    Hello, I have a problem with Vorpx. I can’t play The Witcher in VR. Whenever I start the game it says that my Quest 3 is not recognized and I should make sure it is connected.

    I have a Quest 3, which is also connected to the desktop Meta app with a green light. Meta Link is also connected to my PC.

    I have already tried many things.
    In Vorpx I have selected Oculus. (But also tried with SteamVR, OpenXr etc. everything did not work).
    The game starts, but only on the Pc not in Vorpx. In addition, the above message appears: “no oculus headset found. vorpx will not work correctly”
    I start Meta link and have tried to start the game via it.
    I tried it directly via Vorpx.
    I ran the quest as openxr runtime etc.

    The game I want to start is the witcher 3 which I also bought on steam.

    I have also checked “use alternative hooking method” in Vorpx General, but it still doesn’t work. It only ever starts the game on the PC, not in VR and not via VorpX.

    I have already run it as an admin. And I have also read all the posts on the subject and applied all the tips in them.

    The only thing where vorpX does not complain is when I start quest link connected via WLAN. Then vorpx says “Attaching to Witcher 3”. but it only loads on the PC. In the VR glasses I only see that Witcher is running and can look around the Quest Link area as normal (the area with the menu bar).

    What else can I do? Can you please help me?

    #220983
    MarcDwonn
    Participant

    There is only a slight hick-up I cannot get past at the moment: the screen flickers when moving the camera around. It works fine if you move it slowly, but rapid camera movement makes things fuzzy/flickering.

    Well, there’s your answer. If i understood you correctly, there’s too much flickering at the edges of objects. It’s just not playable like that, even at 120hz (60fps stereo), so i gave up.

    What’s real tragic, IMO, is that the super-smooth, really great looking Z3D Witcher 3 profile that we had for classic version is not working anymore. Not with v4.04 (which is expected), and neither with v1.32. I had to downgrade to vorpX v23 to be able to play TW3 in Z3D.

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