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  • #222056
    CupeDeNoodel
    Participant

    I’m trying to hook into World of Warcraft but it just doesn’t seem to work.

    I’m set to dx11 and also tried windowed setting.

    Just doesnt seem to hook into it.

    Any tips?

    #221947

    In reply to: World of Warcraft TWW

    johny95200
    Participant

    How have you done for do walk World Of Warcraft TWW in G3D ? When I launch the game Vorpx cannot hook on the game, I’m at the version 25.1.0

    #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+
    #220184
    vorpxusername
    Participant

    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!

    romeyromel
    Participant

    Hi Ralph,

    So there is an actual issue with the Patch 10.1 … when using VorpX

    ( “Unexpected system DLL(S) found in game folder”C:\Program Files(x86)\World of Warcraft\_retail_\d3d12.dll

    Probably has been put there by a mod.May cause conflict with VorpX.If you encounter
    any issue, try to remove/rename these these DLL(s). ) because of this i can’t use the alt key unless i play without wow.please help…

    Thanks,
    Jerome

    #216395
    romeyromel
    Participant

    Hey Ralph :)

    Once again Wow has come out with a new patch therefore the recent profile textures are
    flat.. Could you plzzz make a new Profile :) or is there something i can do from my end?

    Thanks :)
    Jerome

    darrelz
    Participant

    I have the game running in vorpx by giving it an unrecognized exe name. If it is named wow.exe and using the world of warcraft profile, vorpx will hang forever trying to attach to the game. I assume because it is configured for much newer retail wow.

    I tried running many of the world of warcraft cloud profiles but they all had the same hanging issue. And none mentioned anything about the game version they were meant for either.

    Is there a way to get geometry3d working by using a profile from another game that has a similar engine? Anyone know which profiles might work?

    harvillionare
    Participant

    All other games I see significant FPS differences when I change between resolutions (e.g 1080p to 4K). However with World of Warcraft, it seems like the only setting that affects FPS significantly is the draw distance (and related settings). Setting the resolution to 1080p and all other graphics options to low, doesn’t make much difference from 4K high.

    When it comes to changing the draw distance, the only way I am able to get close to a stable 90 FPS is to set it to the minimum (1/10). Going up to 5/10, I am not able to achieve a stable 45 FPS. I am running a 13900k and 4090.

    Any optimization suggestions, or is this to be expected?

    #213563
    ArgoEve
    Participant

    I’ve checked and the same issue occurs for World of Warcraft.

    It’s probably worth noting that I’m running nVidia GTX 1660 Ti on a laptop with the newest drivers.

    Ralf
    Keymaster

    Having to hold down the mouse button is probably the game’s default behavior for looking around with the mouse. Not sure about Everquest, but e.g. World of Warcraft behaves that way. Not much vorpX can do about that, but if you are lucky there is a menu option in the game settings that allows you to change that or lets you toggle between look around/not look around with a key instead of having to press it all the time. If not, there might be a mod maybe.

    ParadiseDecay
    Participant

    My Initial Impressions:
    A game I have played for well over 10 years and it works so well in 3D with VorpX.
    * Immersive or Cinema Mode
    * Geometry 3D 5/5

    #209268
    davidnicholson
    Participant

    Hi Ralf,
    This is the exact same issue as this topic:

    World of Warcraft screen squishes after a while

    #208863
    dennis
    Participant

    I bought vorpx today to run world of warcraft and I am having the same exact issues. When a fix is made is it automatically download or do i need to keep checking back?

    swatt
    Participant

    Hi there,

    I hadn’t played in a few months until now. Now I have a new video card, WoW has updated, VorpX has updated… now I’m having an issue.

    Basically, all works perfectly. Immersive screen mode, full 3D, it’s awesome. But after a while, the screen inside VR just squishes. It looks to be about half width. The mouse cursor is gone. I can still click things, just can’t see the mouse cursor.

    If I stay in VR, and switch to Fullscreen mode, it is good again. Then after a while the same happens again. If I then switch back to Windowed mode, it is good again. So both modes work, but not forever, and switching between them fixes it.

    Under Advanced in WoW, I’m in DirectX 11 Legacy mode, as I understand it should be. The other choices are DirectX 11, and 12.

    Under Graphics in WoW, I have Window Size at 3840×2160, which is my screen resolution. Then under Resolution Scale, I have moved it down to 72% / 2773×1559 so it can render performant in VR. Otherwise, graphics is on 10 / Ultra.

    Is there a fix so it doesn’t squish after a while? When it squishes, it shows a lot of moire and looks really terrible.

    Thanks!
    Sandra

    #208151
    swatt
    Participant

    Hi there,

    When this dll is present in the _retail_ folder, vorpX recognizes that it may cause issues, and in fact it does. However, it also says it may have been put there by a mod, but I don’t think that’s the case…

    I disabled all addons, and then exited the game. I deleted the dll, but the Blizzard launcher puts it back. It looks every time the game is updated, the launcher will put d3d12.dll back. When you click the Play button, it says “Installing…” for a short time, and that’s when the file is back.

    I’m on Windows 10, so I don’t think I need this dll. But WoW is insisting on having it, and vorpX doesn’t like it. What to do?

    Thanks much for this amazing product.
    -Sandra

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