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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.

    #222933
    Boblekobold
    Participant

    I just wanted to try it, but I finished the whole game.

    I really loved it. It was almost like playing the game for the first time (instead of the fourth).

    A very smooth, clean, impressive, immersive and fun experience. I had a smile all along !

    Thank you Ralf !

    I was worried the game might have aged, but in fact it’s still incredible and surprised me a lot of times. I replayed many sections multiple times to try “everything”. . You can restart certain fights 30 times and still be surprised by the 31st attempt.

    The gameplay really has no match. And it’s still beautiful in VR.
    null
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    Some levels I didn’t really loved on monitor are great in VR and this time I enjoyed the entire game.

    Technical update :
    I finally had to change the graphics settings in the game’s menu everytime I launched the game (not a VorpX problem). I don’t know why.
    Also, be careful with the HUD resizing option. Due to certain pixel shaders, you might have to set everything to 1.0 when using spells or weapons with magical effects. A common problem with VR conversions (it’s more immersive without HUD anyway ;))

    #222885

    In reply to: Quest 3 low anchor

    Ralf
    Keymaster

    Did you even try to max out the ImageZoom before complaining again and again about the same non-existing “issue” despite people patiently explaining the matter to you several times now? Unless capped on purpose like in Cyberpunk the max on your Quest 3 is 1.285. Aspect Ratio mode has te be ‘Pixel 1:1’ (the default).

    What you are complaining about is a fairly useful feature that (at the expense of black bars) lets you play games in FullVR mode which don’t allow their FOV to be set high enough to match your headset’s FOV. You can however fully utilize your Quest 3 screen in games that allow their FOV to be set high enough by maxing out the Image Zoom. Unless it incidentally happens to be capped on purpose like in Cyberpunk, which has an actual bug at ultra high FOV. Thus vorpX caps the ImageZoom at a slightly-lower-than-your-Quest-3 FOV in this particular case (and a handful more).

    Hope that was comprehensible this time. Sorry if not. More details in the help.

    Sidenote: If not the case already make sure to use Meta Quest Link as your VR runtime to rule out the theoretical possibility of some custom VR runtime reporting crap about headset capabilities to apps. Never heard of something like that, but who knows.

    #222883

    In reply to: Image zoom setting

    Ralf
    Keymaster

    When you lower the image zoom setting, you get black bars above and below the image. That’s how the zoom works. Alternatively you can instead set an ambience colored background after clicking on ‘More FullVR settings’ in the menu if you prefer that.

    The black area below the image is a bit larger than above since VR headsets use an asymmetric view frustum where more pixels are shown below the eye than above to have more precious pixels where it counts. A neat optimization that factors in human vision, which focuses more on things below your eyes than above in the sky. Since the the game was rendered with its usual symmectric frustum, you end up with more space below than above the image when you zoom out.

    In addition to that:

    If you want to utilize the full screen of your Quest3, set the image zoom to the max. Unless capped on purpose to deal with game quirks (like in Cyberpunk) that will ensure the screen is used fully. To make sure profiles and potnetial setup instructions for user profiles are universally correct, per default everything is setup the same way on each headset, reflecting roughly the original Oculus Rift FOV. You can however adjust that to your liking, unless – again – the zoom is capped on purpose to deal with game quirks.

    Caveat: As Boblekobold pointed out in the other thread, you will have to adjust the game FOV accordingly in games where vorpX doesn’t do that automatically.

    More detailed information about how FOV and ImageZoom are two sides of the same coin can be found in the vorpX help.

    #222873

    In reply to: Quest 3 low anchor

    Domyos
    Participant

    Hello,

    Thank you for your reply regarding the asymmetric rendering on the Quest 3.

    I understand the principle of asymmetric pixel distribution. However, I unfortunately have no software or hardware solution on my side to correct the behavior I am observing in Full VR mode.

    With the Quest 3, the VR camera (field of view) consistently appears to be oriented downward, as if it were constantly tilted slightly toward the ground. This is not just an image shift or a FOV issue: the actual orientation of the viewpoint seems incorrect.

    This phenomenon occurs in all the games I have tested, across different game engines, even when the headset and strap are properly adjusted. Several screen resolutions and display modes have also been tested, as well as different FOV settings, without improvement. Additionally, below 0.85x zoom, a black bar appears at the bottom of the image, which limits the possibility of correcting the issue, and above that zoom level, the image becomes extremely zoomed in and unusable.

    Since I have no way to compensate for this downward tilt on my side, I wanted to ask whether it would be possible to add an option in VorpX to correct the vertical orientation (pitch) of the camera specifically for the Quest 3 — or for headsets using a similar asymmetric rendering approach — in Full VR mode.

    Such an option would help compensate for the downward tilt and provide a more natural result for Quest 3 users.

    Thank you in advance for your attention and for your work on VorpX.

    null
    TLD

    #222655
    Boblekobold
    Participant

    Now I understand! If you zoom into the scenery, you loose pixels (that you do not see anymore). So basically you look through a small window and thus view the game at a lower resolution. Sure, you can compensate that with a higher monitor resolution so that in the end the portion of the screen that you actually see matches the headset resolution.

    It’s a little bit complicated.

    More details are computed by some games (it depends on the game engine, graphics settings, etc.) if the resolution is higher.

    Some games even have an option to compute at higher resolution and rescale it to your resolution (like Metro Last Light Redux), and you can use it with an even higher resolution using VorpX, so it’s even better (it actually works very well !)

    You can see every details miles around in a lot of games but objects close to you are also usually more beautiful.

    It was especially true with recent games like Metro Exodus (in Z3D mode) or Frontier of Pandora which benefits from ultra high resolution (3840p).

    Most of the time, it’s hard to use more than 2880p with G3D, and anyway it doesn’t seem necessary to get a perfect result, at least with official profiles (DX9 games like Bioshock 1&2 originals and some DX11 games are particularly impressive from my experience). Besides, you have an additional option in G3D games to enhance textures.

    I also noticed full VR display mode is usually less clear&sharp than Immersive Screen, so you need a bit higher resolution to achieve the same result (when it’s possible).

    So you need a very good computer to get the maximum from your G2 with demanding games, but it worth it. Anyway, I used 1440p immersive screen too with my GTX1080 and I already loved it. You probably can experience 2160p or even 2880p G3D full VR with some older games like original Bioshock 1 (or even Bioshock Infinite).

    Too bad that (I think) the size of this window cannot be determined.

    You’ll get used to it. I usually use more or less always the same FOV value (with 4:3 ratio), and adjust zoom without even thinking about it. The size of the window doesn’t matter. The important thing is to adjust the FOV to maximize immersion and minimize distortions (while the sweetspot can be bothering in some cases like strategy games, the G2 is great to play FPS in Full VR mode because you don’t really have visible distortions compared to other VR headsets like Quest 3 or Aero and 3D works very well).

    #222637
    Cer
    Participant

    It greatly improves image quality in most games when you play in Full VR or when you zoom enough in Immersive Screen. I usually play at 3840p (5120×3840) without DLSS, FSR, etc if I can. But I have an RTX4090 so I can do it with most games (with max settings).

    Now I understand! If you zoom into the scenery, you loose pixels (that you do not see anymore). So basically you look through a small window and thus view the game at a lower resolution. Sure, you can compensate that with a higher monitor resolution so that in the end the portion of the screen that you actually see matches the headset resolution. Too bad that (I think) the size of this window cannot be determined.

    But for you, if you don’t zoom at all, it’s probably not useful. 2160p should already be great.

    Yes, since I don’t really zoom in, I don’t need to scale up. The part of the 3440 wide screen I see is probably the headset resolution.

    Anyway, It’s surprising than you can’t tilt the Immersive Screen. It never happened to me.

    I can tilt and always use it so I don’t have to put my head into the neck. Only when using the virtual monitor the tilt didn’t work. Not sure how this can depend on the game, but Ralf ensured that my problems are a game specific issue. Hence I will continue to use my real monitor which has the proper resolution as default.

    #222604
    Boblekobold
    Participant

    I just wanted to say that if you’re using a G2, it’s generally more important to have the highest possible vertical resolution, as it greatly improves image quality.

    I would recommand at least 2880p (3840×2880 with 4:3 ratio) and 3840p (5120×3840) isn’t useless with recent games, even with VorpX’s ClarityFX & Sharpness options to enhance image quality even more. You can use these options to optimize but be careful : It is usually better to set the settings to the maximum, but not always (it can be too sharp in rare cases).

    Under these conditions, most of the time, you don’t really want to compute horizontal pixels you won’t display, except if your graphic card is powerful enough. So 4:3 is usually a better ratio. As Ralf said, If there is no UI or if you don’t care about it, you can zoom in and raise FOV, so you can look around you in every direction (with high vertical&horizontal curvature). If the game can’t be played in full VR and allows for a high Field Of View, I usually like to configure Immersive Screen display mode with 1.3 to 1.5 curvature (with Vertical Curvature enabled) with 120° horizontal FOV (=90° vertical) and 0 distance.
    In Full VR display mode, I generally use a slightly smaller field of view (105 to 120, depending on the game).

    #222591
    Cer
    Participant

    Updated today and tryied Desktop Viewer + Virtual Monitor.
    Found that it doesn’t work as expected and returned to play without virtual monitor.

    Issue:
    Playing with HP Reverb G2. Virtual Monitor suggest default resolution of 2560×1440 (which is for some reson default), but I changed it to 3440×1440 as I want to play with 21:10 so I can turn my head a bit without seeing the edge.

    I started Ratched&Clank Rift Apart and got a condesed picture. The screen is 3440 wide, but I had black vertical bars left and right. The visible picture is probably 2560 wide, but contains all 3440 pixels, which looked ugly. In addition the tilt settings of the screen didn’t seem to have an effect.
    This issue stayed even after switching of virtual monitor by using “Enable virtual monitor” option of the icon in the tray (why is it called “Enable” when it switches off??). Anyway, games played on my main real monitor, but picture was still bad.

    Then I disabled virtual monitor in the VorpX Config, restarted VorpX and could play again with full 3440×1440 resolution and correct screen tilt.

    Hope you understood what I am writing here and can fix this issue so I can use virtual monitor.

    #222533

    In reply to: Image zoom setting

    Ralf
    Keymaster

    When you lower the image zoom setting, you get black bars above and below the image. That’s how the zoom works. Alternatively you can instead set an ambience colored background after clicking on ‘More FullVR settings’ in the menu if you prefer that.

    The black area below the image is a bit larger than above since VR headsets use an asymmetric view frustum where more pixels are shown below the eye than above to have more precious pixels where it counts. A neat optimization that factors in human vision, which focuses more on things below your eyes than above in the sky. Since the the game was rendered with its usual symmectric frustum, you end up with more space below than above the image when you zoom out.

    Ralf
    Keymaster

    Everything in order. That’s how basically all VR headsets work, in native VR games too. Some more than others.

    VR headsets use an asymmetric view frustum where more pixels are shown below the eye than above to have more precious pixels where it counts. A neat optimization that factors in human vision, which focuses more on things below your eyes than above in the sky.

    Ralf
    Keymaster
    1. You have to run games at the resolution you want them to run, i.e. change the resolution in the game options accordingly. vorpX does not automatically render games at the resolution you set in SteamVR, The resolution set in the game options is the only thing you have to care about.
    2. If after setting the game resolution high enough you still get a pixelated image, the issue is caused by the Pimax software after vorpX hands the image over to SteamVR. This is not an issue on vorpX’s end. There is no, and never has been a ‘low resolution bug’. What I’m getting from this thread here is that the issue might be related to Pimax’s fixed foveated rendering, which should be turned off.
    3. If that still doesn’t help, ask Pimax what the heck they are doing.
    #222379
    Benedict81
    Participant

    Ok, still having issues with the latest Pimax Play software (this can all be negated by using the version 1.40.1, but it is frustrating to not be able to use the latest PP). The issue seems to be with just Vorpx. With the latest Pimax Play, I can launch Vorpx virtual desktop just fine, it works, but when I launch any game through virtual desktop, all I get is a fuzzy\blurry screen (it is not pixelated, it is blurred so much that I can’t make anything out). Games start thought, the Vorpx homeroom starts, I can hear the game music starting and it is working but the visual are just a blur. Now I thought this was because of all the new functions that Pimax introduced, but I have turned those off completely (GPU scaling \ Sharpening). Any ideas, Ralf, anyone? I am again reverting back to 1.40.1 to be able to play anything with Vorpx but maybe this is something to check out what is causing this. Other VR stuff works just fine with the latest Pimax Play.

    #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)

    Ralf
    Keymaster

    The whole point of the virtual monitor is less fiddling with custom resolutions. The current way to add your own via the – fairly slick if I may say so – dialog is as far as customization will go. Sorry. It’s actually already the result of listening to user wishes about more customization, although that rarely should be necessary at all.

    Aspect ratios below 1:1 practically never makes sense since in FullVR you’d always want a few pixels left and right as a buffer for extra frames vorpX can generate. In games that aren’t too demanding actually even 4:3 is the best FullVR choice, as that will provide enough buffer for fast head rotation without black sliding in from the sides. And in terms of wider resolutions everything is there that makes sense for immersive screen/cinema.

    If what you have in mind is adding precisely the display resolution of your headset, that’s not how things work in VR. There can’t be precise pixel mapping due to the reverse lens distortion applied to the image on screen anyway.

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