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Its a bug fiasco, but i hope the studio will have the money to repair it completely, it’s the Studio of the Deus Ex Games. The Soundtrack is amazing and the graphic is bombastic. On my RTX 3080 Ti i can play it in 45fps, in 3000×2160 and Ultra with Raytracing and Dlss.
But the 3D of all existing DX12 vorpx Profiles does not work. I had to install Reshade’s 3D Solution once again, while I’m waiting for the official vorpx profile by Ralf !
Hi! I can not get DEHRDC to run as it should. I use the built in VorpX profile, and set resolution in VorpX, and it almost works. The 3D looks awesome, but very weird. My gun is very small, like it’s a 2D image squeezed in on the bottom of the screen. When I go into settings the game will not allow me to turn on DX11, nor depth of field, or basically anything. If I change anything I get the message that it will require a restart, but then everything just resets to the way it was.
Anyone know of a fix for this? It is one of my favourite games of all time, so I hope it can be resolved.
I was curious to do a Vampire the Masquerade playthru and maybe even Deus Ex 1 and 2 but im pretty certain you want a keyboard in those games, but taking headset on and off seems like a hassle. is there a VR program with a hotkey we can press to give us access to a whole keyboard? I doubt this exists, just wanted to check lol
Topic: Random Crashes Lately?
I’m getting random crashing to SteamVR home lately, I thought it was only Deus Ex MD but it just did it to me twice in Black Mesa. It does it as well when in the VorpX menu in Oblivion, just wondering if anyone else is encountering this or if I should trouble shoot something I recently maybe did.
Hey everyone,
Trying to play Deus Ex MD and Vorpx wont hook the game. It has a splash screen which it tries to hook to, but that doesnt work, then if i pause vorpx while i open the splash screen then unpause it when I launch the game – that doesnt work either.
Anyone got a fix for this by any chance?
Thanks guys, take care
Topic: vorpX 21.2.3 Available Now
21/09/06
vorpX 21.2.3 has been released.This is a maintenance release with the below changes and fixes. Note that the config app will still display 21.2.1 as version number since there have been no changes to it. The actual version number is shown in the bottom/left corner of the game window.
- Fixed: Delayed hooking did not work under some circumstances (e.g. Control).
- Fixed: Saving shader definitions did not work under some circumstances.
- Fixed: Some DX9 games (e.g. Call of Juarez) did not work correctly with recently introduced matrix array transforms.
- Fixed: Dark Souls Prepare To Die Edition (and potentially other DX9 games) could get caught in a device reset loop when run fullscreen.
- Fixed: Dark Souls Remastered (and potentially other DX11 games) could deadlock.
- Improved: reduced CPU usage while checking for newly launched programs.
- Improved: DX11 G3D authoring auto projection search can handle nested structs
- GTA V: script DLL updated.
- Red Dead Redemption II: hints were not shown on start, script DLL updated.
- Vampire: Bloodlines: automated settings applied correctly for community patch.
- Nier: Automata: support for Game Pass Edition added.
- Dead Island: support for Definitive Edition added.
- Deus Ex: Mankind Divided: DX12 support added (Z3D), for G3D stick to DX11.
21/06/17
vorpX 21.2.1 has been released.Originally this was supposed to be just a maintenance update, but in the end became an almost-major-release due to two huge additions in the form of vorpX connection mods for GTA V and Red Dead Redemption 2 that provide a great out-of-the box FullVR experience for both games. Both are still somewhat beta, but good enough for a first public release.
The connection mods implement perfect 1:1 headtracking, decoupled walk/look/aim, auto switching to EdgePeek in cutscenes and menu screens for improved comfort, and unique VR optimized cameras for both games that get rid of nauseating head bobbing and whenever possible the equally nauseating moments where the games briefly take away control, e.g. when entering a car or mounting a horse.
They also add Alternate Frame Geometry 3D for both games. If you are sensitive to the comfort issues inherent to AFR 3D, vorpX’s built in 3D methods are still available without losing the other benefits of the more direct connection like positional tracking and decoupled walk/look.
Nice detail: For the heck of it GTA V got an additional driving view that mounts the camera on a car’s hood, similar to what you may know from many racing games. Turned out to be the most fun and immersive way to cruise through Los Santos you may have ever experienced.
Full changelog:
- Dedicated connection mods (BETA) for Red Dead Redemption 2 and GTA V to provide a great out-of-the-box FullVR experince: VR optimized cameras, decoupled walk/look, auto EdgePeek handling, alternate frame G3D, and more.
- The shader authoring tool can be used on top of official profiles now.
- Profiles can now be restored to default from within the game, having to switch to the config app for that was always a bit clunky.
- Internal frame interpolation can handle alternate eye rendering without relying on support provided by headset runtimes.
- Fallback hooking mode that improves compatibility with some mod loaders (e.g. Resident Evil 2)
- ‘Loft’ cinema environment (finally) finalized.
- Some textures were blurry in cinema scenes since earlier this year.
- OpenXR now working for games that utilize nVidia Ansel, e.g. SW: Battlefront 2.
- DirectVR memory scanner caching didn’t always work as intended.
- D3D9: Fixed a regression that could cause heavy flicker in older fixed function pipeline games (e.g. GTA: Vice City with the D3D8>D3D9 wrapper)
- Head roll wasn’t always applied as intended (e.g. Resident Evil 7)
- Some Epic Launcher and EA Desktop related improvements
- Elder Scrolls Online: HUD shader fixed for latest game release.
- Fallout 4: Lightning shader fixed (thanks RJK)
- Skyrim SE: Some effect fixes (thanks RJK)
- Mass Effect: Legendary Edition: ME1/2: G3D/Z3D profiles added, note that G3D performance isn’t exactly great due to a somewhat ineffecient D3D9 to D3D11 conversion. Especially for ME2, which doesn’t look that much better, the DX9 original is still recommended.
- MPC-HC/VLC: some default settings tweaks,
21/05/08
vorpX 21.2.0.3 has been released.This is a small in-between releases hotfix with the below changes:
- Fixed: Low framerate with the Resident Evil Village release version
- Fixed: Some buttons in the vorpX menu didn’t work via keyboard/gamepad anymore
- New Profile: Resident Evil Village: Full VR, scalable HUD
21/04/21
vorpX 21.2.0.1 has been released.This hotfix addresses a positional tracking glitch in EdgePeek mode. No other changes.
21/04/20
vorpX 21.2.0 has been released.vorpX 21.2.0 is the second major release for 2021. This time mainly focusing on making vorpX future proof by adding support for the industry wide OpenXR standard. Apart from that there also are two brand new game related features: for one the DirectVR feature family got a new member named Automatic Weapon Hiding, great for first person games without a built-in option to holster weapons. No more ‘gun face’ in games that work with the feature. And secondly hardware cursor capturing, which is mostly helpful for games with interactive cursors.
List of games that currently have Auto Weapon Hide, more to come: Half-Life 2 (+episodes), Portal 2, Black Mesa Source, Titanfall 2, Fallout 4, Crysis, Skyrim Special Edition, Aliens: Colonial Marines
No new profiles this time (booooooh!), the coding stuff ate away all time for that. There will be either a maintenance release or a profile database update with a bunch of new profiles in the not too distant future.
New/Improved
- OpenXR support added (beta): this is the big addition this time, making vorpX’s technical fundament future proof for the next few years to come. OpenXR is the upcoming industry wide VR API that will – or at least is supposed to – eventually superseed the current vendor specific APIs from Oculus, Valve and Microsoft. OpenXR is recommended now for WMR headsets, works better with vorpX than WMR over SteamVR. For Oculus there isn’t much of a difference, so you can stick to Oculus or try OpenXR if you want. Valve’s OpenXR implementation isn’t quite ready yet (e.g. no 32bit), so for native SteamVR headsets like Index/Vive/Pimax stick to SteamVR for the time being.
- Auto Weapon Hide/Adjustment: With Auto Weapon Hide weapons are only in view while shooting, reloading etc., otherwise they are automatically moved out of sight by vorpX, even if a game does not provide the means to do that at all. Won’t be possible for all games, but for those that do work with it, it’s frankly just awesome. One of those little things you might never have thought about, but don’t want to miss again once you have them.
- Improved hooking timing/safety: fixes some DX12 games not hooking anymore since Microsoft split the d3d12.dll into two separate DLLs a few weeks ago. Also improves hooking reliability with some games that initialize DirectX very early in their launch process.
- vorpX can now grab the icon of the Windows hardware cursor instead of showing a custom vorpX cursor in the headset in games that use the Windows hardware cursor. Improves playability of affected games with context sensitive cursors. If you still encounter games that show the vorpX cursor instead, let me know. I can’t entirely rule out that there may be some unusual cursor format that the grab routine doesn’t handle yet.
- Custom background images can now be applied in immersive screen mode, not just as background scene in cinema mode as before.
- Improved immersive screen size/distance default and range. The default values now provide a more natural world scale at typical game FOVs while at the same time you can adjust the screen size/distance even more to your own liking than before.
- Improved EdgePeek scale behavior: factors in the current user set screen scale/distance in a better way.
- Catched a few more edge cases where blocking game mouse movement/clicks didn’t work while navigating the vorpX menu.
- New shader authoring option: shaders can be switched between normal/special based on frame stats, e.g. the number of draw calls. Useful for treating shaders differently during gameplay vs. in menu screens.
- User profile comments are now displayed in the top left corner of the game window instead of just as tooltip in the config app.
- User profile authors can comfortably edit profile comments and dedicated start messages in the config app instead of just adding a comment on upload.
- UI sliders now work in a non-linear fashion when you grab them with the mouse. Makes it easier to finetune settings.
Fixed
- Fixed an edge case where the DX11 G3D CPU workload optimizations introduced in the last vorpX version caused some flickering objects (e.g. Batman: Arkham Knight).
- Fixed an issue that could prevent the Steam version of FarCry 3 from getting hooked.
- Regression fixed where vorpX could lose connection to the headset after ALT+TAB or minimizing in DX10/11/12 games.
- Bound mouse button hotkeys for buttons 4/5 (X1/X2) work again.
- Flickering weapon/hands in Bioshock 1/2 fixed
- Nier: Automata stereo loss after a few frames fixed.
- Red Dead Redemption II: better menu detection, buttons now properly scaled.
- Red Dead Redemption II: occasional depth flicker fixed.
- Quake II (probably some other OpenGL games too) crashed on start.
- Death Stranding hook didn’t work anymore after a recent DX12 related Windows update.
- The infamous Far Cry 4 black screen after intro issue that some of you encountered should finally be gone.
- Arma III could crash when launched in fullscreen mode
- Mass Effect: Andromeda: shader fixes (unwanted temporal blur on some objects)
- Metro Redux: FOV etc. .ini changes now working with the Epic Store version
- Various MPC-HC related issues fixed
Hi,
I am using voprX with Oculus Rift CV1, an Asus GTX980, Intel I7 4770 with 16 GB ram, on a Asus Maximums Formula VI.
All the components are rather old (CPU/Ram/Mobo late 2013, GTX 2016, Oculus 2017). I have been playing games with vorpX without problems since 2017. I finished Dark souls III, Deus Ex Mankind Divided and since many months i am playing The Witcher 3. I play all in Cinema mode.
Since last year i have been having major problems when playing Witcher 3 in vorpX. The game starts fine but after some minutes Oculus is loosing tracking which results in:
1) image shifts quickly left to right. With one sensor disabled this is a little perceptible. With two sensors its like the image goes several cm left-right. So when this happens i have to quit the game and launch it again
The the problem repeats or:
2) image moves slowly to the right so every few minutes i have recenter to the screen
but then after several attempts
3) the action to recenter causes Oculus to become almost unresponsive, with fps dropping to <1fps per second. So i have to somehow quit the game.
The time and order of the above 3 is random. And if they do not happen at some point the computer crashes completly. All in all, i do not get to have one full hour of uninterrupted play.
I:
reinstalled Oculus (several time)
updated drivers (i have Windows 10)
moved the sensors and Oculus to different USB ports
purchased the Inateck USB extension card recommeded by Oculus
tried a powered USB 3 hub
did a factory reset on vorpX settings and profile
replaced the PSU (which was really old) with a Corsair Builder Series CX750M 750W
cleaned the case of dust
cleaned the cpu stock cooler of dust and replaced the thermal paste
did a Bios reset and update to the latest version
tried all solutions for “tracking issues with Oculus Rift”: power management, some advanced software for extra functionsCan you please help find a solution to this?
Topic: Deus Ex GOTY black screen
hello, there
an idea anybody?
I managed to start Deus Ex with dx9; Vorpx attaches and injects VR, but all it displays is a black screen – both on the monitor and in the headset. The Vorpx ingame menu is available, but switching from fullVR to other VR modes does nothingif I run the game without Vorpx, it renders fine on the monitor.
This happens with both Steam and GOG versions, so it’s not some anti-piracy tool or anything.maybe you’ve seen this with other games, any idea would be highly appreciated
thx