Archives

Homepage Forums Search Search Results for 'directvr'

Viewing 15 results - 1 through 15 (of 1,166 total)
  • Author
    Search Results
  • #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)

    333hronos
    Participant

    Yes, I use Virtual Desktop, and it works just great (apart from those few minor bugs with VorpX I mentioned earlier).
    I don’t agree that Meta Quest Link / Air Link is the best connection method for Meta Quest headsets, nor that it provides the best performance.

    In fact, if you use the OpenXR mode in VorpX together with Virtual Desktop’s VDXR (selected inside the VD PC client), the performance is just as high as when using Meta Quest Link / Air Link.

    I suspect that when you wrote “Will feel like upgrading a 10-year-old PC to something recent. Prefer wired Link for the best experience. VD might work well in other cases, but with VorpX it produces performance issues, micro stutter and lag/latency even on fast WiFi that are beyond bad.” you might have been referring to the performance boost that comes from switching to OpenXR itself.

    To clarify this point, I retested it in Outlast (which supports VorpX FullVR/DirectVR) as well as in VorpX Desktop Viewer (streaming a regular game and measuring performance), so I wouldn’t be just speculating:

    VorpX in SteamVR mode (presumably using OpenVR): 53 fps

    VorpX with Meta Quest Link / Air Link (also using OpenXR): 80 fps

    VorpX in OpenXR mode with Virtual Desktop’s VDXR: 80 fps

    At the same time, Virtual Desktop offers far greater convenience (fewer steps to get started, fast switching between VR and desktop mode, more reliability and simplicity), as well as much more flexibility (on-the-fly changes to refresh rate, bitrate, codec — including AV1 10-bit support) compared to Meta Quest Link, which by 2025 feels very outdated. Quest Link UX/UI feels stuck back in 2015, not to mention its poor stability (with Air Link it’s still considered “normal” to have to reboot the headset if, for some reason, it refuses to connect to the PC yet again).

    In my personal circle of friends, 99% of Quest 2/3 users rely on Virtual Desktop and avoid Meta Quest Link / Air Link whenever possible.

    I absolutely don’t mean to sound negative or offend anyone in any way.
    I just really hope that those few minor but annoying bugs I reported earlier regarding OpenXR support can be addressed in VorpX — that would be truly fantastic!

    #222242
    Ralf
    Keymaster

    There are three settings that affect actual gamepad input:

    – The X-Box gamepad override (which maps gamepads to mouse/kb)
    – Motion controller support if set to mouse/kb emulation.
    – Head tracking sensitivity for default mouse emulation tracking.

    All three can make vorpX simulate mouse input, which as an unavoidable side effect causes gamepad issues in games that can’t gracefully handle simultaneous mouse and gamepad input, which are quite a few. The first option actually exists to deal with such games by translating gamepad to mouse input, which allows gamepad usage in affected games together with mouse emulation head tracking.

    Disabling all three makes sure gamepad input stays unaltered and no simulated mouse input can interfere with games that can’t handle both at the same time.

    Disabling all three also completely breaks everything motion controller related and head tracking related except DirectVR head tracking if available for a game.

    Motion controllers set to gamepad emulation should be safe unless the X-Box gamepad override is enabled.

    That’s all.

    333hronos
    Participant

    Yes, same resolution in both cases (1400×1440), my actual monitor resolution is 4K.

    p.s.
    I also described some other bugs in v25.1.2 topic, don’t know if you already saw them:

    EdgePeek convergence / perspective switch bug (post number 222198)

    OpenXR API virtual controllers 3D-model position bug (post number 222199)

    OpenXR API Tracking prediction wobbling lag bug (post number 222200)

    And another one (which I discovered yesterday)
    OpenXR API bug in Hunted: The Demon’s Forge:
    The game can’t be injected with OpenXR API, and injects correctly only with SteamVR API.

    Also before i managed to make it work, many many times it refuses to inject even with SteamVR, and refuses to create alternative hook (error of extraction somewhat data error). After I changed game version, and after many many tries at last it gives me alternative hook (dll) which works now (I created a backup for that dll in case of any problems with other games in the future), but if I delete hook dll and try to create it, Vorpx refuses to create one again. I don’t know why.

    It would be nice, if VorpX can suggest manual DirectX hook dll selection (for example as Reshade installer does).
    It would be especially useful in case of games which user know should work correctly, but for some reason doesn’t hooked correctly. (Hunted has RjK G3D profile, it also confirmed on his profile database with his screenshots, so obviously it should work).
    I know that it may be wrong (I saw other forum topic when you already discursed that earlier), but in situations when you tried many many times, but game don’t injecting, and hook doesn’t creates automatically it should be a alternate bypass route.

    p.p.s.
    I also want to thank you for all your hard work, because despite some little bugs, VorpX works just flawless in such games as Outlast with FullVR/DirectVR mode, and in Hunted: The Demon’s Forge with FullVR G3D mode, providing real VR experience.

    #222085
    Ralf
    Keymaster

    Nothing has changed in respect to immersive screen controls. The profile now comes with a dedicated mod-portion though. You may have to disable that on the DirectVR page of the menu, switch to Z3D, immersive screen mode on the main page and restart the game to make everything behave like before.

    Builds prior to 25.1.0 don’t work anymore with Cyberpunk at all since nVidia decided to break vorpX’s old DX12 renderpath in drivers 580.88+.

    #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.

    #221816
    Ralf
    Keymaster

    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+
    #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 !

    #221447

    In reply to: Arma 2 OA help please

    Boblekobold
    Participant

    I never tried this game, but from what I can see in the VorpX Config app, there is an official profile.

    You can know if you hooked in the starting room and/or by checking if you have 3D in “3D reconstruction” inside the ingame menu (Geometry is the best type of 3D, or Z-normal / Z-adaptive).

    Concerning zoom, you can of course unzoom like in this video at 7m15s :

    (I’m not recommanding to use the same settings as him appart from that, in particular concerning aspect ratio…)

    But your problem probably isn’t because of zoom only. It’s because you need to raise the FOV (usually 112 horizontally, or 84 vertically).

    I suppose you can adjust the FOV this way :
    https://www.reddit.com/r/dayz/comments/ug6wu/how_to_adjust_your_fov_aka_how_to_cure_arma2/

    If this game has DirectVR, you can just use it like in this video at 4m44s :

    It will configure most things for you.

    Don’t forget to use the virtual monitor (launch VorpX Desktop Viewer with VorpX V24, then your game). It will allow you to use any resolution you want (usually a 4:3 one like 3840×2880).

    You should also increase image quality with the options in the second page of the ingame menu : ClarityFX, Sharpness, Texture Enhancement, etc.
    Lower gamma in VorpX if needed but not too much in the game.

    Concerning headtracking, you can change headtracking speed (and you can enable/disable it). It should work when you have the Full VR display mode selected. You can also use it in Immersive Screen.

    Use edgepeek shortcut during cutscenes/menu.

    #221352
    Boblekobold
    Participant

    @haints :
    It’s not our business…
    As long as VorpX keeps working.

    @jazbanter :
    I don’t have anything against the start room (if it’s what you mean by Tutorial Overlay). There could be an option to hide it but it can be useful. I use it to recenter my VR headset or to know if I hooked with the right profile.


    @ratcat
    :
    Concerning Prey 2017, I didn’t try yet but I definitely will. I’ve never encounter a game unaffected by resolution in VorpX. Are you using DirectVR ?
    You can probably change resolution manually, as usual (disable auto resolution).

    #221336

    In reply to: 3rd Person VR

    Boblekobold
    Participant

    Immersive screen is a display mode easy to use. You don’t really have to configure anything.

    But if you want advanced advices, I like to wrap the “screen” around me, like a giant hemispherical Imax theater (with 3D and headtracking).

    In order to do that :
    – raise game FOV if you can (at least 120)
    – activate vertical curvature
    – choose a close distance (depending on the FOV and resolution)
    – curve the screen (1.3 to 1.5 depending on the FOV)
    – of course use Clarity FX, Sharpness, Texture Enhancement, adjust gamma, etc.

    You should use a very high resolution (2880 to 3840p) if you use a close distance.
    1440p can be good enough otherwise (even 1080p in some very sharp games like Batman Arkham Knight can already be good).

    A high FOV allow more curvature.

    I usually use a 4:3 resolution because I play with a Reverb G2 but the ratio should fit your display in my opinion (at least if you can raise FOV enough). Some people will disagree (It depends if you want to turn your head or not, if the camera is fully locked or if you can use headtracking, and if you prefer to turn your head only horizontally, but I personnaly prefer to be able to look in every direction so I usually don’t have any reason to use a widescreen ratio in a 4:3 / 5:4 VR headset). You are free to configure it as you like. If you use widescreen + high FOV, you also get a very high horizontal field of view.

    The way I configure it, it’s very close to full VR.

    You can use edgepeek to unzoom like in full VR.

    Immersive screen is great with first person games when the camera is partially locked or when you need to see the HUD very often. It can also be good if you can’t edit game FOV, or to watch cutscenes.

    It’s the simpler way to play to 3rd person games (but you may prefer to disable headtracking with these games).

    It’s usually clearer/sharper than full VR if you play in low resolution to recent games.

    If you want to play in full VR (like native) to third person games, you’ll need a first person mod most of the time (except if a DirectVR profile allow it, I don’t know).
    Apart from that it will be the same thing as first person games.
    You’ll have to deal with the FOV too (most VR headset requires 105 to 120 horizontal FOV to feel natural).

    I usually prefer to play TPS in 3rd person view so I use immersive screen (or sometimes edgepeek to temporarily unzoom if the game is a mix between first and third person).

    #221293
    Ogrescar
    Participant

    Supported games? DirectVR doesn’t work on my games, it claims that it is successful and changes the fov, but rotation never works. Ralf won’t admit that it is broken, when if fact it is, very much.

    #221275
    Ralf
    Keymaster

    No need for OpenTrack to do that. Can be enabled and configured in the vorpX menu directly by turning off the ‘X-Box Gamepad Override’ option and then enabling ‘Head Tracking as Gamepad’. Afterwards a few related secondary options appear in the menu, which may have to be adjusted per game.

    Caveat: games usually filter gamepad input quite heavily, which makes head tracking emulating a gamepad feel quite laggy. General rule head tracking wise is: DirectVR or TrackIR head tracking (if available) > mouse emulation head tracking > gamepad emulation head tracking. So don’t use gamepad emulation head tracking unless absolutely necessary.

    #221213
    Nigebik
    Participant

    Does anyone have headtracking working when using directvr? It doesn’t work for me. What can I try to do?

    #221202
    Ogrescar
    Participant

    Whether or not you get gyroscopic head motion depends on how the game in question supports mouse movement and the success of directvr scans to locate specific memory addresses. Not sure what settings you are looking for, an xbox controller is a gamepad and is treated as such.

Viewing 15 results - 1 through 15 (of 1,166 total)

Spread the word. Share this post!