@ onetoo
Did you try OpenXR? If in doubt, I’d prefer OpenXR over SteamVR for Oculus headsets. Closer to the metal.
@ mrbrock
Yeah scale being off is probably the biggest downside of Z3D vs. the DirectVR 3D. One other thing you could try is switching to EdgePeek mode while driving, which will be less immersive but more comfortable. Depending on your preferred input method: mouse wheel click, gamepad: right thumbstick click, motion controllers: right grip button click. Or you could even switch the ‘Play Style’ option to ‘Immersive Screen’ or ‘Cinema’. Although I’d do that only as a last resort.
This is pretty great, its awesome being able to drive around the city inside of the car. Was finding the bumps in the road to aggressively jarring in directvr mode though so I switched it to the z-adaptive which seems to tone that down a bit. The scale gets a little weird on somethings but it also sharpens up some world details that were getting fuzzy.
The next vorpX will have this included, just like now the GTA V and RDR 2 mods or all the DirectVR profiles where vorpX does similar things via the memory scanner are included.
The standalone version is meant as a 10 year anniversary special, but that won‘t change the general course of vorpX.
Hi, just wondering. I was thinking about getting this game. I know it has TrackIR support and some guy on youtube got it to work in VR here
He was using VD to lock the screen and Opentrack.
Since Vorpx has TrackIR support and a Desktop Viewer would this work?
Of course If it supported DirectVR mode that would probably be better than Desktop Viewer but I’m not picky
No, it’s not “just” another vorpX profile. Like GTA V and RDR 2 since last summer it comes with a game specific mod part for some stuff that wouldn’t be possible otherwise, like e.g. cutscene/menu detection for automatic EdgePeek switching .
BTW: Even without an external mod portion vorpX profiles aren’t always “just” vorpX profiles. There often is individual programming involved, for auto settings, for the DirectVR memory scanner, for other DirectVR features like auto weapon hide etc. vorpX is way, way more complex than you probably imagine. Aside from the 3D functionlity and all the various DirectVR modules, it even has its own API for communication between game mods and vorpX since several years.
@ all:
Please consider the vorpX support forum as what it is meant to be: the vorpX support forum and nothing else. That keeps out pretty much any potential flame wars and useless discussions automatically. If anyone likes to fight: the internet is full of places that more or less live from people yelling at each other over nothing. Not here please. THANKS!
@ drowhunter:
Coincidence is not always causality. Although I will improve vorpX for my customers whenever and however I seem fit. I find this whole notion rather odd TBH considering that these mods basically are what vorpX does with DirectVR games since ages. If anyone had reason to complain about imitations here, it would be me.
That aside: this has been planned for quite a while as a 10 year anniversary gift. It’s not even paid. This will be free for everyone.
Re your GTA V issues: please reinstall vorpX. I uploaded a fix for the EdgePeek glitch when entering cars a few weeks ago, but didn’t raise the version number. Also please make sure that you see XX/90 FPS in the vorpX FPS counter as per instructions. Then there will actually be less stutter when turning since vorpX can factor in gamepad/mouse movement into the frame interpolation if that condition is met. Also it’s 20% faster and doesn’t have head bobbing, which is a fairly huge comfort plus. Not to mention the better in-vehicle perspective, removal of many nauseating camera movements and fully decoupled walk/look under all circumstances.
@ fubar:
Just to emphasize what drowhunter said: please keep it civil. I have redacted your post (one word removed), sorry. In general please keep my wish under @all above in mind. Better for everyone.
@ Lawrence:
AA is handled by the game, so it uses its TAA, like (rather unfortunately) most modern games.
DirectVR is only available for some games. The list you linked is severely outdated though, was created several years ago.
If you haven’t done so already, please check the ‘Essential Hints Guide’ and the ‘1-2-3 Game Setup Guide’ in the vorpX help. They help you to understand a few important basic principles and explain how to handle games where vorpX can’t do everything automatically .
You might also want to check the ‘Good FullVR games for beginners’ list in the help, which contains games where vorpX adjusts FOV and other relaevant settings automatically.
The help can be accessed directly in the config app.
the custom profile for “detroit became human” says:
DirectVR -SBS Mode.
Cinema – SBS Mode.
Inmersive – SBS Mode.
there is no g3d
how can i play this game in sbs mode with this vorpx profile?
Pretty much what Jey123456 says with one exception: in games with DirectVR memory scanner support vorpX temporarily may require significantly more system RAM during a scanner run. How much depends on how much of a game’s RAM has to be scanned.
Unless you have an awful lot of stuff running in the background that consumes huge amounts of RAM, 16GB will still suffice under all circumstances.
So I’ve been playing The New Order with a gamepad (due to the sheer amount of the in-game actions, input can’t be properly/comfortably mapped to VR controllers, even with the “shift button” option). Everything worked, both gamepad and kb+m were active, though I always had minor issues when starting the game–it would prompt me to press “ENTER,” I would press “A” on the gamepad instead and the headset would go black / the window would lose focus on the desktop. I usually had to restart the game a few times to get it to work–but after the *massive* problems with Far Cry 4, that was peanuts.
Yesterday, overnight, it stopped working. No updates downloaded or installed, no settings changed. But now, if I press “ENTER” at the start of the game, kb+m is active and head tracks–but the gamepad doesn’t work, regardless of whether I enable or disable it in the settings. If I press “A” on the gamepad, kb+m gets disabled, and since Vorpx doesn’t support DirectVR scanning in Wolfenstein and maps head movements to mouselook, head tracking stops.
Now, Vorpx gamepad override works (great job there!), but the native mapping feels superior, so I would really love to go back to the way it was. Any ideas on how to do it / what’s happened? I may’ve accidentally pressed the “mode” button on the gamepad before it all happened, but I’m not sure anymore.
I’ve tried deleted the profile and downloading again, restarting the game, Vorpx, Steam, and Windows, etc.
A DirectVR scan (if available) can only affect performance if FOV is handled via the memory scanner. Since matching the game FOV to your headset‘s FOV typically means raising it, performance may actually be lower though. With a higher FOV more has to be rendered.
You still definitely want to use the DirectVR scanner whenever it is available. For one matching game and headset FOVs are a necessity for FullVR mode, and while the memory scanner may either have no effect on your framerate or even decrease it (if it raises the FOV), it also provides low latency 1:1 head tracking by directly overwriting a game‘s camera position in memory. And that is something you definitely want whenever you can. Depending on the game the difference in head tracking quality compared to mouse emulation can be huge.
TLDR: Not using the DirectVR scanner whenever possible is sheer madness. ;)
Does a DirectVR scan have a positive impact on performance?
Applying the DirectVR FOV in Portal 2 relies on constantly brute force overriding the game’s FOV in memory. If e.g. some invasive antivirus program slows down the overwrite process with a badly written memory monitor, that might cause some FOV jitter.
Judging from your description that might be the case here. So if you happen to use any third party antivirus program, consider switching to Windows Defender by removing the third party AV.
A similar effect may occur if you have a 2-core CPU (unlikely these days), where vorpX can’t occupy a whole core for the FOV override, or if you have a lot of demanding stuff (e.g. video encoding) running in the background.
BigScreen captures the 2D image as shown on your desktop. That’s literally several orders of magnitude less complex than vorpX in 3D mode, where it not only replicates huge parts of the supported 3D APIs, but also has game specific profiles that take hours, sometimes days, to create in itself for every supported game. Not even remotely the same thing. And that’s not even considering things like head tracking, the various DirectVR functions etc.
You can do the same with the vorpX desktop viewer, which comes as a freebie alongside vorpX:
- Start the vorpX desktop viewer
- Pause the vorpX watcher, so that vorpX doesn’t try to hook into games anymore. (tray icon right click > Pause Watcher)
- Make sure to run games windowed or ‘borderless’
You have to restart the game once for the field of view to be right (‘world is warped’). vorpX adjusts the field of view automatically to fit your headset on first launch, but a restart is required to apply this change.
Hint: If you want to learn more about FOV and how vorpX handles it for different games, check the ‘Essential Hints’ guide in the vorpX help. Useful infos that save a ton of unnecessary trial and error.
As far image quality is concerned, you probably want to use a higher resolution than the default one. In case of Outlast you can pick a quality preset on the DirectVr page of the vorpX menu for that.
Hint: To get the most out of this feature, it’s highly recommended to check the ‘Custom Resolutions’ sections in the vorpX help.