I’ve been using vorpx for a few years now across a variety of different machines and headsets and have never had any issue. Within the last couple of days I have been plagued by some oddball behaviour on games that have always been working fine for me.
Fallout New Vegas:
DirectVR scan causes freeze and crash to desktop.
Metro 2033 / Last Light Redux:
About 1 in 3 game startups won’t crash. Once in game, everything looks fine but DirectVR scan crashes to desktop.
Some other titles work perfectly fine (Mirror’s Edge / Dishonored) and DirectVR scan as intended. I use windows defender as my AV and have changed no settings on that side of things. I also added vorpx to its exclusions just in case some windows update made it overzealous.
I went the nuclear option and did a fresh install of win10 and the issues persists. I have also tried doing clean re-installs of vorpx inside and outside of the c: programs folder. No difference was discovered.
I’m using a valve index on a AMD 5950x, 64gb RAM and a RTX 3090 on Win10 64bit (21H1 OS Build 19043.1052)
I’m curious if anyone else has encountered similiar issues.
It looks to me like the issue is the FOV chosen by the DirectVR scan may not suit all users. I disabled letting vorpX change the FOV and I’m just tweaking in manually in the settings and I’ve definitely gotten things to feel a bit better already.
Interestingly I too am having the head-tracking issue with Outer Worlds. No problems with Fallout 3, the head tracking there after a DirectVR scan is perfect, but in Outer Worlds all I can say is that it feels too slow and definitely a bit ‘wrong’ for lack of a better word. It’s not awful, and if I wasn’t playing any other VR games at the same time I could probably get used to it and it wouldn’t bug me, but switching from Skyrim VR natively, or Fallout 3 through Vorpx, into Outer Worlds through vorpX and the difference is distinct. It’s almost as if my head is too far back, I don’t know, it’s a hard sensation to describe. I do think that being able to increase the head rotation multiplier manually even after a DirectVR scan might be able to fix things.
How exactly the glitch manifests itself may indeed depend on the resolution, with the suggested 4:3 res and the HUD scale at default the minimap should just be a bit wider than it is supposed to be.
Normally you should be able to set the resolution in the vorpX menu (‘DirectVR’). If that doesn’t work, please make sure that your normal Windows user account has write access to the commandline.txt file inside your GTA V install folder. Alternatively launching both the game and vorpX as admin would also ensure that vorpX can write to the file.
On a sidenote: currently the game looks best with vorpX with a higher actual resolution instead of using the game’s resolution scaling option for upping the internal res.
Just tried RDR myself. Looks super promising! But did I miss some setup details somewhere? I reset the profile to default.
I used directVR and fullVR. It looks great standing still, but I noticed quite a lot of visual epilepsy when playing at 1920×1440 on med-high settings.
I dropped the rez and settings down, and its definitely better. But its a bit blurry – regardless of rez or settings.
Is there anything else I need to set for it to work properly? Anything in the game settings? Might just be my 1080ti lack of power, but I don’t think so.
I’ll play with it a bit more and see if I can figure it out.
Doing mostly profiles was the original plan for the release, got distracted by the GTA and RDR DirectVR/modding stuff. That’s not quite finished yet, still some planned features missing, but the next release will also bring a bunch of new profiles, promise.
I’m not the type of guy who boasts all day about how great he believes to be, but I can tell you that there wouldn’t have been a chance to do even one more thing for this update unless one happens to be a robot that neither needs sleep nor food. :)
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.
It would probably be possible to do some kind of snap turning, I’m just not sure whether it would be good enough since it wouldn’t really be possible to do fixed angles. The snap angles would depend on the mouse sensitivity used in a game except for games with support for games with DirectVR head tracking. No real deal breaker, but also not really great.
One of the things that I want to experiment with for ages to see whether it’s good enough or not, there just always is something more important… Not forgotten, but whether or not that will ever happen, I just can’t tell.
g3D for rdr 2 game a DX12/vulkan game ? really ? even tho it’s not traditional G3D as we know it, it seems amazing :D cannot wait to try it out !
decoupled movement nice !!!!
and i started messing with shader authoring tool and while i’m still total noob, i was able to fix some issues with the game i tried (mainly offending decals on the grounds/walls, shadows) i’m glad we’ll soon be able to do it for official profiles, but those dont really need this most of the time cause they work just fine out of the box ;) but still it’s welcome ! you cant fix everything on your own specially in these days when games are regurarly updated and sometimes breaking profiles or adding visual glitches. (restoring profile to default within game is a win)
fixing directVR memory scanner is also most welcome !
I think its not a good idea to “fix” official profiles this way and not let the rest of the world not have access to it. 99% of the VorpX users do not even know how make do simple adjustments not to speak about using the shader tools. I assume thats whay DirectVR has been invented. For official profiles its always a better idea to inform the vorpX stuff in order to let everyone else have a proper working factory profile available. Publishing this “solution” is in my eyes kind of egoistic and does not keep in eye that this may raise unnessecary confusion because some users may break their databse. Further on with each update you would have to redo this procedure. Anyway: With one of the next updates this will become obselet.
– VorpX Settings: Z3D, Immersive Screen.
– In Game Settings based on RTX 2070 Super:
High settings, Window Mode, FOV 100, turn Motion Blur off.
*This profile does support DirectVR Scan and Geometry 3D, but the game is badly optimised and looked terrible on my 2070, also textures were messed up.
(Feel free to try and tweak it to work better)
*It LOOKED and WORKED fantastic for me in Z3D with Max 3D strength (3.0)
ALSO the 3D still looks really good in Z3D.
Some IMPORTANT notes:
– VorpX Settings: Z3D, Immersive Screen.
– In Game Settings based on RTX 2070 Super:
High settings, Window Mode, FOV 100, turn Motion Blur off.
*This profile does support DirectVR Scan and Geometry 3D, but the game is badly optimised and looked terrible on my 2070, also textures were messed up.
(Feel free to try and tweak it to work better)
*It LOOKED and WORKED fantastic for me in Z3D with Max 3D strength (3.0)
ALSO the 3D still looks really good in Z3D.
Hey guys, finally got outer world working in g3d and with directvr scan… but my y axis on right stick is dead – is there an option in vorpx menus to get it working for this game? I know I “can” just look up and down, but sometimes I just wanna use the stick :P lol
Thanks for any help! Take care!
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