-
Search Results
-
Topic: A few questions
I know some of these questions have probably already been answered but I have searched the forums for the past hour and haven’t found answers.
1. How is everyone tracking FPS? Is there a builtin FPS counter? Will fpsVR suffice?
2. Do I need to limit my fps in any way?
3. How to apply a downloaded profile? I imported the vorpx profile. Does that mean it’s applied automatically?
4. How to max out resolution? Do I simply push the game’s internal resolution as far as I can? I have the resolution setting in the vorpx(in-game menu) set to the max value 2600p. Does this override the game resolution? Is this the HMD’s resolution?
5. Is there a preference for whether games should be in windowed mode or fullscreen?
6. Will Nvidia’s Dynamic Super Resolution improve resolution in games using vorpx?
7. Will steamVr’s super sampling help?
8. I am playing Fallout 3. When I move my mouse horizontally, there is a jitter(yes sorry for another jitter thread). There is no jitter with headtracking. I can move the mouse in the y-axis just a tiny amount. I feel like if I disable all y-axis movement with the mouse, the jitter will disappear. Is there a way to do that? If not, any advice on getting rid of the jitter? Gameplay is so smooth wit headtracking but I want to mouse/gamepad to be just as smooth.
Thanks for your time.
Topic: Fallout 3 Controller Bug
After switching from Lounge to Full VR mode in Fallout 3 (looks and runs fantastic with FO3 @ 4K, thanks!) I have been plagued with one problem; numerous functions of my XBox controller no longer function after the Direct VR scan. I finally remembered that Fallout 3 has a bug where if you disconnect / reconnect a controller many functions stop working. I can no longer drop items or place custom map markers, for example. But this disconnect/reconnect process appears to happen each time I run the DirectVR scan?
Is there any way for me to fix this?
Topic: Idea for VorpX
Hello, Ralf!
First of all, thank you for creating VorpX, to be honest, it was quite difficult to use it at first, every game was complicated to set up, but with each new try I learned new things about VorpX that I applied and eventually I came to know how to use it and appreciate its full potential in my games. I was able to discover my favorite game (Dishonored) in a completely new light thanks to you, so thank you for all your work, you have created an incredible software!I’m writing this post to suggest you to add a new feature that will easily improve the appearance of games in VorpX: “Color Filters”.
To be more precise, I am thinking about integrating a LUT system into VorpX because it is very easy to customize for users and it will take almost no space in the VorpX interface!I will explain what it is, ReShade or ENB users often use it, in fact a LUT is a png image that can be easily manipulated in Photoshop, Gimp or even ReShade and allows to apply important color changes to any game. Everything can be modified for example : invert colors, put black and white, add contrast, remove a color too present (less yellow in “Two Ex HR” or “Vampire Bloodlines” for example) it also allows to adapt colors with specific palettes to help color blind people to better distinguish some colors for example. In short, a LUT can change everything and in a quite easy way for the users, you just have to modify an image!
Here are some tutorials on how to create one for use in ReShade :
https://reshade.me/forum/shader-discussion/3179-luts-powerful-color-correction-the-guide
https://framedsc.github.io/ReshadeGuides/lutgenguide.htmThis is what the png of an LUT looks like:

Just take a picture of a game, add the png of a blank LUT over it and make the changes you want on any image editing software or with ReShade. The LUT will also take its modifications and transcribe them into a color filter in the game (thanks to ReShade or ENB).
In VorpX, I imagine a new “Color Filter” menu in the “Image Settings” tab where you can choose to apply a predefined LUT or a custom LUT. The png’s of the LUT’s are all stored in “My Documents” in the VorpX folder where they can be modified by users or left as is if they wish.

If you want to see a more concrete example, I invite you to use ReShade to try the MultilUT effect to see the different possibilities and why not let you create such an effect to see how easy it is to do (there is LUT.fx in the ReShade shaders if you want to see what the code looks like and a blank LUT png in the textures called “lut.png”).
Here are many examples of color palettes created and usable in games using LUTs:
https://www.nexusmods.com/fallout76/mods/114 (my favorite palettes)
https://www.nexusmods.com/stardewvalley/mods/1213
https://www.nexusmods.com/witcher3/mods/1498Voila, I know you probably have a lot of other more important things to do to improve VorpX (I’m the first to look forward to them) but I think the easily customizable color filters would be a really interesting addition, it can really improve the look and feel of a game and even more in virtual reality!
Don’t hesitate to ask me questions, all this text has been translated with “Google translate” because I don’t speak English (I’m French) so it may not be very understandable.
I can also create LUTs for VorpX if you need them of course!
EDIT: If you don’t have the time or desire to create a LUT system there is also an alternative solution, it would be enough to allow to use ReShade with VorpX (VorpX would use the game image already modified by Reshade before applying its own modification for the VR) it would allow to use all the color effects you want (be careful, the effects that need to use the “Z-Buffer” like Ray Tracing or MXAO probably won’t work, you’ll have to limit yourself to simpler effects).
So… I haven’t tried a lot of games with vorpX so far, and overall I’m reasonably happy with it (I want to point that out because far too often forums are full of complaints).
But I am getting a bit disappointed that I’m seeing problems with nearly all of the official profiles I have tried. I’ve been stereoscopic gaming for a very long time, so I’m perfectly aware that this can be a problem, but with the other products I used it was only a problem with new titles – problems were pretty much always, eventually, addressed. I wish I was seeing the same thing with vorpX. Out of the 4 titles I have so far tried, 2 of them have pretty serious issues (Fallout 4, Witcher 3), 1 has a minor issue (Fallout 3), and the final one requires setting shadows to extremely low quality (Life is Strange 2) but otherwise works well. Fallout 4 has light-sources that are not at the correct depth, Witcher 3 Shadows are totally wrong and even turning them all the way off (which looks *awful*) in the vorpX menu doesn’t really work, as incorrect shadows will stop pop-into existence at extremely close range. The only solution is to switch to Z3D, but depending on the title that can look really bad with all the Z3D artifacts.
I really hope to see these issues fixed.
I, for one, would happily pay a small amount for each fully-perfected game-profile. I don’t know, $1.99, maybe $2.99? Something like that.
My rig:
Windows 10 Pro 64bit
i7 – 8700 Hex core 3.2GHz
32 Gigs Ram
RTX 2060 XC Ultra
Oculus Rift S.Ok… so, VorpX seems to be working as intended. Got some games I’ve been playing with out much of a problem. I noticed that the game is opened up on the monitor as well as displaying in my Oculus Rift S. But Fallout 4 seems to GOBBLE FPS rate. Once I get into the inner city of Boston, where there is a lot to render, I get shafted down to 10 FPS or so.
BUT…
Playing it the traditional way, (just monitor, keyboard and mouse) I’m steady at a SOLID 60 FPS no matter where I am in the game. My thoughts are that my card’s resource usage is being doubled while both monitor and Rift are being used at the same time.Is there an option to force the game to simply display in the Rift only, to avoid the extra strain on the graphics card… so I can get the FPS with it, as I do not using VR?
