Very well done Ralf !
To me the new filter makes distant objects more detailed and a little less sharp on close objects compared to the old one, but the overall view is definately better to many degrees. Way less artifacts compared to the old filter. Hair also looks more detailed now. (Fallout 4)
Then i freaked out on Fallout 3. Using a good texture pack and the new sharpening feature insanely boosts the image quality to an never before known state. Perhaps the new filter has even more impact on older games then expected.
Interesting detail about my Vive Pro. VorpX now seems to almost wipe out the screendoor effect. At least i had that impression on Fallout 3, i was trying so hard to find my pixels , but i just couldn find any. The image was “too clear” for it :-)
Additional hints if you want to use this https://www.nexusmods.com/fallout3/mods/12056 maximum texture pack and run in crashes.
This https://www.nexusmods.com/fallout3/mods/21888/ Multicore fix seems to make the game more stable. I tested this with resolutions at 3840×2880 and it seems to work.
I recommend changing your ini files manually in order to keep your FOV settings, just add the additional lines mentioned in the 4gB fix. Good luck.
I am currently playing Fallout 3 with VorpX. Even after the awsome FO4 experience i must say this game (2008!!!) looks so incredibly nice with vorpx, especially with the Fellout mod which removes the greenish lighting in favor of crisp colours and a blue sky. These ini settings my be helpful on random crashes. These settings will also improve FPS and minimize studder. Dont go too high in resolution though which may result in crashes or freezes. I found a resolution of 3600×3700 (Gtx108ti) working well. Push the VorpX sharpness slider all the way up to 2 makes the image look very clear. In my eyes no need for texture mods etc.

The Game (Game of the Year) with 5 add ons is currently 86% off Here
These are my favorites so far:
Fallout 4
Avatar
Hellgate London
Titan Quest with Camera Mod
Torchlight 2
Tombraider 2013
Game of Thrones
Bioshock 3
Outcast Second Contact
Dungeon Siege 3
Remember Me
Silverfall
Turok 2008
Hello community,
I am experiencing issues with running a freshly installed (Steam) copy of GTA V with vorpX 21.2.3 and Valve Index controllers. I did not change the default profile, as such I assume I use the new profile with the vorpX connection mod.
The game crashes shortly after starting the game when my Valve Index controllers connected to SteamVR already. If I connect one of the controllers with the game already running it crashes shortly after. Both crashes occur without error message nor crash report.
The crashes also happen if I change the default controller type in the vorpX settings.
Running another DirectVR game (Fallout 4) works fine, including using the Index controllers. Starting GTA V and beginning the story works fine when my controllers are not connected, too, though I cannot use mouse and keyboard controls to control my character. Both work fine in the GTA V menu/settings/map, so I assume locking the controls during playing is intended?
Has anyone a hint how to fix this problem or how to go on troubleshooting?
Thank you in advance!
Bethesda games traditionally are well suited for the different things vorpX can do ranging from 3D to the memory scanner stuff, so both Skyrim and Fallout 4 are still being used here for dev work quite often. Surprisingly they also both still seem to be fairly popular among users despite VR versions being available, probably for the same reasons as yours.
Anyway: did you run the DirectVR scan (either ALT-L or from the vorpX menu)? After a successful scan there should be positional tracking for both G3D and Z3D since that let’s vorpX access the game’s camera position/rotation values in memory. Without running the scanner positional tracking is only available for G3D.
@ RJK_
Had I known that a pip boy speeds up working on vorpX, I’d definitely had gotten the Fallout 4 collectors edition. BTW: your mug is in use here regularly, must have been a hideous plan to remind me of what I have to do every day. ;)
@ Demosthenes
I somehow doubt that there would be any serious demand for someting like that. Still: do you by any chance know of a way to sell small amounts of merch without having to take care of worldwide shipping? If there was e.g. some service where one could upload pre-made graphics templates, I’d be happy to do that. Wouldn’t want to make any money with it, but having an option to easily order a mug or t-shirt for those of you who want to would indeed be great.
I’ve been using Fallout 4 on the Rift S and have found some issues. I used to play it a lot on the original Rift, but now it’s getting to be an old game (with a full VR game too) so I’m guessing it’s not been looked at recently.
Anyway, here are my observations thus far, if they’re useful:
– rotation works, but positional tracking doesn’t, except if you’re in a chair.
– 3D doesn’t seem to work except in Geometry mode, where it’s very slow.
Other than those issues it’s the same as the original Rift. I have Fallout 4 VR but couldn’t get it to work while sitting down (along with other issues like swimming and weird workshop interface) so this is a good substitute.
Even the 3D of many “nativ” VR Games is not good enough to get the maximum immersion. For example in Asgard’s Wrath and Fallout 4 VR. It depends subjective how many hours i play in vorpx every week. I play often 4 Days a week for 4-5 hours per day, and that weakens the 3D more and more, and you don’t take that into account. I’m no hostile of vorpx, on the contrary i’m one of the biggest fans and i use it many hours every week. But I’m very impatient in the progress of vorpx and also stereoscopic gaming in general. But I’m a nice guy, and that is why I’m looking like a please guy. I exercise my constructive criticism with gentle pressure, but in a nice way. You don’t respond well to criticism either,not even if she is meant nicely. I’m not your hostile, i love your vorpx. But i want the progress of vorpx faster, because I’m impatient ! You like your Z3D like it is, thats your opinion and that’s perfectly fine. We don’t have to argue about that ! To mention that in RE8 or CP77 thread was a mistake, i also had other older game profiles in mind.
Most passive 3D displays work better with Half-TAB due to how the polarizing filters are oriented.
Frankly I don’t know why we don’t have a common/standard format based on color space.
The idea is you will lose details unless all of your software and hardware in the chain supports Full-SBS/TAB.
Yeah, ‘back in the day’ I ran all industry-standard HDMI 1.4a stereoscopic rendering on a 720P DLP (projector) using frame-packing (hence my familiarity with TriDef for quite some time, as it supported this format). This meant I was getting a full 60hz 720 display at 30hz per eye. I put this together very carefully as driving stereoscopy was really fringe back then, and the power to do so meant that driving 720p was way easier than driving 1080p. The quality, even at 6 feet wide was BETTER than any HMD I’ve ever seen because you were getting (except for 2d elements) a different set of 1280×720 pixels in each eye. In many ways the entire VR craze has been a step backwards for me. It’s been great for a few things, like racing SIMS where it’s absolutely the bee’s knees, but in the end the VAST majority of what I like is really more about stereoscopy and CLARITY than ‘VR’. It’s why I had to wait for a relatively high-quality HMD before I could invest; I absolutely cannot tolerate the blurry mess of anything below the Pimax 5K+ resolution; and it’s only barely enough. Even with this I have to push the in-game rendering resolution as close to 4K per eye as possible to get the clarity I consider minimally acceptable (for VR mode. For virtual cinema mode 2560×1440 is good enough.) I can’t wait to get something better. Someday.
Anyway, the difference between SBS vs Top and Bottom is enough to make me use SuperDepth3D instead of vorpX in every possible case where it works on my current 3D display (unless vorpX were to happen to have a working G3D profile for a game I suppose, but so far only Fallout 3 has worked well for me in G3D mode and I play that on my HMD.) In general, you don’t really get a quality degradation over ‘flat’ 1080p anywhere except in 2D elements, where it can be very apparent. But if you are rendering 2 different sets of pixels, each at 1/2 1080p resolution, and presenting those different pixels to each eye, then your brain basically reconstructs them as just as high-quality as 1080p.
I would hope that adding support for a number of other 3D formats wouldn’t be that big a deal? In the end it would be great to use vorpX alone for many of these titles.
BTW, while I’m being a nagging pest and asking for features; being able to use ReShade with vorpX would be *huge*. ReShade can downright *fix* many problems with modern games. Fallout 4, for example, has two AA modes; ‘jaggy’ or ‘vaseline all over the lens.’ Can be completely fixed in 5 minutes with ReShade and can’t really be fixed without it. Not being able to use ReShade in combo with vorpX is a pretty big bummer, at least in some titles. It’s great to have the basic vorpX adjustments of course, and they are very much appreciated; sharpness, saturation, etc., but in the end they are limited compared to ReShade.
Fallout 4 VR unfortunately requires motion controllers. It’s a bummer because I would like to play that title also, but don’t have motion controllers. Every six months or so I check to see if there has been a change, or if someone has released a mod to enable controller support, but as far as I can tell that’s never happened.
You can run the regular version of Fallout 4 though vorpX however, and it’s not too bad! You’ll probably have to use Z3D mode because the G3D mode isn’t quite right yet (issues with light sources etc,) but in the end it’s not too bad in Z3D mode, especially if you will be happy with virtual theater mode rather than full VR mode.
BTW, Skyrim VR will work with an XBox controller, so you could try that game instead. I like the Fallout series much better, but Skyrim is OK (lots of fetch quests and boring characters. Get ready to mod the heck out of it if you want a truly interesting game.)
Software: Steam VR: Pitool:
Hardware: Pimax 5K: Xbox and PS4 Controllers.
Current VR game without VorpX: Elite Dangerous Horizons (Works flawlessly).
I don’t own hand wands.
I bought Fallout 4 VR from steam and it starts perfectly but I’m stuck at character customisation because I don’t have Hand wands, I bought VorpX hoping to get Fallout 4 VR to play with my console controllers.
Any ideas as to how I get VorpX to play Steam’s FO4 VR with Console Controllers ?.
Many thanks.
Hi team,
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.
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,
Edit, i managed to get good view in tes online after pressing alt + f4 1 – 2 times.
Still can’t seem to be able to attach vorpx to fallout 76, game won’t start ( also tried the steam version in the meantime, same result )