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  • #222241
    AlexBlanco
    Participant

    Hi,

    So my main use case for VorpX is to play 3rd person games in stereo 3D using the Cinema display. In this setup by far the best input method for me is my gamepad, with no headset or gesture control at all.

    So far, though, it’s really hit or miss as to how easy (or even possible) I find this.
    For example, Assassin’s Creed II and Batman: Arkham City both worked really easily whereas I have found GTAV and Batman: Arkham Knight impossible to get up and running, despite tinkering literally for hours.

    Is there a comprehensive list of VorpX settings and tips for game-setup for running gamepad-only setups?

    In case it helps, my setup is PSVR2 running under SteamVR and I generally use the PS5 Dualsense controller for regular gaming.

    Really appreciate any help and input and, judging by the number of posts and things I’ve seen dotted around, I think having all of these tips in one place could be helpful to a lot of people out there.

    Thanks,

    Alex

    #221816
    Ralf
    Keymaster

    26/01/13 | vorpX 25.1.5 has been released

    Another maintenance update. Addresses a couple of input glitches, comes with a rewritten host-exit that better handles exit crashes with Meta’s OpenXR since a recent Meta Link update, makes alternative hooking usable for more games, fixes a rare DX9 issue, has a bunch of profile fixes/updates and more.

    Click here for a list of noteworthy changes

    • vorpX: keys wrongly blocked in some DirectInput games (e.g. Fallout 3/NV).
    • vorpX: the tracking center hotkey also ensures foreground and input focus.
    • vorpX: ALT+TAB and back could occasionally confuse key state tracking.
    • vorpX: fixed cursor clipping in some older games (e.g. Metro 2033).
    • vorpX: headset audio device switching did not work anymore.
    • vorpX: D3D9: better unhooked surfaces handling, e.g. Venetica ALT+TAB crash.
    • vorpX: improved host exit, cleaner in various games and with Meta OpenXR.
    • vorpControl: folder exclude handles symlinks (e.g. latest EA Desktop).
    • vorpControl: minimize runtime windows option supports latest Quest Link.
    • vorpControl: alternative hooking working for more games.
    • Cyberpunk 2077: improved sync between mod-portion and vorpX.
    • Tron 2.0: .ini changes weren’t applied anymore since a while.
    • Dishonored 2: scalable HUD added.
    • Dragon Age Origins: deal with GOG version 2-core lock.
    • Dragon Age II: deal with GOG version 2-core lock.
    • Farming Simulator 25: Fixed a Z3D issue related to vehicle mirror count.


    25/12/20 | vorpX 25.1.4 has been released

    This maintenance update mainly focuses on an annoyance affecting mouse/keyboard players in some games that upscale the image to the monitor size. Under certain circumstances that can lead to vorpX’s stereo cursor being shown at a wrong position, making it difficult to hit buttons in menus etc. Various reasons for this super annoying glitch are now covered. The remaining will follow later.

    Apart from that there have been a few more fixes and a new profile for Farming Simulator 2025 with automatic FOV and a scalable HUD.

    Click here for a list of noteworthy changes

    • vorpX: Improved stereo cursor rendering in games that upscale their output.
    • vorpX: Z3D could break in some games after taking off the headset.
    • vorpX: some games could crash with Windows display scaling set to 150/175.
    • vorpX: some games could crash on audio device change (25.1.3 regression)
    • Farming Simulator 2025: new profile with HUD scaling and DirectVR FOV.
    • Farming Simulator 2022: DirectVR FOV update.
    • Fallout 4: DirectVR FOV scan was broken after a game update.


    25/12/16 | vorpX 25.1.3 has been released

    Another maintenance update, mainly addressing various issues and annoyances that came up since 25.1.2. Aside from the fixes there is a subtle improvement in regard to how the game/desktop images are sampled before sending them to the headset. Power users can also configure the sampling method now with expert settings enabled.

    Click here for a list of noteworthy changes

    • vorpX: Battlefield 2 could crash on map load.
    • vorpX: some games could crash on CPUs with more than 12 cores.
    • vorpX: different image sampling methods for screen/FullVR modes.
    • vorpX: image sampling method user selectable (expert setting).
    • vorpX: option to improve FPS in games that limit core count (e.g. Witcher 1 GOG).
    • vorpX: back to OpenXR 1.0 due to outdated runtimes (eg. Valve, Virtual Desktop).
    • vorpX: relaunching games with another graphics API could fail.
    • vorpX: DX9: (rare) 64-bit DX9 games ran at roughly half the supposed FPS on Win11.
    • vorpX: DX9: some FPS lost since quite a while have been reclaimed (eg. Skyrim).
    • vorpX: DX11: Z3D did not work anymore in several games (e.g. COD Black Ops III).
    • vorpX: DX12: fixed an (currently unused) Z3D method that didn’t work at all.
    • vorpControl: hook helper install auto API detection didn’t work anymore.
    • vorpControl: creating desktop shortcuts did not always work anymore.
    • vorpService: fallback for virtual display/desktop viewer not working on some PCs.
    • vorpService: The virtual display didn’t always get disabled on standby as intended.
    • vorpService: Quest Link detection not working anymore after a recent Link update.
    • Just Cause 3: depth buffer detection could fail occasionally.
    • The Witcher 3: DirectVR: camera position was broken, second position added.
    • The Witcher 3: DirectVR: auto EdgePeek for menus, cutscenes etc. didn’t work.
    • Elder Scrolls Online: shader parser to detect future UI changes automatically.
    • F1 2019: restarting with DX11 didn’t work anymore.
    • F1 2020: restarting with DX11 didn’t work anymore.


    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+
    #221742
    yaglourt
    Participant

    4. you will also need OpenIV.asi for GTA V Enhanced

    #221741
    yaglourt
    Participant

    @moderators: Could you please delete my three previous posts?

    **How to center and shrink the minimap (and other HUD elements):**

    1. Copy the update.rpf file from your game’s update folder to the mods\update folder. (You’ll need to create these directories if they don’t exist).
    2. Use a tool like OpenIV or CodeWalker to open the update.rpf file that you just placed in your mods folder.
    3. Navigate to common\data\ui\ and replace the frontend.xml file with the one provided at this link

    You may need to adjust the minimap’s horizontal position if your in-game resolution is different from mine (1920×1440). To do this, edit the frontend.xml file and look for the lines that begin with:

    * <data name="minimap"
    * <data name="minimap_mask"
    * <data name="minimap_blur"

    Then, increase or decrease the three posX values by the same amount to shift the position.

    I also recommend the “GTA 5 HUD Toggle” mod (bind F12 to down D-Pad to toggle the minimap)

    #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 !

    Farutos
    Participant

    I dont’ quite understand why Ralf wont add vr x,y,z position translating script himself.

    Its some quite easy to do. Chatgpt created such script for me and it work fine, its not game changers but works , tested it in gta 5.
    It could be tuned for steps length.

    The script

    import openvr
    import time
    import math
    import keyboard  # Requires: pip install keyboard
    
    # Sensitivity threshold (in meters)
    move_threshold = 0.02  # 2 cm to detect movement
    short_walk_time = 0.5  # 0.5 sec press for ~20 cm movement
    long_walk_time = 1.5   # 1.5 sec press for ~1.5m movement
    
    def get_hmd_pose(vr_system):
        """Retrieve the headset's position and rotation from SteamVR."""
        poses = openvr.TrackedDevicePose_t * openvr.k_unMaxTrackedDeviceCount
        tracked_device_poses = poses()
       
        vr_system.getDeviceToAbsoluteTrackingPose(openvr.TrackingUniverseStanding, 0, tracked_device_poses)
    
        hmd_index = openvr.k_unTrackedDeviceIndex_Hmd
        hmd_pose = tracked_device_poses[hmd_index]
    
        if hmd_pose.bPoseIsValid:
            matrix = hmd_pose.mDeviceToAbsoluteTracking
            x = matrix[0][3]  # Left/Right position
            y = matrix[2][3]  # Forward/Backward position
    
            # Extract rotation (yaw) from the SteamVR tracking matrix
            yaw = math.atan2(matrix[0][2], matrix[2][2])  # Yaw angle in radians
    
            return x, y, yaw
        return None, None, None
    
    # Initialize OpenVR
    # vr_system = openvr.init(openvr.VRApplication_Scene)
    vr_system = openvr.init(openvr.VRApplication_Background)
    print("✅ SteamVR Tracking Initialized")
    
    # Store the last position
    last_x, last_y, last_yaw = get_hmd_pose(vr_system)
    if last_x is None or last_y is None or last_yaw is None:
        print("❌ Error: Headset tracking not available. Make sure SteamVR is running.")
        openvr.shutdown()
        exit()
    
    print("Starting position:", round(last_x * 100, 1), "cm X,", round(last_y * 100, 1), "cm Y")
    print("Starting yaw angle:", round(math.degrees(last_yaw), 1), "degrees")
    
    # Main loop to track **headset-relative movement** and trigger key presses
    try:
        while True:
            x, y, yaw = get_hmd_pose(vr_system)
    
            if x is not None and y is not None and yaw is not None:
                # Calculate relative movement (delta)
                delta_x = (x - last_x)  # Left/Right movement
                delta_y = (y - last_y)  # Forward/Backward movement
    
                # Convert movement into head-relative coordinates
                forward_movement = -(delta_x * math.sin(yaw) + delta_y * math.cos(yaw))  # Inverted for correct direction
                sideways_movement = delta_x * math.cos(yaw) - delta_y * math.sin(yaw)
    
                # Convert to cm for easier reading
                forward_cm = forward_movement * 100
                sideways_cm = sideways_movement * 100
    
                # Check movement threshold
                if abs(forward_cm) > move_threshold * 100:
                    if forward_cm > 0:  # Moving forward
                        key = "w"
                        print("🔼 MOVEMENT: {:.1f} cm forward".format(forward_cm))
                    else:  # Moving backward
                        key = "s"
                        print("🔽 MOVEMENT: {:.1f} cm backward".format(abs(forward_cm)))
    
                    # Determine key press duration
                    duration = short_walk_time if abs(forward_cm) < 100 else long_walk_time
                    keyboard.press(key)
                    time.sleep(duration)
                    keyboard.release(key)
    
                if abs(sideways_cm) > move_threshold * 100:
                    if sideways_cm > 0:  # Moving right
                        key = "d"
                        print("➡ MOVEMENT: {:.1f} cm right".format(sideways_cm))
                    else:  # Moving left
                        key = "a"
                        print("⬅ MOVEMENT: {:.1f} cm left".format(abs(sideways_cm)))
    
                    # Determine key press duration
                    duration = short_walk_time if abs(sideways_cm) < 100 else long_walk_time
                    keyboard.press(key)
                    time.sleep(duration)
                    keyboard.release(key)
    
                # Update last position for next frame
                last_x, last_y, last_yaw = x, y, yaw
    
            time.sleep(0.05)  # Short delay for smooth tracking
    except KeyboardInterrupt:
        print("\nShutting down SteamVR tracking.")
        openvr.shutdown()

    or for gta 5 script if you want press C to look behind and reverse movement

    
    import openvr
    import time
    import math
    import keyboard  # Requires: pip install keyboard
    
    # Sensitivity threshold (in meters)
    move_threshold = 0.02  # 2 cm to detect movement
    short_walk_time = 0.5  # 0.5 sec press for ~20 cm movement
    long_walk_time = 1.5   # 1.5 sec press for ~1.5m movement
    
    def get_hmd_pose(vr_system):
        """Retrieve the headset's position and rotation from SteamVR."""
        poses = openvr.TrackedDevicePose_t * openvr.k_unMaxTrackedDeviceCount
        tracked_device_poses = poses()
       
        vr_system.getDeviceToAbsoluteTrackingPose(openvr.TrackingUniverseStanding, 0, tracked_device_poses)
    
        hmd_index = openvr.k_unTrackedDeviceIndex_Hmd
        hmd_pose = tracked_device_poses[hmd_index]
    
        if hmd_pose.bPoseIsValid:
            matrix = hmd_pose.mDeviceToAbsoluteTracking
            x = matrix[0][3]  # Left/Right position
            y = matrix[2][3]  # Forward/Backward position
    
            # Extract rotation (yaw) from the SteamVR tracking matrix
            yaw = math.atan2(matrix[0][2], matrix[2][2])  # Yaw angle in radians
    
            return x, y, yaw
        return None, None, None
    
    # Initialize OpenVR
    vr_system = openvr.init(openvr.VRApplication_Background)
    print("✅ SteamVR Tracking Initialized")
    
    # Store the last position
    last_x, last_y, last_yaw = get_hmd_pose(vr_system)
    if last_x is None or last_y is None or last_yaw is None:
        print("❌ Error: Headset tracking not available. Make sure SteamVR is running.")
        openvr.shutdown()
        exit()
    
    print("Starting position:", round(last_x * 100, 1), "cm X,", round(last_y * 100, 1), "cm Y")
    print("Starting yaw angle:", round(math.degrees(last_yaw), 1), "degrees")
    
    # Main loop to track **headset-relative movement** and trigger key presses
    try:
        while True:
            x, y, yaw = get_hmd_pose(vr_system)
    
            if x is not None and y is not None and yaw is not None:
                # Calculate relative movement (delta)
                delta_x = (x - last_x)  # Left/Right movement
                delta_y = (y - last_y)  # Forward/Backward movement
    
                # Convert movement into head-relative coordinates
                forward_movement = -(delta_x * math.sin(yaw) + delta_y * math.cos(yaw))  # Inverted for correct direction
                sideways_movement = delta_x * math.cos(yaw) - delta_y * math.sin(yaw)
    
                # Convert to cm for easier reading
                forward_cm = forward_movement * 100
                sideways_cm = sideways_movement * 100
    
                # **Check if "C" is being held**
                reverse_mode = keyboard.is_pressed("c")  # True when "C" is pressed
    
                # Check movement threshold
                if abs(forward_cm) > move_threshold * 100:
                    if forward_cm > 0:  
                        key = "s" if reverse_mode else "w"  # Reverse W ↔ S
                        print("🔼 MOVEMENT: {:.1f} cm forward".format(forward_cm) if not reverse_mode else "🔽 MOVEMENT: {:.1f} cm backward".format(abs(forward_cm)))
                    else:  
                        key = "w" if reverse_mode else "s"  # Reverse S ↔ W
                        print("🔽 MOVEMENT: {:.1f} cm backward".format(abs(forward_cm)) if not reverse_mode else "🔼 MOVEMENT: {:.1f} cm forward".format(forward_cm))
    
                    # Determine key press duration
                    duration = short_walk_time if abs(forward_cm) < 100 else long_walk_time
                    keyboard.press(key)
                    time.sleep(duration)
                    keyboard.release(key)
    
                if abs(sideways_cm) > move_threshold * 100:
                    if sideways_cm > 0:  
                        key = "a" if reverse_mode else "d"  # Reverse A ↔ D
                        print("➡ MOVEMENT: {:.1f} cm right".format(sideways_cm) if not reverse_mode else "⬅ MOVEMENT: {:.1f} cm left".format(abs(sideways_cm)))
                    else:  
                        key = "d" if reverse_mode else "a"  # Reverse D ↔ A
                        print("⬅ MOVEMENT: {:.1f} cm left".format(abs(sideways_cm)) if not reverse_mode else "➡ MOVEMENT: {:.1f} cm right".format(sideways_cm))
    
                    # Determine key press duration
                    duration = short_walk_time if abs(sideways_cm) < 100 else long_walk_time
                    keyboard.press(key)
                    time.sleep(duration)
                    keyboard.release(key)
    
                # Update last position for next frame
                last_x, last_y, last_yaw = x, y, yaw
    
            time.sleep(0.05)  # Short delay for smooth tracking
    except KeyboardInterrupt:
        print("\nShutting down SteamVR tracking.")
        openvr.shutdown()
    
    #220488
    rich0550
    Participant

    Should i have steam vr Running?
    Quest 3 to pc

    i saw a theater looking thing i think it worked once but toggling to immersive was not head track

    #220414
    Cheekyfella
    Participant

    I played GTA online using Vorpx and i did in fact receive a ban and lost everything. So i would definitely not recommend playing online.

    #219000
    Marozaki
    Participant

    Thank you for the wonderful Christmas present!
    I’m really looking forward to playing my favorite games with gesture control.
    I want to enjoy driving in GTA5, my favorite game from a while ago.
    However, when I tried to get out of the car, it stuck to the roof and I couldn’t get out.
    I know you are busy, but I would like to ask you to take care of this matter after Ralph’s vacation is over.

    #218965
    VRified Games
    Participant

    Last Video of 2023,

    built on the Rage Engine and sharing many similarities in terms of graphics and Gameplay to fellow Rage Titles GTA IV and RDR

    The 3rd entry and soft reboot to the Max Payne series was a treat to play in 1st Person VR

    Gameplay & Tutorial

    #218229

    In reply to: vorpX 23.1.0 BETA

    Marozaki
    Participant

    I played GTA5 in the beta version.
    Gestures were perfect for driving and shooting, but they had the following problems.

    ・Even when I get out of the car, the viewpoint cannot be moved from the top of the car.
    ・Because the HUD size is 0.40, the GPS and route layers are displayed out of sync.
    ・Edge peek becomes impossible and a bug occurs where you take out your phone.

    I have high expectations for the future of vorpX.

    #216807
    michaelbaggott
    Participant

    I forgot to say, i’m using tha latest VorpX Beta which has the GTA IV and V profiles

    #216806
    michaelbaggott
    Participant

    Anybody know how to fix the issue with stuttering on live action custcenes for GTAV.

    Am using Generic 3D display, or Generic Headset to output the game, which i view on Virtual Desktop through my Quest 2.

    I don’t think it’s an issue with VD or the Quest because the stuttering occurs on my PC screen too where it is displayed in SBS.

    I am using the latest version of GTA withnthe latest GTA scripthook downloaded and placed in the game folder.

    I have tried Cinematic Mode, and Immersive mode. The cutscenes don’t stutter when i am not injecting.

    I have tried minimum graphics settings, and limiting the framerate with nvidia control panel, and turning on gsync. The fps is limited to 60, and game set to 60hz. I have tried various other graphics options in the game.

    Thanks,
    Michael

    #215543
    giant.turnips
    Participant

    The industry is generally GARBAGE and too scared to try other formulas let alone trying something rather NEW and so we have dozens of GTAs, hundreds of CODs, thousands of FAR CRYs, millions of ASSASSINS CREEDs and billions of PUBGs.

    The big/huge games companies are like this yes (Ubisoft, Bethesda, RockStar EA) but we have loads of great titles coming out too. These big companies don’t consider games as art, they don’t make to be fun, they make games that tick the most money-making boxes which formula will be the easiest to digest for most people.

    Also, people always complain about UBI, but what is actually ROCKSTAR doing so great, besides releasing “GTA Games” every couple of years while improving graphics but sadly not the games, so then you have an open world game with great graphics but repetitive and boring gameplay.

    Ubisoft are on a whole new level though. All Ubisoft open-world games are copied/pasted with terrible cohesiveness. They don’t introduce enough mechanics or variations of the same mechanic to fill an open world. FC6 is a perfect example, every single roadblock is exactly the same, the same number of guards, the same patrol routes, the same buildings, and the same rewards. The only difference is that the level designers just rotate the model slightly. RockStar at least put some effort into the filler content, I’m sure Ubisoft just pick the first 3 mechanics they like and then say stick 50 of those into the world, 100 of those, 30 of those. Done – ship it!

    A good example of an open world done right (although not without some repetitiveness) would be Horizon (ZD & FW), and my personal favourite Days Gone. The world in Days Gone was much smaller than FC6 but each base was designed specifically for the location it is placed, FC6 just flattens the terrain and plonks the generic base there.

    Ubisoft arent just repeating the formula, they are taking the formula and stretching it out to four times its sustainable size, then filling the gaps with repetitive garbage. The world would be better without them IMO.

    /rant.

    Regarding RDRII

    You know, I really appreciated the visuals of that game, the detail of the environment, the thought they put into every single area. However, I could never get into it, it just didn’t click for me. I felt no connection to any of the characters except the horse, I finished because I wanted to finish what I had started, but after the first 4/5 hours I played only the main missions just so it would end sooner.

    So INDIES are our only hope, forget those AAA franchises and companies, those titles take 180 hours to complete with 100%, but are actually fun for approx. 3 hours.

    Again, I will agree with what you say here. The only difference for me is that sometimes I just want more of the same. If a game style clicks with me I want more of it. Obviously, I would like to see advancements in that formula such as better AI, better branching stories, and so on and so forth. Perhaps a procedural generation algorithm which can produce a meaningful world that can also contain an actual story, I mean we have AI that can produce a fairly decent short story now, surely we can integrate something like that to give us more gameplay in the same world/universe.

    #215522
    ToxicMike
    Participant

    Ubisoft garbage.

    Then you have to either look for a different hobby or do it like myself: Having dozens of games installed and switching between titles every couple of days, to have at least some variety.

    The industry is generally GARBAGE and too scared to try other formulas let alone trying something rather NEW and so we have dozens of GTAs, hundreds of CODs, thousands of FAR CRYs, millions of ASSASSINS CREEDs and billions of PUBGs.

    Did i already mention all the REMAKES and REMASTERS these days?

    Also, people always complain about UBI, but what is actually ROCKSTAR doing so great, besides releasing “GTA Games” every couple of years while improving graphics but sadly not the games, so then you have an open world game with great graphics but repetitive and boring gameplay. And yes, GTA V did something new and interesting with its 3-character-switching on the fly, but the missions were the same as boring and repetitive as GTA IV.

    The last ROCKSTAR games i really had fun with was every GTA title besides GTA IV and V. RDRII wasn´t a game, it was a lame horse riding simulator with a better story and better characters than the actual game itself. But people obviously forgot about what “playing a game” actually means.

    Regarding RDRII, thanks to VORPX i can really enjoy the title and also have fun with it while i can really say “great experience”, but without VORPX, i wouldn´t even bother with it.

    Times when devs made videogames because they can make a living with doing what they love doing the most, are over. Today they make videogames to make lots of money and there is no time to bother with “new” stuff let alone someone would risk something, that are indie devs who actually try risky stuff.

    So INDIES are our only hope, forget those AAA franchises and companies, those titles take 180 hours to complete with 100%, but are actually fun for approx. 3 hours.

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