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  • #222612
    Boblekobold
    Participant

    It may not be a solution here, but using headtracking with Immersive Screen also provides you more range to look around you. It’s especially great with FPS but it sometimes works well with TPS (close to the character) if you’re not too sensitive to motion sickness.

    The advices I gave aren’t always the best, and it’s a matter of taste, but it allows to get something very close to full VR with Immersive Screen mode.

    As long as the camera isn’t locked in a first person game, I think it’s better. Of course it can still be useful to play wide screen in Immersive Screen mode, especially when the camera is locked or partially locked, to see more than you were supposed to. With TPS, you may not want to zoom too much but it still depends on the game.

    In my opinion, VorpX isn’t meant to simply be a giant 3D monitor. When the game’s design has a good compatibility with VR (3D engine, not too much UI or not at the edge of the screen, high FOV available, first person or third person very close to it), it’s magic ;)

    ————-

    Technically, as Ralf said, you seems to have a problem with the way the game choose the resolution.
    You probably know it, but you can hook with the Virtual Monitor (at least with the right version of VorpX like V23, V24 and V25) if the game has a profile. VorpX should create a default profile if there is not.
    A solution may be to :
    – configure the game in windowed mode (so it won’t have any reason to use the default res or the physical monitor resolution).
    – use an higher horizontal & vertical resolution than you need on the Virtual Monitor.
    – then hook the game (with the desired resolution in .ini / .cfg files if possible, or change it later in the game if you added It in the VorpX list, and if the game allows you to change it)

    You can test this method without the virtual monitor by using a tiny window first (smaller than your physical monitor res). This way you can test the ratio. If it doesn’t work, it probably means the game don’t allow it.

    I used this method on Metro 2033 (Original) to get 3840×2880 resolution with 4:3 ratio.

    Of course if the game don’t like the desired ratio it still won’t work.

    #222331
    Detective_Yoshi
    Participant

    6dof

    Titanfall 2
    Metro 2033 redux (Steam)
    Metro last light redux (Steam)

    3dof

    Metro exodus (steam non updated version)

    #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+
    #221727
    Boblekobold
    Participant

    Parenthesis : Even without any bug, I don’t think it’s possible to use full potential of a 8k VR headset (especially with SteamVR). It’s probably not useful to most people anyway.

    There are a lot of recent games which are a lot more detailed and beautiful in 3840p (5120×3840) than 3200p with VorpX on my G2, even if it’s a 2160p VR headset. It’s probably because the details you can display with a 2160p VR headset in certain games aren’t computed without supersampling (at 3840p, I never tried more).

    I may be wrong, but this kind of 8k VR headset are great to get “perfect” PPD if you have a perfect sight, but only with very old (or not demanding at all) games.

    In my opinion, most old games, even beautiful ones, are already great in 2880p (in my G2) because there is a limit due to the textures of the games. You can already perfectly see the defaults of the game itself, even if VorpX enhances graphics a lot. I only used 3200 and 3840p with very detailed games like Metro Exodus, Atomic Heart, etc.

    Considering 8k VR headset may be more demanding than a Reverb G2 (WMR/OpenXR/2160p), it could require a better graphic card than my RTX4090 to achieve the same result in some cases.

    I think a 2880p VR headset like Pimax Crystal Light has already too much resolution in most cases. Some youtubers with RTX4090 seems to prefer G2 over Crystal Light on a same game, even to use UEVR, for example. There must be a reason.

    Note : a VR headset with higher FOV may require more resolution to achieve the same result so it has to be taken in consideration here.

    #221682
    ratcat
    Participant

    Same problem here. I must admit i hated Vorpx becasue I could not get a single game to work. Two years after buying it I got Metro to work and since then I have played a few games in VR with Vorpx including Black Mesa. Yesterday it was working perfectly and today it crashes on start up. Ive tried starting from installation folder, Resetting the vorpx profile etc. I just tried Vorx Desktop viewer and that is also crashing. Any ideas?

    #221596
    Boblekobold
    Participant

    I guess most DX9 games (except very beautiful ones like Metro 2033 original) should be Ok. Maybe Dishonored 1 (excellent game), probably F.E.A.R 1 (great AI), Dark Messiah (best sword combat and emergent gameplay), Clive Barker’s Jericho (probably very good in VR), etc.

    #221438

    In reply to: Higher resolutions?

    Boblekobold
    Participant

    Vegetation – Close-up full VR :

    Arches High FOV full VR :

    The arche in the background is already quite clean on the screenshot. It’s better in the G2 with VorpX’s magic. It’s what I like the most in VorpX with a displayport headset. Things don’t get blurry even if they are very far from you. With Metro Exodus it’s a lot better. It depends on the the game engine.

    Trees medium distance Edgepeek :

    Ikran (dragon) Edgepeek Full VR display mode :

    A few limited volumetric clouds (not lucky with the weather yesterday).

    Clouds Godrays Edgepeek :

    This one is not so beautiful but it’s funny with the godrays.
    (This area is less beautiful except sometimes there is some amazing volumetric clouds / fog but I had no chance yesterday).
    It’s interresting because you can see the outlines of the 3D objects.

    #221437

    In reply to: Higher resolutions?

    Boblekobold
    Participant

    I don’t know if it helps but I tried to capture VorpX the last time I played Frontier of Pandora.
    I’m sorry : it’s not the best game to show large outdoors environements because LOD and textures aren’t the best at long distance (compared to Metro Exodus for example), but I’m playing this game right now.

    It feels actually a lot more realistic in VorpX because I hide some textures defects with AMD Fidelity FX at max quality (without removing too much details on close environments).

    It’s quite impressive even if it’s not as photorealistic and perfectly detailed as Metro Exodus. Anyway you don’t really know where to look because of the insane amount of objects so it works very well if you want to instantly forget about reality for a while !

    Pandora Moutains in VorpX full VR Without upscale, enhancement filters and 3D :

    It’s a lot better in VorpX. I think this is because you can’t see VorpX’s enhancement filters (upscale, sharpening, maybe supersampling, etc.), even without considering there is no 3D here.

    If I look at these screenshots in a VR viewer, I have to imagine something twice as detailed, sharp&clear (and with 3D) to be close to the quality of VorpX (even in 2880p without FSR/DLSS).
    Even if those are 3840p screenshot without noticeable aliasing.

    Lower FOV :

    #221423

    In reply to: Higher resolutions?

    Boblekobold
    Participant

    Most of the time, it’s not complicated if you use the virtual monitor (launch Desktop Viewer before hooking) : if the game isn’t restrictive, you just have to modify the game resolution in the game’s video settings.

    With Bioshock Infinite, you don’t even need the virtual monitor because the game accept any resolution/ratio you want if you play windowed (but it’s still better if you want to play fullscreen in order to avoid mouse limitations in the main menu).

    In addition : some unusual games use physical monitor’s resolution when they are in full screen mode (like Metro 2033 original). In this case you have to specify the windowed mode (in the .cfg file of the game or in the game’s video settings). With this particular game, the window must in addition not be larger than the destkop (you can guess why), so you must actually modify the virtual monitor’s desktop resolution with Windows display settings.

    There may be be other special cases.

    —–

    I wouldn’t say the viewer automatically look pixilated if properly configured in immersive screen (at least without 3D). I didn’t really compare but it can be very good (at least the way I use it : high FOV, high resolution, low distance and high curvature, so a curved screen larger than my field of view). I think it’s simply more important to choose the appropriate resolution with the desktop viewer. But it may depend on a lot of things (VR headset, settings, etc.)

    —-

    Anyway, with hooked games, if you don’t see any difference between resolutions above 1440p or 2160p (or even 3200p), there is a problem somewhere, because it’s not the usual behavior.

    It may be because of the game or the profile.

    #221419

    In reply to: Higher resolutions?

    Boblekobold
    Participant

    Mmmm…

    Both images look terrible in your pictures.

    It’s always possible to get a lot better image than that, at least in VorpX (UEVR isn’t even close in most games I tried).

    It can be a profile or configuration problem (maybe the wrong type of 3D, etc.)

    Or maybe it’s the game ?

    When I use VorpX in a game like Bioshock 2, Metro Exodus or Frontier Of Pandora (or Hogwarts Legacy / Atomic Heart if you want UE4), the image quality is far better than any real 8k video I could record myself.

    This is worse.

    This is ugly even in 1080p. You shouldn’t be able to notice it on a 1080p monitor (impossible).

    If the image quality is so bad, I guess it’s because you weren’t able to record correctly the output ? In this case I don’t see how we could compare.

    Anyway, if you play AA games with UEVR and no good VorpX profiles, UEVR has a lot of qualities, especially if you don’t really care about immersion and full VR, and just want 3D, and especially if you prefer G3D over image quality and if your computer is powerful and silent enough. Maybe you can use VRto3D in this case.

    Why do you want to use VorpX instead ?

    VorpX is great to play AAA games in full VR (or Immersive Screen) with the best graphics available. Especially First Person games (if you want a perfect native-like experience). You don’t really need it to play AA third person or strategy games based on Unreal Engine 4/5 (even if it should work a lot better than that).

    I’m also a professionnal game developper (and I have advanced 3D modeling, animation and rendering skills too but it doesn’t really matter).

    There is no way I can see blurry letters in VorpX.

    But as we said, you may be right on a PPD limit. I wouldn’t be able to tell with my current VR headset, which is already better than most.

    #221368

    In reply to: Higher resolutions?

    Boblekobold
    Participant

    You probably have a good sight and are probably very sensitive to PPD (you bought a 8k VR headset so it’s not surprising ;) )

    Maybe there was a limit in order to optimize ?

    I wonder how you can use this kind of resolutions in VorpX. We probably don’t play the same games… (Frontier Of Pandora, Metro Exodus, Atomic Heart, etc.)
    Or you have a lot better graphic card.

    How do you do ? Virtual Monitor is limited to 4860p as far as I know (I never tried above 3840p because I mainly play recent AAA games and even with an RTX4090 it would be hard to keep a decent framerate. I don’t know if it would be useful to me. In my opinion, 2880p is enough with a lot of old games because of textures limit, even if VorpX enhances them a lot).

    Besides, I think I prefer my G2 (2160p) over my Varjo Aero (2880p but maybe there is more pixel density at the center of the fresnel lenses), and the G2 ratio is probably closer to my field of view, the way I wear these VR headsets, so I can see more details in full VR with the G2.

    Curiously, I can also see more clearly the pixels on the Aero (maybe because the G2 is afocal and my sight is almost but not completely 10/10). Sometimes it’s not so good to see too clearly (but anyway I don’t concentrate on pixels during playthrough).

    So I don’t think I could really see the difference, especially in game, between a 4000p VR headset and my G2. Anyway it’s still way better than a Quest 3 at medium/long distance ;)

    The most important thing is the displayed image in my opinion.

    Even if my Reverb G2 is 2160p and even if my sight isn’t 10/10, I can clearly see :
    – the difference between 2880p, 3200p and even 3840p game resolution (but only in very recent games because as I explained it doesn’t really matter in old ones). It seems most games arent really perfect at a given resolution. You have to render them in a higher one than the displayed one.
    – the difference between VorpX and UEVR clarity and sharpness.

    UEVR’s sharpness & clarity isn’t even close to VorpX at medium/long distance in every AAA game with large outdoors environement I tried (even with 6000p resolution in UEVR, it’s still blurry at medium/long distance while VorpX is usually great even in 2880p). The fact I usually can use a wider FOV in VorpX may play a role but It doesn’t explain everything.

    Of course VorpX handles more optimized game engines than UEVR, but even with Unreal Engine 4 VorpX is always a lot better in this case (didn’t really compare UE5 yet). I haven’t found a way to fix it yet, and I don’t think there is. I asked around me and everyone confirmed this phenomena, even on Pimax Crystal Light. It may depend on the technologies used by each game I suppose.

    #221351
    Boblekobold
    Participant

    Sometimes I had problem to access the ingame menu. I just had to alt-tab a few times. It always worked for me with every games. I usuall play my games in fullscreen with Virtual Monitor (except a few games like Metro 2033 which requires windowed mode if you’re physical monitor doesn’t match your VR headset optimal resolution).

    #221257
    Boblekobold
    Participant

    tldr; thank you vorpx
    there is nothing in the standalone stores or freeware VR injectors for recent engines that’s 1/1000th as good as playing 1990s-2010s games on vorpx.
    .

    Of course there are a lot of old games with no equals.

    Some of them are surprisingly suited for VR.

    I would add even recent games are a lot better with VorpX : more immersive, a lot more beautiful in my opinion and objectively a lot more detailed. You can see every details miles around, and with the right graphic card & VR headset, it’s never pixelated.

    Metro Exodus Standard edition and Avatar Frontier Of Pandora are absolutely stunning on Reverb G2, you can just stop playing to enjoy the view, it’s like going to an amusement park or to travel, except you are at home).

    From my experience (other people on forums have confirmed), recent VR injectors aren’t able to provide the same image quality. It’s especially true if you have a displayport VR headset (no compression), like a Reverb G2 (good image quality but very optimized).

    Besides, VorpX handles every important graphics options (raytracing, etc.). You don’t have raytracing in UE4 games with UEVR so most beautiful games are impacted.

    There are a lot of recent games I wouldn’t have played at all without VorpX, but they were so beautiful and impressive in VR that it was awesome.

    Most beautiful VR games are VorpX converted games.

    Some old games are very impressive too, and benefits a lot from VR. They can be so much more beautiful you barrely recognize them (like if it was a remake) and they can be more impressive than most recent flat games would be on a monitor (and more beautiful than most VR exclusive games).

    Anyway, there are a lot of games you can’t find in VR (immersive sims, good RPG, the most advanced action games, and even management games, etc.)

    VorpX also offers a lot of amazing universes you would never “visit” in VR if you wouldn’t have it.

    It allow us to rediscover or discover our favorite games, and to truely choose our VR games.

    We can play almost any game in VR (even if it’s not always perfect VR).

    VorpX is quite reliable in my opinion, because even if there are better profiles than others, it’s always better than a monitor on my G2, especially with FPS/TPS.

    having a pcvr HMD without vorpx is like buying a console or gaming PC and never playing anything except free to play games.

    That’s what I feel too. Of course it depends on what you expect from VR games. Some people really wants motion aiming/handling, which aren’t always available, but I think most people who never tried VR aren’t so interrested in this kind of things. It would be great, but most of the time, I prefer playing with my keyboard&mouse (more shortcuts, around 36 directly available with the 11 on the G502 mouse), and so I have to play seated. Anyway, a lot of people can’t or don’t want to play standing all the time.

    VorpX is really great if you like conventional gameplay and want to see your games from the inside, or even simply with a better display.

    It also have a few other uses than gaming with Desktop Viewer, so it’s a useful tool.

    It’s by far currently the best way to convert games for me most of the time, especially AAA games, which are very demanding, benefits from image quality (and animation quality) and usually have compatible profiles.

    But it depends on people expecations. There is usually no motion aiming. You can’t always have G3D (but when you can it’s not alternate G3D most of the time, and 3D is really great, with perfectly placed camera and no clipping). VorpX’s Z3D can be really good in modern games by the way, and I prefer a good Z3D over a bad G3D. When a profile doesn’t allow to resize HUD it can sometimes be harder to see (most of the time it’s not really a major problem, because I like immersion and difficulty, and I can still see it with edgepeek or immersive screen, but it’s something that could motivate some people to use other solutions).

    VorpX is really better if you own a good PCVR headset. It doesn’t have to be expansive, on the contrary, but it’s better if it has no compression (look for displayport). Most people have a Quest 3, so they have to deal with compression, and they tend to prefer 3D over image quality, because they don’t really know what a good image quality is.

    You also must be realistic : VorpX is better optimized than other solutions I tried but you need a good enough graphic card (desktop version if possible) to play the game you want to try. So if you have an old graphic card like GTX1080, you’ll have to play less demanding games, but there is still hundred of great choices (most of my best VR experiences are old games like every original Bioshock).
    With an RTX4090, you can max out almost any game (raytracing without DLSS and very high resolution), and other injectors don’t allow that.

    It’s not always the best for every VR enthousiast (even if I think it’s an essential tool for most VR user), but I think most of the flat gamers would love it if they would have a light and comfortable enough displayport VR headset, and could not go back.

    I even think it could convince people who doesn’t usually play to play games because I didn’t really enjoyed video games anymore before VorpX and I would probably don’t play the same games without VorpX.

    —-
    Forgive my english, I’m not a native english speaker.
    —-

    So thank you VorpX too.

    ratcat
    Participant

    I’m playing ROTTR now in march 2023 in perfect 3D but I wouldnt call it VR. I had Vorpx for quite some time before I was ever able to finally get a game to work to my satisfaction. That was one of the Metro games (played completely in VR). Because I played the Metro VR game I thought I would try one of the others. I tried another one with no luck but at least I finally got my monies worth. Rise also works well but each time you start the game you need to p*ss f*rt around getting it right again. You would think it would be the same each time. with the screen fully zoomed in (screen distance) you still see it in a window. I can see the grey areas outside the window. Real VR breaker. Can anyone suggest a way to enlarge the screen to get rid of the borders?

    #221129
    Nigebik
    Participant

    yes, I have already tried renaming the executable file, the game is starting. But which profile should I use? I tried metro dx12 and f1 dx12, both don’t work. The profiles from the first part game don’t work either. In theory, we need some kind of profile with dx12? And cryengine.

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