also from my testing , using stero mods like geo 11 and super depth Horizontal interlaced , also called line interlaces offers much more detail and a much better resloution that sbs and tab , higly reccomend you try it , and if possible adding it as an option
Just a heads-up that i went the extra mile and spent two full days to come up with an auto SBS detection that continuously analyses the image content and decides whether it’s SBS 3D or not.
After quite a bit of fiddling around it’s now super reliable even in difficult edge cases with all 3D movies I checked. Should also work fine with S3D games usually. The only situation where I could potentially imagine it to fall apart is when cranking up 3D too much in a S3D game.
Not quite sure yet whether I’ll turn that on per default in desktop viewer since there is a small remaining risk of false positives. So more testing is required before deciding that. If not, you’ll be able to switch it on in the vorpX menu.
just fixed it changing the output to sbs, tks
Strange, my post is not there anymore.
Advice was to use such games with VorpX desktop viewer in SBS mode.
using headtracking with Immersive Screen also provides you more range to look around you.
Yes, that is what I do. But picture moves only a bit, I think I have factor 0.5. By moving the head a bit I see more of the game but still don’t see the left and right edge in wide imersive screen mode.
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 ;)
Yes, but is a very good 2nd use which I use more often than the 1st use case.
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.
Correct, but there is no official profile and the user made one doesn’t give any 3D effect. No idead why, as DirectX12 game it should work with Z3D, but it looks flat regardless what settings I tweaked. Hence I use VorpX as giant screen in SBS mode, which gives a perfect 3D picture.
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).
Tried this, didn’t made a difference. Hence I initialy thought it must be a virtual monitor issue.
I used this method on Metro 2033 (Original) to get 3840×2880 resolution with 4:3 ratio.
I am not sure if a resolution higher that the headset resolution will have any benefit. At least you need a system that can handle this or will have to downgrade some grafic options. But here we go off topic.
Since updating to vorpX 25.x (25.1.3 / 25.1.3.1), ESO64.exe no longer works.
Auto-attach crashes ESO before splash
-Late attach (“Trying to attach”) never succeeds
-Hook helper / alternate hooking / window modes do not help
-Same system, same settings works immediately in vorpX 24.1.2
Setup:
-Windows 11
-AMD GPU
-No HMD (3DTV / SBS output)
-Virtual monitor disabled
-Hyper-V / VBS fully disabled (incl. BIOS SVM)
This appears to be a regression related to earlier VR-centric injection in 25.x?
If the game is already split into 3D SBS with another tool, you can just run Vorpx desktop viewer in SBS mode (through settings) and pause the watcher.
That’s the two options you have. Either using the desktop viewer and exclude the .exe or creating your own profile from the SBS base profile. If the latter works without the other app actually creating a conflict, you can simply ignore the warning. Be aware though that using two fairly deep D3D hooks at the same time in a game is basically asking for trouble.
You probably tried the third potential option, so just in case, since you didn’t mention it: you could also try to create a Z3D profile based on the TLOU 1 profile. The Uncharted profile might also be worth a shot for that.
I upgraded yesterday to the latest version (from v21.xx), and i’m loving the new Desktop Viewer’s performance and syncing. Great work, Ralf! With the impending Steam Frame, i can see myself spending much time again with this software, that’s been my “main driver” for so many years in the past.
Could use a bit of help though: I’m trying to get “The Last Of Us Part 2” running with VorpX, but can’t find a profile, so i followed your advice to make a copy of the generic SBS profile and run the game with that.
I’m using a tool that translates the game into a stereo3D SBS stream which i’m trying to play with VorpX, but VorpX tries to hook into the game and finds the extra DLL of this tool, and nothing works.
Workaround was to *exclude* the game EXE from VorpX watcher. Start VorpX Desktop, then from there start the game. VorpX is still giving me warning messages about a foreign DLL found, but at least it’s working, and the performance is good.
What’s the best way to approach this and minimize the friction and potential errors? It’s very umständlich atm. :)
I have tried a few emulators that have support/plugins for sbs/ou which can be used with the vorpx desktop viewer.
Rpcs3 – PS3 (games with 3D support only)
Citra – 3DS games
Dolphin – GameCube
I have also heard of
PCSX-Reloaded – pS1 games
PCSX2 – ps2 games
Are there any others?
Would anyone like to do a quick set-up tutorial for any of the emulators for 2025?
PCSX2 no longer does plugins so it could use an update with current version.
Not tried, but if it can process side-by-side 3D (SBS3D), which is quite likely, then yes.
BTW: I changed your display name since you probably didn’t intend your mail address to be displayed. You can change it to something else by clicking ‘Edit Profile’ in the user menu above if you want.
@ Cless_Aurion :
As I said on the other topic, you may have a problem, or unusual expectations (PPD sensitivity regardless of actual graphics quality ?)
Maybe it will be patched (if it’s a real problem).
As far as I can tell from my experience :
– PPD aside (I don’t care and I don’t even notice it), there is a HUGE difference between 3840p and 2160p in VorpX with my Reverb G2 in most games. You can see so much more details…it’s just incredible.
– as far as I know, VorpX’s image quality in most AAA games in full VR / immersive screen has no equal (UEVR is a lot worse, at least at medium/long distance, I never got the same result I can have in VorpX, and I’m not the only one). It has been confirmed by other people even several times on Pimax Crystal Light (2880p).
– In VorpX, you can see every detail miles around with a displayport VR headset like Reverb G2. Most people use a Quest 2/3 with compression and are very far to this quality anyway.
– some people used a Pimax 8k here so they would probably have noticed your problem if they had it.
About the desktop viewer, image quality seems fine if I don’t activate SBS mode and if I choose correctly the resolution. With SBS mode, it seems to be worse the only time I tried (but maybe it wasn’t VorpX’s fault because of course another 3D program was implied, and anyway it was still better than UEVR).
This is still an issue in V24. It looks about what I could expect a 1440p HMD (like the Vive Pro/Index) to look as.
That’s definitely not normal. I don’t know exactly what you are doing, but VorpX image quality is far beyond a 4k monitor (it displays a lot more details which wouldn’t even exist on a monitor…)
It’s better than any real video I watched (including mines in 8k).
Maybe you don’t use VorpX as intended.
I personnally use it to play in full VR, or alternatively to wrap a giant hemispherical display around me (very close to full VR).
You can :
– Activate Clarity FX, use sharpness filter (and texture enhancement if available) in VorpX’s ingame menu page 2. It improves image quality a lot, at least in mono (I don’t know if it works with SBS mode, but it works very well when you hook a game).
– Use VorpX V24’s Virtual Monitor and choose an higher resolution than 4k.
vorpX renders both eyes at full size and then scales the result down horizontically. So under normal circumstaces you get half-res SBS images with 2×1 supersampling, i.e. considerably better than rendering directly at half width.
Yeah, my guess is that the scaling gets all messed up because I’m using a device that only supports full SBS (xreal air) so I have to scale the image back and forth. The actual screen resolution is 3840×1080 (1920×1080 per eye), but if I set the game resolution to 3840×1080 the game gets squished, the aspect ratio is all wrong. So I have to set the game resolution to 1920×1080
So I set the game resolution to 1920×1080 -> Vorpx renders a full sbs 3840×1080 pixels (1920×1080 per eye) image -> Vorpx then scales this down to a 1920×1080 half-SBS image -> My nvidia graphics card scales it back up to a full SBS 3840×1080 image. I think. It’s confusing.
Maybe all this scaling back and forth is what results in the degraded image? I can’t think of any other reason why the image is so blurry. It’s been a while since I last used it, but if I remember correctly when I tried geo-11 I got a very blurry image as well before I got help on how to configure it for full-SBS. If you have the time, please consider adding an option to display the full-SBS image as it is first rendered. I understand using Vorpx for stereoscopic 3D is not the intended usage but other than this problem it works very well and is the easiest and most well supported way to get geometric 3D. Such an option could potentially make it work much better with AR glasses. Xreal, viture, rokid, rayneo, and maybe in a year or two some of the bigger players will launch their own products in this segment so it might be an untapped market. Even if it was just as an unsupported experimental feature it would be greatly appreciated.
vorpX renders both eyes at full size and then scales the result down horizontically. So under normal circumstaces you get half-res SBS images with 2×1 supersampling, i.e. considerably better than rendering directly at half width.