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  • #222496
    Boblekobold
    Participant

    When you download a profile in the Cloud Profiles section, there are instructions next to it (you can also see them by clicking “Edit Profile Properties” even in the Local Profiles section)
    Concerning this game, it should tell you how to change the FOV with the console for example.

    Anyway, you can usually find this information here for most games :
    https://www.pcgamingwiki.com/wiki/Kingdom_Come:_Deliverance_II#Field_of_view_.28FOV.29

    Or on Reddit / Steam forums.

    —-

    Concerning KCD2 :

    But as I said, read the comments below this first video because it’s not optimal.
    Update by the same person :

    Another topic :
    https://www.vorpx.com/forums/topic/kingdom-come-deliverance-2-2/
    So you should use the Auryza profile (or maybe Starfield) and not the KCD1 profile. You may have to rename the executable in order to make sure VorpX hook with this profile, instead of using first game profile (because apparently they have the same .exe name so VorpX thinks KCD2 is KCD1)

    #222224
    Cheekyfella
    Participant

    I have been playing starfield and i am experiencing the screen rapidly flashing. I have to change the 3d reconstruction to off and then back on again to stop the flashing. It seems to happen after i switch from the character screen and back to the game.
    When i enter the creations screen it is also flashes which makes it hard to use.
    I am running an Rtx 5090 with the latest drivers – i even tried the 577.00 driver and downloading the latest profile to see if the problem resolved.
    Is anyone else experiencing this or know what the fix would be.

    #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+
    #221865
    djbert
    Participant

    Hi,

    I recently bought vorpx and I want use it with Starfield. However, i just get a blank screen on the headset, though the game is running fine and displaying on my computer monitor. I am guessing vorpx is hooking in ok as i see the vorpx overlays in the game on the monitor. i tried all kind of different settings and i get the same result. any insight on getting this to work?

    Lastly, i want to note that the vorpx virtual desktop works just fine with the headset and looks great. btw is there a way to just play the game on that without it switching over to play the game in full 3D (get blank screen)?

    here is what i am running.
    windows 11
    meta 3 wired to PC
    rtx 5090
    two physical monitors

    thank you!

    #221146
    HalloMolli
    Participant

    I have made custom profile for Kingdom come deliverance II, go and check the vorpX cloud.
    Profile was made from Starfield profile.

    Thank you very much. Does the 3D effect work for you, though? I am asking because while the game is hooking and loading just fine I have no 3D (Z3D) effect whatsoever. When I switch between no 3D and Z3D there is no difference at all. How did you guys get it working? Any help would be appreciated.

    Edit: Maybe worth noting: I did not rename the game’s exe, though, because Steam would generate an error after I tried it. So I had to leave the default name.

    #221140
    ReaperzVR
    Participant

    How would one use your custom profile? For someone who just bought VorpX today, and hasn’t got much experience with it. I can only see your starfield profile within the Cloud Profiles and no Profile for Kindom Come Deliverance. Do I just change the starfield exe to the Kingdom Come Deliverance 2 exe?

    #221136
    auryza
    Participant

    I have made custom profile for Kingdom come deliverance II, go and check the vorpX cloud.
    Profile was made from Starfield profile.

    #221080
    BREACH_
    Participant

    Has anybody figured out a way to get Vorpx and SFSE working together? Also, is there a way to change which folder Vorpx looks for the Starfieldcustom.ini from my documents to another folder? The .ini for sfse is placed in another folder.

    #220780
    Laser
    Participant

    Amd processors often perform poorly in Bethesda RPGs because these games often have a lot of draw calls. Interestingly, one of the few games where the Ultra 285K performs well is Starfield. Also, Intel processors are generally superior in VR….

    I don´t know about that “superior” part, atleast when talking about X3D chips, and even in skyrim X3D seems to be doing pretty good. Unfortunately vr benchmarks are hard to find.

    285k just seems to sucks outside some outliers like starfield, even the 14900k beats it in most cases.

    #220766
    brown66
    Participant

    Amd processors often perform poorly in Bethesda RPGs because these games often have a lot of draw calls. Interestingly, one of the few games where the Ultra 285K performs well is Starfield. Also, Intel processors are generally superior in VR…

    Hence the question.

    And yes, I’ve used AMD processors in the past, so my reservations about the new 9800X3D don’t come by chance.

    brown66
    Participant

    Has anyone tried any of these processors with VorpX?

    I use an old i7-12700K and I know that when I use VorpX, the percentage of use of this processor is quite high, so I was thinking about upgrading.

    I mainly use VorpX to play Skyrim LE, but I was also thinking about starting to use it on Starfield, as this is the game I predominantly play now.

    In Skyrim I use 8K resolution per eye (I use a Pimax 8KX VR headset) and in Starfield my goal was to use 4K per eye.

    Yes, I know that at these resolutions even an RTX 4090 is short…

    Therefore, if anyone has already purchased one of these processors and tried it with VorpX, I would appreciate it if you could leave your testimonial here, also mentioning what your previous processor was.

    #220229
    bravekat
    Participant

    I cant use the official Vorpx Starfield profile in vorpx 24.1.0 because the Z3D turns OFF/ON when close to objects, so I made a vorpX 21.3.5 Starfield profile from Resident Evil Village that works in Cinema mode/3rd person view. You could downgrade your vorpx version to 21.3.5 and try that profile to see if it works.

    Beware though once you downgrade/upgrade Vorpx versions, you wont be able to install the beta again.

    I also have a new problem with Starfield since the new update, unrelated to vorpx, in which I can not see planet textures. Hopefully this will be fixed in a future patch.

    #220227
    Oversight
    Participant

    How are you folks playing Starfield getting it to run?

    I am trying to get Starfield to run with alpha .2 rev b but all I am getting is black screen that crashes to the desktop after hooking. I am running the 24.1 beta with steamvr/psvr2. I have tested Hooking into Skyrim and it works fine.

    I have followed all the instructions on the profile several times. Hook helper installed, game settings changed to window etc, custom display resolution for virtual monitor, and ini changes.

    Been trying to get it to work for a few hours now. Any assistance would be appreciated.

    #220132
    AndyW
    Participant

    Some more information…

    If I don’t have VorpX running, then using an Xbox controller with Starfield woks as expected. However, if VorpX is running then, even when using an Xbox controller, Starfield input keeps switching back to keyboard/mouse.

    I’m guessing this is because VorpX is doing headtracking by emulating mouse input. In the VorpX Direct VR settings it says that head rotation is unavailable. Is that correct?

    #220122
    AndyW
    Participant

    I’m using VorpX 24.1.0 (for the native Starfield support) on Oculus Rift S. I have set VorpX to use the Rift controllers in Controller emulation mode.

    If, at the Starfield prompt ‘Press any button to start’ I press a button on a genuine Xbox controller, then Starfield recognises this and displays appropriate on-screen prompts for in-game actions (docking, boarding a docked ship, undocking etc).

    However, if at the ‘Press any button to start’ prompt I press a button on the Rift controller, Starfield acts as if I pressed a button on the keyboard.

    Is there any way of making sure that VorpX is making button presses on the Rift controller look to Starfield as if they are button presses on an Xbox controller? Thanks.

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