Homepage › Forums › General vorpX Discussion › vorpX 25.1.2 Available Now
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333hronos.
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Aug 28, 2025 at 8:45am #221816
Ralf
Keymaster25/09/12 | 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- OpenXR: deal with outdated OpenXR runtimes (e.g. Valve, WMR)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+
Aug 28, 2025 at 11:23am #221927Nigebik
ParticipantThanks for the new version, but why did you remove the option to keep the 21 version of vorpx? It is now automatically updated to 25, and there is no way to stay on 21. Some profiles, such as witcher 3, work normally only on version 21.
Please return the option to stay on version 21, or we need some way to make all profiles work on version 25.Aug 28, 2025 at 11:40am #221928Ralf
KeymasterToo many vital things broken in 21.3.5 by now. Most prominently:
– DX12 games only show a black screen in the headset with nVidia drivers 580.88+.
– DX9 games run at half speed on Windows 11, probably even less at high resolutions.
– Tons of game profiles not working correctly anymore due to game patches.Witcher 3 ironically is one of the games where G3D has been broken entirely in 21.3.5 by a game patch. If you want the 21.3.5 experience (no 3D, immersive screen mode), you can disable the connection mod on the DirectVR page of the vorpX menu and then switch to immersive screen mode.
Having two branches in parallel for the last year or so was an exception. In the future there will be only one branch again like before.
Aug 28, 2025 at 1:20pm #221930Nigebik
ParticipantIn version 21 of vorpx + witcher 3 classic version (1.32), geometry 3d worked fine for me, only the shadows are partially broken. In the 25 vorpx version, the classic version will not be launched at all. Maybe it is possible to remove this restriction?
It would be better, of course, to fix the current version of the game normally, but I understand that you probably don’t have time for all the games/profiles.Aug 28, 2025 at 1:24pm #221931Ralf
KeymasterThere is nothing that actively prevents hooking into any version of the game. That aside: the profile now comes with a dedicated mod that (among other things) does G3D for the game without the prior shadow glitches. If so far you didn’t consider upgrading the game to the latest version worthwhile, that alone should be reason enough.
Aug 28, 2025 at 4:50pm #221937Laser
ParticipantThanks for the update!
Aug 28, 2025 at 5:06pm #221938subroutine
ParticipantI was going to use the virtual monitor but in device manager, the vorpx virtual display is always disabled on every windows boot. I enabled it in device manager but then left clicking start “vorpx desktop viewer” by right clicking the vorpx taskbar icon does nothing. Using vorpx as I usually do by setting a manual resolution works as it did before. It’s not a big issue for me but I’d like to see if FS25 runs any better using the virtual monitor.
Aug 28, 2025 at 5:11pm #221939Ralf
KeymasterThe virtual monitor is disabled in the device manager on Windows start on purpose. It should get enabled when you launch vorpX. Check whether maybe it’s disabled in the config app on the ‘Virtual Monitor’ page.
However, considering that you also have issues with the desktop viewer, something might have gone wrong during the update. Try to reinstall vorpX using your web installer. If you didn’t keep it, you can get one here: https://www.vorpx.com/request-new-download/
Aug 28, 2025 at 5:47pm #221940subroutine
ParticipantVirtual monitor is enabled in the config app but it does not start in device manager when running up vorpx. I’ve never had to do it before but would running vorpx as admin make any difference? I’ll try a fresh install tomorrow.
Aug 28, 2025 at 6:06pm #221941Ralf
KeymasterNO!, as in NO! with capital letters :). Only do that if you want to play games that need to be run as admin. Avoid running vorpX as admin like the plague otherwise.
On a healthy install the vorpX control app communicates with a background service for handling the virtual display and the desktop viewer. My guess is that your install is somehow borked and either the service isn’t running or for some reason hasn’t been updated. A fresh install should fix that.
Aug 29, 2025 at 7:59am #221945ryoshenron
ParticipantWhy is WMR no longer a device option? I’m still using an HP Reverb G2 in Win 10. Trying to launch as OpenXR doesn’t work, and I’m not going to launch into SteamVR mode just for this when that wasn’t necessary in the last version…
Aug 29, 2025 at 8:34am #221946Ralf
KeymasterThe prior ‘OpenXR (Windows Mixed Reality)’ selection simply reads ‘OpenXR’ now, just a cosmetic change. No underlying technical changes except updating the OpenXR library to the latest version.
Probably the WMR OpenXR runtime is outdated and doesn’t support the latest OpenXR API version. There will be a small update shortly that falls back to OpenXR 1.0 if a runtime doesn’t support 1.1. Until then please use SteamVR instead.
At some point OpenXR 1.1 may become mandatory though, so please direct any potential future complaints in this regard at Microsoft for abandoning WMR.
Aug 30, 2025 at 1:55am #221954MarcDwonn
ParticipantCongrats, Ralf, on the new release – very exciting! I’m especially interested in the new virtual monitor, which theoretically should solve some problems i had in the past.
There is nothing that actively prevents hooking into any version of the game. That aside: the profile now comes with a dedicated mod that (among other things) does G3D for the game without the prior shadow glitches
Does this mean that the Witcher 3 Z3D profile from v21 will now work in v25 if i still use the classic version of the game? While i’m happy that the G3D mode now has the fixed shadows (one day i’ll get that RTX 6080 GPU!), the performance of the Z3D profile is much higher and i can get a smooth performance without inter-eye flickering at the same resolution.
Aug 30, 2025 at 6:28am #221956ryoshenron
ParticipantWell that’s a relief, I look forward to this update soon since I seem to be unable to use VorpX right now, and I use this program on almost every non-VR 3D game I play, and I hope it will be a while before OpenXR 1.1 is mandatory… I’m basically just waiting for the release of a community-developed tool that is supposed to allow the HP Reverb to use SteamVR as its API instead of WMR, then I can finally update to Win 11 and abandon WMR for good…
Aug 30, 2025 at 7:07am #221958Ralf
KeymasterWith Windows 10 and Windows 11 < 24H2 you should still be able to use the old WMR SteamVR plugin from Microsoft in the meantime. IIRC the community WMR SteamVR driver was supposed to be released yesterday. But I might be mistaken in that regard.
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