vorpX 25.1.2 Available Now

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  • #222120
    Ralf
    Keymaster

    25/09/12 | vorpX 25.1.2 has been released

    Another maintenance update with about a dozen noteworthy changes and fixes.

    • 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.

    #222121
    333hronos
    Participant

    Hi,
    After updating to VorpX v25.1.2 I encountered a strange image issue in Outlast when using VDXR.

    The image is split into three parts:
    – one stretched section in the center,
    – and two additional stretched halves on the left and right.

    Screenshot (only 2 of 3 parts are visible in the capture):
    image

    I already tried a full factory reset and a complete reinstall of VorpX, but the problem persists.

    With VorpX v24 everything worked fine just yesterday, the issue appeared only after updating to v25.

    #222123
    Ralf
    Keymaster

    Please check whether you have some other DirectX injector/mod installed in the game folder. Or maybe some game recording app running. Remove anything that potentially may also hook into DirectX and by doing so may cause double injections and other weird issues. This does not happen with vorpX alone.

    #222126
    333hronos
    Participant

    Oh, you are right — there was a renamed ReShade DLL (dxgi.dll0) in the game folder!
    After I deleted it from the game folder, everything works fine again.
    This is the first time I’ve seen a program actually detect a DLL even with the wrong file extension.

    Thank you! I’ll definitely keep this in mind for the future.

    #222127
    Ralf
    Keymaster

    That sounds fairly weird, but I’m glad you got it sorted!

    Maybe you have displaying file extensions disabled in Windows Explorer? In that case your dxgi.dll0 would actually be dxgi.dll0.dll. Should still not load though even in that case.

    #222135
    333hronos
    Participant

    It seems VorpX can still load ReShade shaders even if d3d9.dll is renamed to d3d9.dll0.

    There’s no ReShade menu in this case, but any shader that was already applied still works correctly. Wow!

    Time to test some interesting shaders now!

    #222136
    Ralf
    Keymaster

    Something else must be going on, vorpX deosn’t load any shaders except for its own. Maybe you have some other app running that also hooks into DirectX. Either way: happy testing!

    #222139
    333hronos
    Participant

    Ok, it seems the game itself loads ReshadePreset.ini and applies ReShade even without d3d9.dll present.

    The d3d9.dll is only required for configuring the ReShade effects — but the configuration has to be done outside of VorpX.

    #222142
    vintager
    Participant

    Massive thanks for the Desktop Viewer fix, Ralf!

    #222145
    CupeDeNoodel
    Participant

    Sweet

    Thank you

    #222159
    myyuan43
    Participant

    How Can I use glasses-free-monitors to show stereoscopic effects? I cant use gamebridge in reshade.

    #222196
    333hronos
    Participant

    Hi, I encountered a strange behavior with VorpX Desktop Viewer + VorpX Virtual Monitor.

    If I first start VorpX Desktop Viewer and enable VorpX Virtual Monitor, and then launch a game with VorpX injection (Outlast as an example), the game suffers from severe FPS drops every few seconds (from a stable 80fps down to 70fps, and sometimes even to 35–45fps), along with flickering in the right eye, making it stuttery and unplayable — despite my PC having plenty of performance headroom.

    However, if I launch the game with VorpX Desktop Viewer but with VorpX Virtual Monitor disabled, and let VorpX inject on game startup in the same way, performance is smooth and stable (e.g., ~80fps in Outlast).

    Visually, the injection and startup look the same, but if VorpX Virtual Monitor was active before starting the game, the game will stutter.
    If VorpX Virtual Monitor was disabled before game start, the game will run smoothly.

    I also described more details in this topic:

    Bug Report: Severe FPS drops when using VorpX Desktop Viewer

    #222198
    333hronos
    Participant

    Also, I found a small bug with the EdgePeek feature.

    If, in a game with FullVR / G3D, you quickly double-press the EdgePeek hotkey, the G3D convergence becomes incorrect (objects in the game look smaller) until you press the EdgePeek hotkey slowly twice again (to re-enter and then exit EdgePeek).

    It seems that VorpX gets confused about the current EdgePeek state due to misinterpreting the key presses.

    Sometimes this also happens when you quickly press the EdgePeek hotkey once.
    For example, if you have the EdgePeek hotkey mapped to the Alt key and you Alt+Tab back to the game, there’s about a 50% chance that the G3D convergence will be incorrect until you slowly press the hotkey twice again to re-enter and then exit EdgePeek.

    #222199
    333hronos
    Participant

    And another two bugs:
    1) If I using OpenXR API, then my Quest 3 controllers appears upside down virtually in VorpX.
    The only correct position for controllers is when I use SteamVR API with VorpX.

    2) But SteamVR with VorpX breaks and stop responding.
    For example, if I start VorpX desktop viewer in SteamVR mode, it starts, but SteamVR window itself may become invisible (it appears only on taskbar and stop respondng if I try to open it).
    If, sometimes, SteamVR starts correctly when I launching VorpX Desktop Viewer, then if I start any game with Vorpx injection – SteamVR window itself is often breaks, it becomes black and also stop responding.

    #222200
    333hronos
    Participant

    With OpenXR API mode, when I using VorpX Desktop Viewer with Immersive / Cinema modes, and Tracking prediction is ON – then virtual display has some weird wobbling / shaking effect when I move my head (it’s not related with Headtracking), like micro-lag in-between my head move and actual screen position adjusting.
    If I set Tracking prediction OFF – all looks fine.

    With SteamVR API I have no such issue.
    No matter Tracking prediction ON/OFF – all looks fine in any way.

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