333hronos

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Viewing 15 posts - 1 through 15 (of 22 total)
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  • 333hronos
    Participant

    Yes, I use Virtual Desktop, and it works just great (apart from those few minor bugs with VorpX I mentioned earlier).
    I don’t agree that Meta Quest Link / Air Link is the best connection method for Meta Quest headsets, nor that it provides the best performance.

    In fact, if you use the OpenXR mode in VorpX together with Virtual Desktop’s VDXR (selected inside the VD PC client), the performance is just as high as when using Meta Quest Link / Air Link.

    I suspect that when you wrote “Will feel like upgrading a 10-year-old PC to something recent. Prefer wired Link for the best experience. VD might work well in other cases, but with VorpX it produces performance issues, micro stutter and lag/latency even on fast WiFi that are beyond bad.” you might have been referring to the performance boost that comes from switching to OpenXR itself.

    To clarify this point, I retested it in Outlast (which supports VorpX FullVR/DirectVR) as well as in VorpX Desktop Viewer (streaming a regular game and measuring performance), so I wouldn’t be just speculating:

    VorpX in SteamVR mode (presumably using OpenVR): 53 fps

    VorpX with Meta Quest Link / Air Link (also using OpenXR): 80 fps

    VorpX in OpenXR mode with Virtual Desktop’s VDXR: 80 fps

    At the same time, Virtual Desktop offers far greater convenience (fewer steps to get started, fast switching between VR and desktop mode, more reliability and simplicity), as well as much more flexibility (on-the-fly changes to refresh rate, bitrate, codec — including AV1 10-bit support) compared to Meta Quest Link, which by 2025 feels very outdated. Quest Link UX/UI feels stuck back in 2015, not to mention its poor stability (with Air Link it’s still considered “normal” to have to reboot the headset if, for some reason, it refuses to connect to the PC yet again).

    In my personal circle of friends, 99% of Quest 2/3 users rely on Virtual Desktop and avoid Meta Quest Link / Air Link whenever possible.

    I absolutely don’t mean to sound negative or offend anyone in any way.
    I just really hope that those few minor but annoying bugs I reported earlier regarding OpenXR support can be addressed in VorpX — that would be truly fantastic!

    333hronos
    Participant

    Yes, same resolution in both cases (1400×1440), my actual monitor resolution is 4K.

    p.s.
    I also described some other bugs in v25.1.2 topic, don’t know if you already saw them:

    EdgePeek convergence / perspective switch bug (post number 222198)

    OpenXR API virtual controllers 3D-model position bug (post number 222199)

    OpenXR API Tracking prediction wobbling lag bug (post number 222200)

    And another one (which I discovered yesterday)
    OpenXR API bug in Hunted: The Demon’s Forge:
    The game can’t be injected with OpenXR API, and injects correctly only with SteamVR API.

    Also before i managed to make it work, many many times it refuses to inject even with SteamVR, and refuses to create alternative hook (error of extraction somewhat data error). After I changed game version, and after many many tries at last it gives me alternative hook (dll) which works now (I created a backup for that dll in case of any problems with other games in the future), but if I delete hook dll and try to create it, Vorpx refuses to create one again. I don’t know why.

    It would be nice, if VorpX can suggest manual DirectX hook dll selection (for example as Reshade installer does).
    It would be especially useful in case of games which user know should work correctly, but for some reason doesn’t hooked correctly. (Hunted has RjK G3D profile, it also confirmed on his profile database with his screenshots, so obviously it should work).
    I know that it may be wrong (I saw other forum topic when you already discursed that earlier), but in situations when you tried many many times, but game don’t injecting, and hook doesn’t creates automatically it should be a alternate bypass route.

    p.p.s.
    I also want to thank you for all your hard work, because despite some little bugs, VorpX works just flawless in such games as Outlast with FullVR/DirectVR mode, and in Hunted: The Demon’s Forge with FullVR G3D mode, providing real VR experience.

    333hronos
    Participant

    I don’t know why but my reply is disappear and forum refuses to post another comment

    in reply to: vorpX 25.1.2 Available Now #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.

    in reply to: vorpX 25.1.2 Available Now #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.

    in reply to: vorpX 25.1.2 Available Now #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.

    333hronos
    Participant

    Yes, I tested it again, and it’s definitely related with VorpX Virtual Monitor status before the game launch.

    If I first start VorpX Desktop Viewer and enable VorpX Virtual Monitor, and then launch a game with VorpX injection, 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.

    in reply to: vorpX 25.1.2 Available Now #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

    333hronos
    Participant

    Maybe it’s something related to VorpX Virtual Monitor feature enabled

    in reply to: vorpX 25.1.2 Available Now #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.

    in reply to: vorpX 25.1.2 Available Now #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!

    in reply to: vorpX 25.1.2 Available Now #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.

    in reply to: vorpX 25.1.2 Available Now #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.

    in reply to: [Feature Request] 10x screen size/distance options #221411
    333hronos
    Participant

    It’s needed in both Desktop Viewer mode and game injection mode.

    in reply to: [Feature Request] 10x screen size/distance options #221410
    333hronos
    Participant

    It’s needed in 4:3 mode, since this aspect ratio has less width it needs to be larger in order to fill FOV (on the left and right).

    But currently, VorpX is limited to only 5x “display scale”, so I’m forced to lower the “distance to screen” instead – and it hurts my eyes!

    Please, just let us use a display scale higher than 5x.

Viewing 15 posts - 1 through 15 (of 22 total)

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