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Nov 22, 2025 at 3:29am in reply to: [SOLVED] Won’t be recommending VorpX anymore due to low resolution bug :( #222424
austintParticipantI’ve upgraded to version 25.1.2. Unfortunately, my resolution is still unchanged from version 23.
Nov 22, 2025 at 3:12am in reply to: [SOLVED] Won’t be recommending VorpX anymore due to low resolution bug :( #222423
austintParticipantScratch that, looks like my client was on version 23. Going to download the newest now.
Nov 22, 2025 at 3:06am in reply to: [SOLVED] Won’t be recommending VorpX anymore due to low resolution bug :( #222422
austintParticipantHello,
I am a Pimax Crystal Super user and I am also having this issue to the tea. It’s obvious that Vorpx isn’t rendering at the actual resolution of the headset. The “screen” texture does have the correct screen resolution.
While running in Vorpx I looked at my SteamVR resolution and it’s at 7640×7688 (crazy high resolution lol). So, SteamVR should be reporting the correct resolution to Vorpx.
Instead, it feels like it’s still using the resolution of my old Valve Index.
austintParticipantThanks for the info. I wasn’t aware that there was a beta build of Vorpx. Definitely going to try it out now!
austintParticipantBecause I can’t play it in Stereo3D. The games I am trying to play cannot be hooked onto due to anti-cheat or other reasons.
austintParticipantThe Crew 2 has BattlEye anti-cheat which makes it impossible to hook into the game. All you can do is play the game using the vorpX Desktop Viewer.
austintParticipantThe Crew 1 and The Crew 2.
The Crew 2 has BattlEye anti-cheat so that one is out of the picture.Vorpx attaches to The Crew 1, but there is no 3D at all with any profiles (I can’t even get the Z3D profiles to work, either).
My dream would to have The Crew 1 working with Geometry 3D, DirectVR, and head tracking. It would be so awesome to drive around in one of the largest ever open worlds in a racing game in glorious VR.
The FOV in this game most likely wouldn’t play nice since the FOV changes depending on your speed, though.
austintParticipantI did not immediately understand what was wrong with the Z3D in VORPX. I spent more than one hour trying to adjust the stereo effect. It turned out that the problem with Z NORMAL 3D is that Ralf made it so that when the camera approaches 3D objects, the stereo effect decreases. According to my feelings, in first-person games, the stereo effect begins to decline gradually about two meters from the camera. Everything that is further (approximately) two meters from the camera works in 3D absolutely correctly.
I believe that the ability to (optionally) disable this effect would be a great blessing to everyone.
But the creator has his own vision, and he does not want to make any concessions.That makes a lot of sense. I’ve noticed how the ground in front of me in all games that use Z-Normal has a curved appearance because the 3D effect is wearing off as it gets closer to the camera. It would be awesome if we could disable that effect.
However, disabling that effect would make ghosting at the edges of objects more prevalent because it’s not real stereoscopic 3D. I wonder if it’s possible to utilize an AI that could approximate a stereoscopic 3D image using Z-Depth data and information from the current frame as well as the previous frames. -
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