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BoblekoboldParticipantI’m wondering if I need to launch VorpX Viewer first to play only in VR, or is it not necessary?
It’s useful to launch VorpX Desktop Viewer if you want to play with a resolution you could not choose with your physical monitor. So yes you probably should.
I can see you are playing in 1920×1080. It’s a 16:9 resolution. First of all, you would get a better result with a 4:3 resolution. I would recommand at least 2160p (2880×2160) or 2880p (3840x2880p) if you play in full VR.
You didn’t raise ClarityFX and Sharpness sliders in your video. Maybe you should try (VorpX ingame menu page 2). It could give you a better image quality. There is also a Texture Enhancement slider sometimes (with G3D profiles).
100 FOV is a bit low to play in full VR (it’s Ok, but it’s not perfect). Did you try Immersive Screen display mode ?
BoblekoboldParticipantAre playing in 4:3 with 112 FOV ?
You can use Virtual Monitor with VorpX V24 if your physical monitor isn’t 4:3.
If you can’t unzoom enough to feel Ok, raise FOV a little more until it’s perfect.Jun 11, 2025 at 4:25pm in reply to: Just got VorpX and 3d working with PCSX2 (PS2 Emulator)!! #221495
BoblekoboldParticipantI have “Enable Expert Settings” in “Miscellaneous”. You have to scroll down.
BoblekoboldParticipantI used to simply do that :
https://www.reddit.com/r/pcgaming/comments/11xwfjy/change_the_exe_name_of_any_steam_game_very_useful/In this case use this kind of launch option with Steam :
“C:\Program Files (x86)\Steam\steamapps\common\Dead Space Remake\DeadSpaceNewProfileName” %command%
BoblekoboldParticipantI never tried this game, but from what I can see in the VorpX Config app, there is an official profile.
You can know if you hooked in the starting room and/or by checking if you have 3D in “3D reconstruction” inside the ingame menu (Geometry is the best type of 3D, or Z-normal / Z-adaptive).
Concerning zoom, you can of course unzoom like in this video at 7m15s :
(I’m not recommanding to use the same settings as him appart from that, in particular concerning aspect ratio…)But your problem probably isn’t because of zoom only. It’s because you need to raise the FOV (usually 112 horizontally, or 84 vertically).
I suppose you can adjust the FOV this way :
https://www.reddit.com/r/dayz/comments/ug6wu/how_to_adjust_your_fov_aka_how_to_cure_arma2/If this game has DirectVR, you can just use it like in this video at 4m44s :
It will configure most things for you.
Don’t forget to use the virtual monitor (launch VorpX Desktop Viewer with VorpX V24, then your game). It will allow you to use any resolution you want (usually a 4:3 one like 3840×2880).
You should also increase image quality with the options in the second page of the ingame menu : ClarityFX, Sharpness, Texture Enhancement, etc.
Lower gamma in VorpX if needed but not too much in the game.Concerning headtracking, you can change headtracking speed (and you can enable/disable it). It should work when you have the Full VR display mode selected. You can also use it in Immersive Screen.
Use edgepeek shortcut during cutscenes/menu.
BoblekoboldParticipantAll the games I tried on UEVR had no issues with raytracing or graphical settings tbh… I haven’t tried a lot of them though. I definitely have had more issues with VorpX, but I’ve been using VorpX for like almost a decade, so its only logical lol
UEVR doesn’t handle raytracing with Unreal Engine 4. There are a lot of other visual glitches in most beautiful games. Anyway it’s nearly impossible to have max settings with most AAA games from the reviews. A lot of people, including me, have constant crashes depending on the game.
But as I already said, it’s really good if the game isn’t too ambitious, and I understand why you like it with third person game (I personnaly prefer to not have a true full VR view in TPS because I feel less immersed in the character I play).
But I enjoy UEVR with some minor games.
I definitely have had more issues with VorpX, but I’ve been using VorpX for like almost a decade, so its only logical lol
At worse, if G3D isn’t perfect, Z3D never really disable anything important, as far as I know.
??? what do you mean? It isn’t broken, automated or unused…?
It works pretty well and its nicely integrated into UE.It’s unused because the developper of the games didn’t use this to create a clean VR game. They didn’t care or relied on UEVR.
It’s broken because of a lot of reasons (raytracing doesn’t always work, 3D can be strange, it’s blurry at medium/long distance), but most of all, there is camera clipping, animation problems, HUD issues, cutscenes issues, etc.
Most of the time it feels like beeing the developer of an unfinished game when you play a first person shooter. You didn’t experience it because you mostly play third person games.
It’s automated because unless you use a profile, it is.
Without a profile, the gameplay isn’t adapted to VR. And even the camera doesn’t work well in a lot of cases.
Even with a profile, when it doesn’t crash, it’s usually far from perfect and you can feel the game wasn’t designed to be played in VR.VorpX may be less close to exclusive native games, but it relies more on the base game gameplay and animations, so it’s a much cleaner experience from a flat gamer perspective (especially with first person games and if you play seated).
I’m a gameplay programmer, and my role is to ensure games aren’t like UEVR conversions…
Also, didn’t UEVR build its own stereo views by intercepting DirectX drawcalls instead than using the two camera tricks, and thus becoming more “native”? That would be waaaay more performant, don’t quote me on it tho.
I just mean both programs do two renders. I have no way to know how and it doesn’t really matters. VorpX probably use several ways depending on the game.
BoblekoboldParticipantSorry for the legend, this was supposed to be the first screenshot with relatively high FOV :

So I posted the same image twice…don’t look for a FOV difference haha (it’s interresting to see it in low FOV because high FOV is strange on a monitor, and if you play in immersive screen, you see a lower FOV because you don’t see the whole picture).
But in fact a properly configured game is always high FOV (usualy higher than that).You can’t use a higher FOV than 105 in this game so I guess it’s only perfect with a Low FOV VR headset (it’s Ok with mine). Most games don’t have this problem. I really don’t know why recent games sometimes limit FOV like that…
BoblekoboldParticipantVegetation – Close-up full VR :

Arches High FOV full VR :

The arche in the background is already quite clean on the screenshot. It’s better in the G2 with VorpX’s magic. It’s what I like the most in VorpX with a displayport headset. Things don’t get blurry even if they are very far from you. With Metro Exodus it’s a lot better. It depends on the the game engine.Trees medium distance Edgepeek :

Ikran (dragon) Edgepeek Full VR display mode :

A few limited volumetric clouds (not lucky with the weather yesterday).Clouds Godrays Edgepeek :

This one is not so beautiful but it’s funny with the godrays.
(This area is less beautiful except sometimes there is some amazing volumetric clouds / fog but I had no chance yesterday).
It’s interresting because you can see the outlines of the 3D objects.
BoblekoboldParticipantI don’t know if it helps but I tried to capture VorpX the last time I played Frontier of Pandora.
I’m sorry : it’s not the best game to show large outdoors environements because LOD and textures aren’t the best at long distance (compared to Metro Exodus for example), but I’m playing this game right now.It feels actually a lot more realistic in VorpX because I hide some textures defects with AMD Fidelity FX at max quality (without removing too much details on close environments).
It’s quite impressive even if it’s not as photorealistic and perfectly detailed as Metro Exodus. Anyway you don’t really know where to look because of the insane amount of objects so it works very well if you want to instantly forget about reality for a while !
Pandora Moutains in VorpX full VR Without upscale, enhancement filters and 3D :

It’s a lot better in VorpX. I think this is because you can’t see VorpX’s enhancement filters (upscale, sharpening, maybe supersampling, etc.), even without considering there is no 3D here.
If I look at these screenshots in a VR viewer, I have to imagine something twice as detailed, sharp&clear (and with 3D) to be close to the quality of VorpX (even in 2880p without FSR/DLSS).
Even if those are 3840p screenshot without noticeable aliasing.Lower FOV :

BoblekoboldParticipantI have to partially disagree.
Concerning details in VR vs monitor : if used normally, most people don’t really see pixels and details on a 4k/8k monitor.
This is objectively false.
So why people go to the cinema ? It’s easier to notice details on a giant screen.
Ok you can be very close to your 4k monitor, but I really don’t like that, and it’s not curved properly (vertically and horizontally) so it’s not as immersive as VorpX.
If I don’t use VorpX, I prefer video projector because comfort matters and 1080p is enough for me in this case, as long as the display is 2m60 large and not too close I’m happier than with a monitor.But I always play FPS/TPS with VorpX. It’s so good to be in the game, and it’s so much more detailed and beautiful ! And as my G2 is afocal, it’s like looking at a very long distance.
If you play in immersive screen, the displayed game can be larger than your FOV so it can be more detailed than a monitor with the same resolution than your VR headset.
It’s the difference between an hemispherical Imax theater (with headtracking and 3D in this case) and a monitor.Yeah, we agree there, it is also an absolute crazy waste of performance unless you have a way to cull the polygons you aren’t looking at directly though, which is why UEVR is so neat, it is able to use the native software built-in UE to show the game not as AER, but its full proper VR version, with all the software boosts that that means.
It should be a (little) waste of performence (because you still have headtracking). But in fact, in my experience with AAA games, UEVR’s performences and image quality are so much worse that VorpX is still better, whatever display mode you use (full VR or immersive screen).
And it’s not a waste of performance, because it’s very useful (for example if a first person camera is partially locked because for example your character is seated in the original game, it avoids clipping and broken animations you would have in UEVR, and it also avoids to rotate the entire world around you).
It also allow you to clearly see the HUD and to switch instantly between display mode with edgepeek.
It’s a great way to play ! Even if I usually prefer full VR, some games (or some part of them) would be too altered.
It’s the best compromise, and you can only do that with VorpX.Anyway, VorpX always do that, even in full VR (if you don’t want to see borders…)
The game is rendered at high resolution with high FOV and you look at a part of this render (most of it of course if properly configured).VorpX does so too in its VR form I believe, but don’t really know much about how @Ralf does his black magic on it. The fact it works in so many different engines is flatout baffling.
I guess there are several methods. It’s not AER (except Cyberpunk), It’s true 3D stereo in hundred of games (it probably adds an additional camera and move the original one, exactly as UEVR does, except with VorpX it’s not a broken/automated/unused feature from Unreal Engine and it actually performs better in some games, especially DX9 ones).
It’s great to be able to configure 3D settings and it’s more comfortable in a lot of cases (and accurate/immersive in first person games because UEVR can break easily when something is close to your head).But in my opinion, when G3D can’t be perfect, a good Z3D is better than a bad G3D, at least in large outdoors environments, so VorpX’s Z3D options can be the best choices sometimes (even better than UEVR’s G3D in some games because it avoids a lot of glitches and incompatibilties with raytracing, etc.)
And anyway with the most beautiful games if you want good graphics settings, you have no choice. G3D can be too demanding, even when it doesn’t break effects.
BoblekoboldParticipantPPD isn’t everything (It doesn’t actually improve graphics and as I said, it’s even not noticeable for a lot of people). Even actual resolution isn’t really useful above a certain limit depending of the game (because of textures).
And in my opinion, some games are actually more beautiful when they are a little bit blurry (because there can be details you don’t want to see).
Concerning details in VR vs monitor : if used normally, most people don’t really see pixels and details on a 4k/8k monitor.
You see a lot more details in VR because it fills your entire field of view.If you play in immersive screen, the displayed game can be larger than your FOV so it can be more detailed than a monitor with the same resolution than your VR headset.
It’s the difference between an hemispherical Imax theater (with headtracking and 3D in this case) and a monitor.
BoblekoboldParticipantI never use VorpX as a distant 2D screen (except with edgepeek during cutscenes&menus but not so distant). Maybe it’s because you don’t use it in an “immersive” or VR mode.
Everytime I tried, UEVR was particularly bad in 2D screen mode (a lot of aliasing and there is no curvature so there are distortions).
It’s not really relevant in my opinion to compare both programs in their worse modes/configuration (which I would never use haha).
Anyway I mainly use VR mode (or immersive screen) with both programs and VorpX always had a better image quality in large environments.
BoblekoboldParticipantMost of the time, it’s not complicated if you use the virtual monitor (launch Desktop Viewer before hooking) : if the game isn’t restrictive, you just have to modify the game resolution in the game’s video settings.
With Bioshock Infinite, you don’t even need the virtual monitor because the game accept any resolution/ratio you want if you play windowed (but it’s still better if you want to play fullscreen in order to avoid mouse limitations in the main menu).
In addition : some unusual games use physical monitor’s resolution when they are in full screen mode (like Metro 2033 original). In this case you have to specify the windowed mode (in the .cfg file of the game or in the game’s video settings). With this particular game, the window must in addition not be larger than the destkop (you can guess why), so you must actually modify the virtual monitor’s desktop resolution with Windows display settings.
There may be be other special cases.
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I wouldn’t say the viewer automatically look pixilated if properly configured in immersive screen (at least without 3D). I didn’t really compare but it can be very good (at least the way I use it : high FOV, high resolution, low distance and high curvature, so a curved screen larger than my field of view). I think it’s simply more important to choose the appropriate resolution with the desktop viewer. But it may depend on a lot of things (VR headset, settings, etc.)
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Anyway, with hooked games, if you don’t see any difference between resolutions above 1440p or 2160p (or even 3200p), there is a problem somewhere, because it’s not the usual behavior.
It may be because of the game or the profile.
BoblekoboldParticipantI never use auto resolution, but most peope do, and as far as I know it limits resolution (it depends on game profiles).
Make sure you disable it if you want to play in very high resolution.
BoblekoboldParticipant@ Cless_Aurion :
As I said on the other topic, you may have a problem, or unusual expectations (PPD sensitivity regardless of actual graphics quality ?)Maybe it will be patched (if it’s a real problem).
As far as I can tell from my experience :
– PPD aside (I don’t care and I don’t even notice it), there is a HUGE difference between 3840p and 2160p in VorpX with my Reverb G2 in most games. You can see so much more details…it’s just incredible.
– as far as I know, VorpX’s image quality in most AAA games in full VR / immersive screen has no equal (UEVR is a lot worse, at least at medium/long distance, I never got the same result I can have in VorpX, and I’m not the only one). It has been confirmed by other people even several times on Pimax Crystal Light (2880p).
– In VorpX, you can see every detail miles around with a displayport VR headset like Reverb G2. Most people use a Quest 2/3 with compression and are very far to this quality anyway.
– some people used a Pimax 8k here so they would probably have noticed your problem if they had it.About the desktop viewer, image quality seems fine if I don’t activate SBS mode and if I choose correctly the resolution. With SBS mode, it seems to be worse the only time I tried (but maybe it wasn’t VorpX’s fault because of course another 3D program was implied, and anyway it was still better than UEVR).
This is still an issue in V24. It looks about what I could expect a 1440p HMD (like the Vive Pro/Index) to look as.
That’s definitely not normal. I don’t know exactly what you are doing, but VorpX image quality is far beyond a 4k monitor (it displays a lot more details which wouldn’t even exist on a monitor…)
It’s better than any real video I watched (including mines in 8k).
Maybe you don’t use VorpX as intended.
I personnally use it to play in full VR, or alternatively to wrap a giant hemispherical display around me (very close to full VR).
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