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Oct 25, 2026 at 3:03pm in reply to: Please tell me I’m missing something so I don’t give up on this new PC #223548
RalfKeymasterThat’s weird for sure, never heard that before in 12+ years of the profile existing. Anyway, the important thing is you got it working, I guess.
Oct 23, 2026 at 10:10am in reply to: Please tell me I’m missing something so I don’t give up on this new PC #223544
RalfKeymasterGlad you got it sorted.
Judging from the mod description it sounds very likely that it may limit the framerate and/or even hook into and modify Windows timing functions. Things like that may be useful when running alone, but have a fairly high potential of messing up anything else running inside the game process that relies on it behaving normally timing wise.
In genereal trying without mods is always a good idea in case of weird issues. Texture/model packs etc. are usually of no concern, but mods that hack into a game’s inner workings or rendering pipeline like this one can cause severe havok.
RalfKeymasterNotifications are disabled, sorry. In the past there was one particular thread with so many subscribers that the web hoster considered the amount of mails sent because of that thread alone spam. Wasn’t even really absurd amounts, spam-blacklists apparently are quite sensitive these days…
As far as your issue is concerned:
In immersive screen mode you can adjust size and distance for pretty much any potential need after clicking the ‘more immersive screen settings’ button.
For EdgePeek there is an ‘EdgePeek distance’ setting on the image page of the menu (may require expert settings enabled in the config app).
RalfKeymasterDO NOT DO THIS.
It’s counterproductive with vorpX. vorpX uses an asynchronous VR rendering thread, which always tries to maintain 90 fps (or whatever your headset is set to) on its own.
Messing with that in the best case does nothing, but more likely will break vorpX‘s own frame interpolation, the VR runtime’s frame interpolation, or both.
I removed the link. Everyone who wants to break vorpX willingly should at least do a Google search on their own. Provides a little pause to reflect how good that idea might really be. ;)
Sidenote: sounds like a not so great idea even for native VR apps. All VR runtimes have their own internal frame interpolation since the dawn of time. In contrast to a generic frame interpolation these consider headset movement, which is why the generic interpolation feels laggy in comparison.
RalfKeymasterThe buttons do what you think they do. Closing the menu with left+right grip saves the settings to be in line with how many modern games handle their settings menus, which often apply changes immediately without the need for confirmation.
RalfKeymasterMine arrived today. Judging from first tests image quality is great. Even clouds with smooth gradients, quite uniformly colored grass textures in the distance and similar problematic things that tend to cause encoding artifacts on streaming headsets usually, look pretty much perfect.
After about one hour of testing I’d say it’s a great headset for vorpX.
The only caveat for now is that the controllers will need dedicated support. The button mapping doesn’t fully work right currently since the Frame controller’s layout doesn’t match any of the currently supported controller types.
RalfKeymasterSounds like the profile database may have been corrupted. Try a factory reset: config app > trouble shooting page.
RalfKeymasterMust be something getting in the way on your machine. Steam version works fine, checked 2 minutes ago with vorpX 25.1.5.
RalfKeymasterThanks. The desktop viewer/virtual display combo has indeed a few tricks up its sleeves that make it truly unique. Glad you noticed.
Definable virtual monitor default res:
Already on my radar, will come with the next release.
Over/under in FullVR:
I’ll look into it. Sounds like a bug indeed.
Monitor enable hotkey:
The monitor should always come back on after a while (max 30 secs IIIRC) when you take off the headset. There are several safeguards in place to ensure that. A hotkey is a bit of a double edged sword here as you wouldn’t want to hit it inadvertently while playing. Still noted, some unlikely key combination may be a good idea for this.
Crosshair:
If crosshairs are seperatable from other HUD elements, you might be able to disable them yourself with shader authoring (requires expert settings enabled in the config app). Not possible for all games though, lots of games use the same shaders for HUD and crosshair.
Force cap at 60 fps:
That is already possible via the Frame Sync options in the vorpX menu. You can cap the game framerate at a fraction of the headset refresh rate. If e.g. your headset is set to 90, choose 2/3 for a 60 fps cap.
Windows joystick device:
Sounds nice-to-have, but lots of stuff with higher priorities, so no promises in that regard.
Desktop Viewer VLC/MPC
Normally vorpX should should hook the players and then come back to the desktop viewer after closing them, just like what happens when hooking into games. I’ll check whether I can replicate your problem, never heard of an issue with that until now though. As a workaround you can disable hooking from the vorpX tray icon right click menu. That way you can use MPC/VLC without vorpX hooking into them.
RalfKeymasterIn case you upgraded you PC you may need a new key. To get a new key simply follow the instructions in the license dialog that pops up when you lanuch vorpX.
RalfKeymasterThe game has special gamepad handling. It actually does not act like mouse and keyboard, just turning works somewhat different to how gamepad turning works flat. That is a requirement due to how vorpX works in this particular game.
If you happen to already have made any input related changes in the vorpX settings, reset the profile to default. Everything is preconfigured as it is supposed to be.
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BTW: I have removed your other post. Please do not post about the same issue in multiple threads. Thanks! Just makes it harder to reply.
Jun 30, 2026 at 2:43pm in reply to: Virtual Monitor and Vorpx Desktop Viewer problem (attaching to vorpxDesktop.exe) #223290
RalfKeymasterAs said above, the desktop viewer should not, must not (and as you noticed actually can not) be excluded.
If vorpX can’t attach to it, something is very, very wrong. Most likely candidate is some invasive third party antivirus program that gets in the way. If you happen to use anything else than the built-in Windows Defender, get rid of it.
While usually everything is supposed to work with normal user rights, running vorpX as admin might also be worth a shot. Should not be necessary, but just in case.
Nothing to suggest otherwise. There must be something on your machine that gets in the way.
Jun 29, 2026 at 7:45pm in reply to: Virtual Monitor and Vorpx Desktop Viewer problem (attaching to vorpxDesktop.exe) #223286
RalfKeymasterTry thorugh a native API (SteamVR in your case). Virtual Desktop might clash with vorpX’s virtual monitor. Exit the VD Streamer entirely.
If that does not help, and your laptop has a dedicated GPU (most gaming laptops do), the issue is probably caused by your desktop running on the integrated GPU while your headset is connected to the dedicated GPU. Disabling the iGPU in your laptop’s BIOS might help in that case.
The desktop viewer should not, must not (and as you noticed actually can not) be excluded.
RalfKeymasterThe game engine has an insane amount of D3D draw calls per frame, I think the highest I ever encounterd. Since draw calls are essentialy doubled with G3D and on top of that some work is done on the vorpX end per draw call, this is the absolute worst case scenario CPU wise. GPU doesn’t really matter much here. G3D performance in this game is CPU bound.
Try to reduce everything in the game’s graphics options that affects how much stuff is drawn on screen. View distance, NPC density, things like that.
BTW: Lot’s of work has been poured into micro-optimizing CPU performance in the last months, so the next vorpX will likely run a bit better in this scenario, but don’t expect wonders. AC:Unity’s engine just isn’t well suited for any draw call doubling stereo algorithm.
RalfKeymasterThe gamepad override affects actual gamepads as well as emulated gamepad input.
Its main purpose is to ensure mouse based head tracking can work while using a gamepad in games that can’t handle simultaneous mouse and gamepad input. This issue exists for both actual and emulated gamepad input in affected games.
In case of Fallout 3 simply leave everything at default (Really!). After running the memory scanner vorpX does not use mouse emulation head tracking anymore in these games, so that gamepads works natively and motion controllers work in gamepad mode.
There is no need to tweak anything at all in this respect for Fallout 3/4/NV. Reset the profile to default, run the memory scan and you are good.
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