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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.
RalfKeymasterSounds like maybe vorpX‘s virtual monitor kicks in. Should per default only happen when you use the vorpX desktop viewer, but to make sure that‘s not the issue, you can try to disable it entirely in the config app on the Virtual Display page.
RalfKeymasterYou can try a little trick to exclude narrator.exe by creating an empty textfile (or use any other file) and rename it to narrator.exe. Caveat: displaying file extensions in the Windows Explorer options has to be enabled, otherwise you might end up with a file named narrator.exe.txt.
RalfKeymasterYep, no DirectVR 3D without the connection mod. vorpX needs to communicate with the game. That’s also why camera mods almost certainly will interfere.
RalfKeymasterAlways a bit difficult to assign time for something purely cosmetic as this. Will probably take about a full week to make the app themable in the first place and then finalize and tweak everything.
Already moved up the priority though, considering how common dark themes are these days at some point it clearly has to happen. Thanks for the reminder.
RalfKeymasterWill cost quite a bit more time than one may think, hence on the nice-to-have-list for quite a while. But I guess it’s about time…
Will *probably* (meaning 80% sure) be in the next update.
RalfKeymasterCamera mods may indeed interfere with how DirectVR 3D works. No way around that except removing the offending mod.
RalfKeymasterThe current vorpX version has flawless G3D with both DX11 and DX12 using the latest game version. Just make sure that the 3D-method stays at its default (DirectVR). Caveat: camera mods may interfere.
RalfKeymasterI added a profile for the game. You should receive a profile database update next time you launch vorpX. If not, you can grab the profile manually on the cloud profile page of the config app.
Steam should just work, GamePass requires an additional step:
The automatic hook helper installation fails currently for the GamePass version. Will be addressed in the next regular vorpX update, until then please manually copy the dxgi.dll file from the link below to [Your Forza Horizon 6 Folder]\Content
https://www.vorpx.com/share/7743-2761/dxgi2510.zip
the password for the ZIP file is ‘vorpx’ (without quotes).
RalfKeymasterJust in case you didn’t check that already: make sure that the game actuall runs at the desired resolution in the game’s graphics/video options.
RalfKeymasterI uploaded a an updated profile to the cloud (Config app > Cloud Profiles).
Caveat: Only the D2X-XL port is covered, other ports almost certainly either won’t work at all or have no stereo 3D.
RalfKeymasterThat sounds weird for sure. Try this workaround. Afterwards you should see the A/E label above the screen right away.
- Paste this address into your Windows Explorer address bar and hit enter: %ProgramData%\Animation Labs\vorpX
- Open ‘extra.ini’ with a text editor (e.g. Notepad)
- In the [StartRoomFinished] section add ‘your-game.exe=True’ (without quotes). Caveat: your-game.exe must be the main game .exe that vorpX actually hooks into, not a potential launcher.
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