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RalfKeymasterAll good, glad you got it sorted. Always a good idea to use a VR headset when checking a VR app, I guess. :)
RalfKeymasterI have updated the profile with the new HUD shader definitions. Should work again with a scaled HUD now, at least until some TESO update breaks it again.
An updated profile database should download automatically when you launch vorpX next time. If not you can grab the profile on the cloud profiles page of the config app, it’s named ‘The Elder Scrolls Online [vorpX]’, the [vorpX] indicates that this is the official profile you want for updating the shaders.
RalfKeymasterI see. I settle this issue then. Please try some other games. Preferably some with official profiles.
RalfKeymaster“while with Vorpx it’s limited to client area”
That is to be expected and on purpose. It’s meant to keep the mouse inside the game window when run windowed. Some, especially older, games don’t handle that correctly by themselves and don’t work right without catching the mouse. I’ll put SpaceEngine on my nice-to-have official profiles list, looks interesting enough. There I would be able to override this behavior.
Can’t say anything more to your input issue before running some Windows 10 tests myself. So far no other reports like this several days after release though, which hints more towards an individial config issue than something general.
I somehow doubt logs will contain anything really useful in this case, but please create a trouble shoot data archive in the config app and send it to support at vorpx com. With some luck I can spot something.
RalfKeymasterInteresting, never heard of that. vorpX does use GetAsyncKeyState(), but not in the hooked game. It updates the keyboard state in the vorpControl app and then relays that to the game via interprocess communication. It does hook the function though inside the game for various reasons. I’ll check TR3 in Windows 10. If I find something unusual, I’ll let you know.
BTW: vorpX quite heavily relies on interprocess communication like the one described above between all its parts, which makes mixing components from different versions dangerous and likely to cause havoc. Don’t do that.
Just in case you may also try a uninstall/reboot/reinstall like I suggested to Dellrifter above. Just to be 100% sure everything is really at 25.1.1.
RalfKeymasterYes, it’s supposed to resume after exiting a game. Also the auto recentering every 5 seconds is not supposed to happen, only once when the desktop viewer switches to the virtual monitor. For the lack of a better suggestion, try a uninstall/reboot/reinstall. Maybe the background service didn’t update correctly for some reason. Both the not-resuming part and the recenter issue point at something being wrong service wise.
RalfKeymaster@ ENBSeries
Can’t replicate that here unfortunately, trying TR3. So the only suggestion is to make sure that the game runs in the foreground by clicking in its windows once after it started. BTW: IIRC only DX7 games work in 3D with dgVoodoo+vorpX, not DX1-6.
@ ryoshenron
Sounds as if everything works as it should. With the desktop viewer vorpX now switches to its new virtual display, which supports all vorpX specific resolutions per default, let’s you easily add even more in the config app, and for a uniquley (at least I think so) smooth desktop experience runs at the refresh rate of your headset. Other displays are blanked out on purpose since 1. mirroring the virtual display on them is unlikely to work due to resolution/refresh rate mismatch, 2. that way games only see the virtual display, which makes using it in games hassle free.
If you don’t need/want that, e.g. because you want to show others what you do in VR, you can easily revert back to the prior behavior by disabling the virtual display in the config app. However, the virtual display is so useful in so many ways that I’d heavily recommend to only disable it if you absolutely need your other displays while in VR.
RalfKeymasterGlad you got it sorted. Temporarily switching to a VPN or using a phone as a temporary access point via USB/WiFi tethering is a good way around this issue whenever caused by some internet hiccup.
RalfKeymasterGlad you found a way to address this. Normally the UI should be scalable in the game, and the cursor should fit accordingly. Unfortunately UI scaling can break when a game gets updated. I look into that.
Changing the UI scale to 1.0 in the vorpX menu can serve as a workaround until I upload an updated profile.
If you want to dive into stuff like that yourself, you can also enable shader authoring on the general page of the config app, and try to find the new UI shader(s) yourself. If you are a little bit tech savvy, that should be fairly easy. Otherwise check the cloud profiles in the config app in a few days for an updated official profile.
RalfKeymasterThe next release will focus more on games and less on internal improvements/clean-up. Besides that no promises at this point, a FS25 profile is not unlikely though.
Logs would be great. You can create a trouble shoot archive in the config app.
However, due to an oversight on my end that won’t contain the log(s) I’m mostly interested in in your case. Please also collect the following two logs manually: C:\Windows\Temp\vorpService.log, which is the most important one, and (if it exists) vorpService.log from your user temp folder. To easily find the latter you can paste %TEMP% into the Windows Explorer location bar.
Please send everything to: support at vorpx dot com. Thanks in advance!
RalfKeymasterYour post offended the spam filter due to the many links, sorry. I removed most of it to make sure it stays.
In regard to your actual problem I can’t say much unfortunately. If you maybe have some mail forwarding to your own server configured in Gmail that’s probably the issue. Just a wild guess though, other mails from Gmail arrive without problems.
Anyway: As an alternative use the contact form (Support > Contact in the menu above), although it says to not send key requests that way. Will take a bit longer since the license server can’t respond to messages sent via the form automatically, but I’ll make sure your key is sent manually.
RalfKeymasterYep, as far as I can tell all games that had been broken by driver 580.88+ should work fine again.
RalfKeymasterWith Windows 10 and Windows 11 < 24H2 you should still be able to use the old WMR SteamVR plugin from Microsoft in the meantime. IIRC the community WMR SteamVR driver was supposed to be released yesterday. But I might be mistaken in that regard.
Aug 30, 2025 at 6:34am in reply to: VorpX WAS working. Just updated. AVG stepped in. Won’t work even disabled #221957
RalfKeymasterWorks fine here. Reply from a few days ago in your other thread:
I could fix the issue by making SineMoraEX.exe large address aware, which raises the amount of RAM available to the game above the 2GB limit old 32-bit games have per default.
That’s always worth a shot if you encounter issues like this with older 32-bit games on modern systems, regardless whether they actually run out of memory or not. Especially if you know they worked before.
A small tool that can make 32-bit .exe files large address aware can be found here:
https://www.techpowerup.com/forums/threads/large-address-aware.112556/Caveat: Only try this if you actually run into issues with a 32-bit game. In some, although probably rare, cases making a game large address aware can introduce new problems.
Aug 30, 2025 at 12:27am in reply to: VorpX WAS working. Just updated. AVG stepped in. Won’t work even disabled #221953
RalfKeymasterSome of the more annoying/invasive third party antivirus programs are fairly difficult to disable. The three options you have are listed in my reply above.
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