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RalfKeymasterNo comment policy regarding any development related questions since ages for reasons. Won’t change, even knowing for sure that you definitely aren’t one the reasons. Sorry.
RalfKeymasterStutter:
Sounds like something might be off with the Link connection. vorpX can be quite demanding, but with your PC most games should work well. If you are sure that Link itself works fine, try to lower some ingame graphics settings. Depending on the method converting a game to stereo 3D costs ~10% (Z3D) to ~50% (G3D) performance. On top of that there is some additional overhead caused by sending the game to the headset.
So even with a 5090 in demanding games you may have to lower some settings to account for the stereo 3d performance impact and to ensure that there is some headroom left for smoothly sending everything to the headset.
Resolution:
You have to set the resolution in the game options or in the vorpX menu for game profiles where vorpX can handle that automatically (vorpX shows a notification on start if that’s the case for your game). To get higher resolutions than your monitor allows, please check the ‘Custom Resolutions’ section in the vorpX help. For ‘FullVR’ mode you typically want a 4:3 res, for cinema/immersive screen 16:10 or 16:9 work best.
General:
To familiarize yourself with how vorpX works you should definitely check the various guides in the vorpX help. At the very least the ‘Essential Hints’ section. That’s time well spent, will answer a lot of questions you may have.
RalfKeymasterTypical symptom of a version mismatch between Cyberpunk and the CyberEngineTweaks modding framework, which the mod portion of the profile is based on.
1. Make sure ypou have the latest Cyberpunk version.
2. Make sure to use the latest version of the Cyberpunk mod (OR in case you are using the regular vorpX 24.1.0 let it download the latest profile update when asked about that).If you are 100% certain that both are up-to-date and it still doesn’t work, a new Cyberpunk update may just have broken things again. In that case please read the huge blue instructions panel in the launch environment for infos regarding a manual CyberEngineTweaks update.
RalfKeymasterI don’t recall currently what button you need to press, but since per default gamepads are fully emulated with VR controllers, there shouldn’t be any issue in that respect.
Just in case: don’t forget about the second mapping set (press and hold the left grip button).
RalfKeymasterPlease carefully re-read my reply above.
Again for your convenience: if you want the screen to be fully utilized, you have to raise the ImageZoom option in the vorpX menu above 1.0 (at the expense of cutting off pixels from the top of the game image due to the asymmetrical nature of the screen usage in VR headsets). In some games the ImageZoom may be capped though for one or the other reason.
Jun 22, 2025 at 8:17pm in reply to: [SOLVED] Won’t be recommending VorpX anymore due to low resolution bug :( #221564
RalfKeymasterThe res is not always twice the game res. That’s a max value to avoid excessive upsampling.
To be extra sure I didn’t misremember anything I just did a little test, mimicking your not exactly common use case: with a game running at 5500p, vorpX under normal circumstances creates a 5500p headset render target, even if the headset (through SteamVR) requests less than that. vorpX is a lot smarter in that respect than you assumed, you don’t have to (and actually shouldn’t) tinker with SteamVR supersampling at all for vorpX.
I can’t really tell what’s wrong with your setup, but you have to look elsewhere to pinpoint the source of your problem. Might be the game not actually running at the desired res, might be your headset’s software doing weird stuff or whatever.
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Please first check what res your headset actually requests from SteamVR without any supersampling tweaks. Try that or something close to it as your game res.
Then double check whether the game actually runs at that res, ideally without excessive DLSS or similar upscaling tricks. That’s paramount. Nothing else matters if the game itself doesn’t run at the desired res.
Only if things work as intended that way, start with your uber-hi-res experiments.
Jun 21, 2025 at 4:44pm in reply to: [SOLVED] Won’t be recommending VorpX anymore due to low resolution bug :( #221556
RalfKeymasterHuh? The max height of the image vorpX sends to the headset is twice the game resolution’s height, more would be a fairly stupid waste of GPU memory. You (obviously) have to raise the resolution in the game options if you want a sharper image in your headset.
If you e.g. run a game at 1080p, vorpX caps the iamge sent to the headset at 2160p, which is already more than what makes sense given the 1080p input regardless of your headset’s screen res. The important resolution image quality wise for vorpX is the game resolution. When you raise it in the game options, vorpX will automatically raise the final res sent to the headset accordingly.
TLDR:
Raise the game resolution to get a sharper image. If you are limited by your monitor in that respect, check the ‘Custom Resolutions’ section in the vorpX help or alternatively use the vorpX virtual monitor in 24.1.0.
RalfKeymasterThe Quest, like most headsets, uses its screen in an asymmetric way, i.e. more pixels are rendered below the eye than above to accomodate human vison that focuses more on things on the ground than above. The idea behind that is to have more pixels available where it counts (below).
Displaying a normally rendered game (meaning same amount of pixels above and below the camera center here) on your Quest with the viewpoint correctly aligned to your eyes leads to the observed effect unless you cut off pixels at the top of the image. If you want you can do that in most games by raising the ‘ImageZoom’ value to its max. Might be capped in some games though for one or the other reason, e.g. if a game doesn’t allow to set its FOV high enough.
RalfKeymasterRandom vorpControl crashes when launching vorpX or games should be gone in the next release. Until then switching back to the regular build instead of using 24.1.0 should also help if the issue is too annoying on your machine.
RalfKeymasterThere are two ways to deal with such annoyances directly in vorpX.
- Setting the EdgePeek 3D-multiplier to 0 in the profile settings. That way switching to EdgePeek, which makes sense for using menus anyway, will take care of misaligned HUD/menu elements.
- Temporarily disabling 3D with ALT+X (configurable in the config app).
Both methods *should* always do the trick. If not let me know.
RalfKeymastervorpX renders both eyes at full size and then scales the result down horizontically. So under normal circumstaces you get half-res SBS images with 2×1 supersampling, i.e. considerably better than rendering directly at half width.
RalfKeymasterAs long as you are here you might have noticed that – on principle and for good reason(s) – questions regarding development don’t get answered at all (or at least almost never) since many, many years. Won’t change, sorry.
RalfKeymasterIngame only. And before you ask :) : duplicating the entire input binding UI in the config app is extremely unlikely to happen, sorry in advance.
RalfKeymaster@ queenvik:
Your link requires a login, so unfortunately I can’t check it. What window do you mean? If it’s the config app, check the compatibility settings of the .exe properties dialog (right click on the ‘Configure vorpX’ desktop shortcut > Properties > Compatiblity). Make sure to 1. NOT enable any compatiblity mode. 2. Use the default High-DPI settings.
RalfKeymasterAs far as I’m aware the DX11 option has been removed from the 2025 edition, it’s DX12 only now.
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