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RalfKeymasterMouse mapping conflicts with the controller in DL2 because the game doesn’t like the use of KB&M and controller input at the same time
That’s actually what the gamepad override solves. When a game can’t handle KB&M and controller input at the same time, the gamepad override ensures that gamepad input gets mapped to KB&M. That way you can use your gamepad and mouse based head tracking whnever a game doesn’t allow both at the same time.
Letting you use your gamepad together with mouse based head tracking in games that have this issue is the sole reason why the gamepad override exists in the first place.
RalfKeymasterI guess I don’t really get your problem, sorry.
- For the FOV to be correct “Optimize game settings” MUST be on, you really should never disable that under normal circumstances. It’s often vital, sometimes even for working 3D.
- To solve your head tracking issue simply do not run the scanner after launch. When you don’t run the scanner vorpX automatically uses its built in head tracking to mouse mapping.
If you experience something else, reset the profile to default. If that also doesn’t help, try a factory reset.
RalfKeymasterYou can/should leave DirectVR enabled, so that vorpX still can adjust the FOV in the config file. Just don’t run the scanner after launching the game. The memory scanner only affects head tracking, not the FOV. In some games it does, but not in this one. The sacnner always says what is affects, in thsi case that’s only camera rotation.
You can simply not run the scanner while letting vorpX still adjust the FOV in the config file. That way vorpX’s head tracking to mouse emulation is used for tracking, while DirectVR still handles the FOV.
RalfKeymasterThanks for the heads-up. Guess I should stick to my own recommendation to not do anything vorpX doesn’t do automatically. ;) Unlike me – who forgot it – vorpX is aware of of this limitaion…
Good to know that there is a hack to remove it completely. Probably not a big deal to apply it in in-memory without hacking the .exe. I’ll look into that.
RalfKeymasterThe FOV for Metro Exodus is a vertical FOV. With default ImageZoom (1.0) that’s 96 deg. vorpX keeps this constant over all headsets to make potential instructions in user profiles stay valid across all headsets.
If you want to max out the ImageZoom (and thus your Quest 3’s vertical FOV), try 105. I’m not 100% whether I recall that correctly though, is probably slightly off.
You can check the precise vertical FOV required for maxed out ImageZoom in the vorpX logfile. Easiest way to access it is createing a trouble shoot archive in the config app. In the logfife (after launching a game), you find a line that looks like this:
INF: OculusRiftDevice: FOV: XX.XXXXX°
That’s your *vertical* FOV for maxed out ImageZoom. In case of Metro Exodus it luckily happens to be exactly what the .ini file wants.
Caveat 1: might also be OpenVRDevice or OpenXRDevice depending on what you have selected in the vorpX config app.
Caveat 2: don’t get distracted by the term ‘OculusRiftDevice’ in the log, that has historical reasons. It’s the right one for all Meta headsets when using Horizon Link.
RalfKeymasterThe gamepad override is necessary if you want mouse based head tracking in many games since many games can’t handle simultaneous mouse/gamepad input. Hence vorpX can override gamepads and map your gamepad to mouse/keyboard. The alternative to that would be no gamepad at all in affected games. So that#s a feature, not a bug. ;)
If you don’t want/need mouse emulation head tracking, you can safely turn the override off. Make sure to set the head tracking sensitivity to 0.0 in that case, otherwise you will create input conflicts in games that can’t handle mouse and gamepad input at the same time.
3D works in both DX11 and DX12, provided you:
- Use the latest vorpX
- Use the latest Witcher 3
- If you have a camera mod installed, try without, will likely interfere.
- Use the profile’s default settings (i.e. 3D set to ‘DirectVR’)
- Do not disable automatic settings, they are often vital.
RalfKeymasterConcerning V25, I still use my Reverb G2 on Win 11 23H2 with WMR + OpenXR. I probably don’t have last Nvidia Drivers. Are you 100% sure I can update VorpX ?
Shoudn’t be a problem.
BTW: I heard good things about the community SteamVR driver for WMR headsets to keep them working on newer Windows 11 versions. Haven’t tried it myself though, so thake that with a grain of salt.
RalfKeymasterFirst please update to 25.1.5. No support requests for outdated versions please. V24 has always been an optional beta release. There is no point at all in sticking to V24, except you want to keep a multitude of beta-bugs (and a fatal black-screen glitch introduced by some nVidia driver update a while ago). :)
That aside please double check whether the game in question has working Z3D in VR headset mode. Just switching on the option in the vorpX menu for an unsupported game does not guarantee working Z3D. Usually a bunch of parameters have to be defined in the profile so that vorpX can find the (correct) depth buffer.
RalfKeymasterSounds like some game update may have broken the DirectVR scanner profile. I’ll take a look at that, thanks for the heads-up.
Since the scanner only provides head tracking for this game, there is no point running it until the profile is fixed, so you can simply use vorpX’s built in head tracking to mouse mapper by not running the scanner for now.
RalfKeymasterSemi related sidenote:
The next vorpX will finally have G3D support for the fan-made System Shock 2/Thief/Thief 2 DX9 renderers.
Since these DX9 renderers use DX9 in a rather unusual fashion that clashes with how G3D normally works in vorpX, G3D support requires a specific new method that probably only ever will make sense for these three games. So that always stayed on the backest of all imaginable backburners. ;)
But – low and behold – mere 13 years after wondering for the first time why the heck this doesn’t just work, it finally will very soon. G3D, scalable HUD included.
Mar 16, 2026 at 11:20am in reply to: Possible to have Vorpx desktop viewer automatically enable virtual monitor? #222945
RalfKeymasterThat’s actually what it is supposed to do per default, i.e. with the ‘Activate when you put on your headset’ option checked in the config app on the Virtual Monitor page. Should work with any headset that has an activity sensor (which probably means all headsets).
Caveat: that only applies to the desktop viewer, not to launching games directly since any monitor has to be active on game launch for games to detect it properly.
RalfKeymasterIIRC Dishonored 2 was the game where for some moving objects (e.g. doors) the according vertex shaders compose their projection matrices in the shader instead of taking a readily composed matrix as input like a decent, well behaved shader would. ;)
Unfortunately this little speciality clashes with how vorpX produces its (non-DirectVR) G3D. Almost certainly solvable, just one of those game-specific quirks on my nice-to-have-list that I never get around to actually address. Maybe some day…
Mar 9, 2026 at 11:52pm in reply to: Request to disable burn-in protection — medical use case (PTSD eye therapy) #222930
RalfKeymasterForcing a GetTrackedDeviceActivityLevel() hook to return UserInteraction should work. That’s what vorpX queries to get the device activity from SteamVR.
Caveat: vorpX loads its own openxr_api.dll renamed to vpenvr_api.dll to avoid potential version conflicts with a couple of games that also load OpenVR. Not sure where you are injecting your hook, but that might affect what you have to hook.
Disabling this on the vorpX end is not really an option, sorry. Would cost me at least a week to do that safely since it’s used as trigger for the virtual display monitor auto activation/deactivation. Even miniscule changes affecting that require an insane amount of testing to ensure noone ends up with both a black headset and black (actual) monitor.
RalfKeymasterdid you checkthe FAQ post on the top of this sub forum?
My activation key cannot be verified.
Please double check whether the request code in the license dialog is the same as in the key e-mail. If not, send us your new request code. Also please make sure to enter the data in the name field correctly. It has to look exactly like in the key e-mail. Use copy and paste to avoid typos. The key e-mail has an example image attached that illustrates how it’s supposed to look.
RalfKeymasterI think you have to run the game in DX12 mode for that. Not sure whether that works more reliable these days than it worked when they introduced their DX12 version. Haven’t tried in a while and at least back then there were some heavy FPS and stability issues with vorpX in DX12.
If in doubt stick to DX11, which is probably better performance wise anyway.
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