vorpX 19.2.0 Released

vorpX 19.2.0 has been released.

Most prominent functional addition in this release is a C API for modders that provides easy, vendor agnostic access to headset properties like tracking or camera data and on top of that some vorpX specific functions for a streamlined user experience. If you are a modder working on a camera/FOV mod for a game, check the vorpX help for instructions and code samples. If you aren’t a modder yourself, spread the word!

The release also comes with a variety of smaller improvements and of course new game profiles have been added as well as various existing profiles have been revisited and improved.

For a detailed list of changes and additions check the changelog below.


If you don’t own vorpX yet, you can buy it here:

Supported headsets: Oculus Rift (DK2 still works), HTC Vive, other SteamVR compatible headsets (e.g. Windows Mixed Reality)

If you already own vorpX, it should auto-update when you start vorpX Control next time. If it doesn’t for some reason, simply use the web installer that you received when you purchased vorpX. It will download the latest version available.


Full Changelog

New/Changed:

- C API that provides headset/vorpX functions for mods that use vorpX as renderer. Enhances the
  user experience, also no more conflicts due to multiple VR API instances. Details in the help.
- More DirectVR resolution steps added (up to 2400p), check the 'Custom Resolutions' help section.
- Various compatibility improvements in the DX11 pipeline
- Support for newer (Windows 10) DXGI interfaces
- Headset render target size calculation handles edge cases better
- Config app remembers folder paths for various open/save dialogs between sessions
- Stereo separation for EdgePeek mode can now be scaled instead of just switched on/off 
- Larger screen distance range in Immersive Screen Mode
- Help updated and expanded

Bugfixes:

- Mapping VR Controller buttons in the vorpX menu didn't work correctly anymore
- Fetching cloud profiles could fail after server update
- G3D to Z3D switching could cause visual glitches in some games with complex render pipelines,
  the other way around may still require a restart in such cases.
- FPS counter could not be displayed if first activated while FPS warning was shown
- ALT key override state wasn't correct on game start regardless of saved setting
- Positional tracking in z-direction was slightly too strong in some games
- Some deprecated settings were treated wrong, causing issues with loading their new counterparts
- Enabling/disabling the DirectVR FOV via the vorpX menu did not work as intended in some games
- Shaders could appear multiple times in the 'All Shaders' list of the shader authoring menu
- Loading/restoring settings from the shader authoring menu did not undo all previous changes

New Game Profiles:

- Metro Exodus: G3D/Z3D, FullVR, 3D HUD, DirectVR: tracking, FOV, resolution, tweaks
- Borderlands GOTY Enhanced: G3D/Z3D, 3D HUD, FullVR, DirectVR: tracking, FOV, resolution, tweaks
- Sekiro: Shadows Die Twice: G3D/Z3D, Immersive Screen Mode, 3D HUD
- Mordhau: G3D/Z3D, FullVR, 3D HUD, DirectVR: FOV, resolution, tweaks
- F1 2018: G3D/Z3D, Immersive Screen Mode, 3D HUD, DirectVR: tweaks
- Battlefield V: Z3D, FullVR, DirectVR: resolution, FOV, tweaks

Game Profile Changes/Fixes:

- Saints Row III: shadows/HUD defined, defaults to immersive screen mode now
- Space Engineers: DX11 support: G3D/Z3D (Z3D recommended for performance)
- Far Cry 3 Blood Dragon: G3D and DirectVR fixed
- Resident Evil 7: better wide angle headset support. Make sure to reset the profile after update!
- Prey [2007]: OpenGL hooking was accidentally diabled
- Deus Ex: Mankind Divided: G3D positional tracking unlocked
- Dark Souls III: Some objects where displayed at wrong depth

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