vorpX 21.2.1 Released

Originally this was supposed to be just a maintenance update, but in the end became an almost-major-release due to two huge additions in the form of vorpX connection mods for GTA V and Red Dead Redemption 2 that provide a great out-of-the box FullVR experience for both games. Both are still somewhat beta, but good enough for a first public release.

The connection mods implement perfect 1:1 headtracking, decoupled walk/look/aim, auto switching to EdgePeek in cutscenes and menu screens for improved comfort, and unique VR optimized cameras for both games that get rid of nauseating head bobbing and whenever possible the equally nauseating moments where the games briefly take away control, e.g. when entering a car or mounting a horse.

They also add Alternate Frame Geometry 3D for both games. If you are sensitive to the comfort issues inherent to AFR 3D, vorpX’s built in 3D methods are still available without losing the other benefits of the more direct connection like positional tracking and decoupled walk/look.

Nice detail: For the heck of it GTA V got an additional driving view that mounts the camera on a car’s hood, similar to what you may know from many racing games. Turned out to be the most fun and immersive way to cruise through Los Santos you may have ever experienced.


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

Supported headsets: Oculus Rift, Rift S, Quest 1/2 (via Oculus Link), HTC Vive, Valve Index, Pimax, Windows Mixed Reality and other SteamVR compatible headsets.

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

  • Dedicated connection mods (BETA) for Red Dead Redemption 2 and GTA V to provide a great out-of-the-box FullVR experince: VR optimized cameras, decoupled walk/look, auto EdgePeek handling, alternate frame G3D, and more.
  • The shader authoring tool can be used on top of official profiles now.
  • Profiles can now be restored to default from within the game, having to switch to the config app for that was always a bit clunky.
  • Internal frame interpolation can handle alternate eye rendering without relying on support provided by headset runtimes.
  • Fallback hooking that improves compatibility with some mod loaders (e.g. Resident Evil 2)
  • ‘Loft’ cinema environment (finally) finalized.
  • Some textures were blurry in cinema scenes since earlier this year.
  • OpenXR now working for games that utilize nVidia Ansel, e.g. SW: Battlefront 2.
  • DirectVR memory scanner caching didn’t always work as intended.
  • D3D9: Fixed a regression that could cause heavy flicker in older fixed function pipeline games (e.g. GTA: Vice City with the D3D8>D3D9 wrapper)
  • Head roll wasn’t always applied as intended (e.g. Resident Evil 7)
  • Some Epic Launcher and EA Desktop related improvements
  • Elder Scrolls Online: HUD shader fixed for latest game release.
  • Fallout 4: Lightning shader fixed (thanks RJK)
  • Skyrim SE: Some effect fixes (thanks RJK)
  • Mass Effect: Legendary Edition: ME1/2: G3D/Z3D profiles added, note that G3D performance isn’t exactly great due to a somewhat ineffecient D3D9 to D3D11 conversion. Especially for ME2, which doesn’t look that much better, the DX9 original is still recommended.
  • MPC-HC/VLC: some default settings tweaks,

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