vorpX 25.1.4 Released

vorpX 25.1.x reunites the regular and the ‘cutting edge’ branches. For those who until now used the regular version it brings three major new features: motion controller gestures, a rewritten desktop viewer and a virtual monitor.

Those who already used the cutting edge build can skip to the full changelog at the bottom of this page to check what has changed since then.


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.


Motion Controller Gestures

You can now map predefined motion controller gestures to key presses and gamepad actions. Aminig down sights, reloading, melee combat, steering wheels and a lot more gestures are available to turn flat games into more immersive VR experiences. While not every game benefits from gestures in the same manner, some (e.g. first person shooter games) can actually feel close to native VR that way. Even seated just a handful of gestures can tremendously improve immersion compared to playing with a gamepad or mouse/keyboard.

Various profiles already have gestures predefined, try e.g. Cyberpunk 2077, Starfield, Titanfall 2 or Aliens Colonial Marines. More will follow. For other games you can easily define gestures yourself. Be amazed how easy that is and how well it can work. Check the video below for a brief introduction.

Desktop Viewer Rewrite

The rewritten desktop viewer now handles high GPU load a lot more stable and also addresses a bunch of annoyances the old desktop viewer had, e.g. the inability to display Windows admin rights prompts.

If vorpX can’t hook a game, try the new desktop viewer. Especially in tandem with the third new feature the vorpX desktop viewer now is the ultimate VR flat game cinema.

Virtual Monitor

The new virtual monitor makes running games at higher resolution than your actual monitor allows a breeze. All important resolutions are predefined, and you can easily add more if you want in the config app.

Added benefit for desktop capturing and playing games unhooked with the desktop viewer: the virtual monitor always runs at the refresh rate of your headset, which removes any form of micro stutter that normally is the result of capturing e.g. a 60Hz monitor and displaying it on a 90Hz headset.

The easiest way of using the virtual monitor is launching the vorpX desktop viewer and putting on your headset. Per default vorpX will then switch to its virtual monitor.


Full Changelog

Biggest changes from official (21.3.5) to last cutting edge build

  • Motion Controller gestures that easily let you map VR controller gestures to key/button presses. vorpX gaming as close to native VR as never before.
  • A virtual monitor has been added that lets you play games at arbitrarily high resolutions and always has the exact same refresh rate as your headset, which is especially great in cunjunction with the desktop viewer. The smoothest VR desktop experience ever.
  • Desktop viewer rewritten to minimize CPU/GPU usage, get rid of a few annoyances, and work great with the new virtual monitor.

Biggest changes since 24.1.0

  • Redesigned rendering/post-fx pipeline that significantly reduces the amount of GPU memory used by vorpX at high resolutions.
  • Custom memory manager that keeps memory allocated by vorpX separated from game memory as much as possible. Improves general stability everywhere, most notably when using high resolutions with some 32-bit games, e.g. Dragon Age Origins, Venetica.
  • Special treatment for 32-bit games able to handle more RAM than the usual 32-bit 2GB limit. vorpX can now detect and directly utilize the extra memory. If you encounter crashes with 32-bit games at high resolutions, check the internet for tools that make them ‘large address aware’. Note that trying that with modern 64-bit games has no effect, those can use all your RAM per default.
  • Major (ongoing) spring cleaning continued: lots of internal changes and refactorings that improve general stability and/or help keeping the developer of this Tower of Babel happy.

Noteworthy smaller changes/fixes since 24.1.0

  • Optimized texture sharing between game and vorpX threads. Fixes DX12 black screen caused by nVidia driver 580.88+ and in general may/should be a bit smoother under high GPU load.
  • Improved cursor tracking. Fixes cursor flicker in some games (e.g. AC:Valhalla/Odyssey).
  • Cinema mode uses reduced lightmap sizes in 32-bit games that aren’t large address aware to squeeze out some extra GPU RAM for higher resolutions.
  • DX9: Some rarely/never encountered StateBlock related stuff handled. Just in case.
  • DX9: Some hooking related changes that may improve hooking reliability in some edge cases.
  • DX9: Generic 3D/Headset modes did not work on some AMD GPUs
  • DX9: Fixed an issue that could cause games to hang on device creation.
  • DX9: Fixed an issue that could cause games to crash on display mode change (e.g. Venetica).
  • DX9: Fixed an issue that could cause games to crash on load (e.g. GTA IV).
  • DX9: Fixed an issue that could cause games to hang in fullscreen mode (e.g. Splitter Cell 3).
  • DX9: The start scene had some weird render glitches in ‘Generic VR headset’ mode.
  • DX10: Potential exception on init (e.g. Crysis DX10)
  • DX11: Various additions that deal with rarely used DX11 features (e.g. WoW non-legacy DX11)
  • DX11: Various changes for improved performance, up to 300%! Don’t get too excited though, that is an outlier. Usually expect anything from 0%-15%.
  • DX11: More efficient multithreading. Improves FPS in heavily multithreaded games (e.g. Elex 2).
  • DX11: Image was garbled in some games, e.g. ArmaA III (24.1.0 regression).
  • DX11/12: Optimized shader code bookkeeping. Can save hundreds of MB of RAM (e.g. Horizon: ZD).
  • DX12: More efficient resource bookkeeping. Improves performance by up to 20% (e.g. Uncharted 4).
  • DX12: Optimized multithreaded handling. Fixes hiccups/uneven FPS in some games (e.g. The Last of Us/Uncharted 4).
  • DX12: display mode switching/window resizing could fail for some games (e.g. Far Cry 6)
  • DX12: various authoring hotkeys did not work.
  • Tracking: The jump/crouch detection didn’t work correctly anymore.
  • vorpX control: Fixed an issue that could cause the app to crash on startup (24.1.0 regression).
  • vorpX control: Fixed an issue that could cause the app to crash after installing hook helpers.
  • vorpX control: Fixed an issue that could cause the app to hang after running for a while.

Game Profile Changes/Fixes since 24.1.0

  • Cyberpunk 2077: support for latest game version.
  • Dark Souls III: scalable HUD didn’t work under some circumstances.
  • The Elder Scrolls Online: shader fixes for latest game version.
  • The Witcher 3: The mod portion of the profile could activate itself without vorpX running.
  • World of WarCraft: vorpX did not work anymore after removal of the D3D11 legacy renderer
  • Abzu: ini changes were applied on each launch instead of just once.
  • Hellblade: ini changes were applied on each launch instead of just once.
  • Observer: ini changes were applied on each launch instead of just once.
  • Prey (2006): resolution wasn’t set as intended due to a typo.
  • Conarium: improved DirectVR memory apply on/off check
  • Deus Ex: Human Revolution: various fixes.
  • The Surge: motion blur hint added.
  • Morrowind: MGE shader chain could become unavailable when changing .ini settings.
  • dgVoodoo2: support for versions > 2.7+

Maintenance updates since 25.1.0

25/12/20 | vorpX 25.1.4 has been released

This maintenance update mainly focuses on an annoyance affecting mouse/keyboard players in some games that upscale the image to the monitor size. Under certain circumstances that can lead to vorpX’s stereo cursor being shown at a wrong position, making it difficult to hit buttons in menus etc. Various reasons for this super annoying glitch are now covered. The remaining will follow later.

Apart from that there have been a few more fixes and a new profile for Farming Simulator 2025 with automatic FOV and a scalable HUD.

Click here for a list of noteworthy changes

  • vorpX: Improved stereo cursor rendering in games that upscale their output.
  • vorpX: Z3D could break in some games after taking off the headset.
  • vorpX: some games could crash with Windows display scaling set to 150/175.
  • vorpX: some games could crash on audio device change (25.1.3 regression)
  • Farming Simulator 2025: new profile with HUD scaling and DirectVR FOV.
  • Farming Simulator 2022: DirectVR FOV update.
  • Fallout 4: DirectVR FOV scan was broken after a game update.


25/12/16 | vorpX 25.1.3 has been released

Another maintenance update, mainly addressing various issues and annoyances that came up since 25.1.2. Aside from the fixes there is a subtle improvement in regard to how the game/desktop images are sampled before sending them to the headset. Power users can also configure the sampling method now with expert settings enabled.

Click here for a list of noteworthy changes

  • vorpX: Battlefield 2 could crash on map load.
  • vorpX: some games could crash on CPUs with more than 12 cores.
  • vorpX: different image sampling methods for screen/FullVR modes.
  • vorpX: image sampling method user selectable (expert setting).
  • vorpX: option to improve FPS in games that limit core count (e.g. Witcher 1 GOG).
  • vorpX: back to OpenXR 1.0 due to outdated runtimes (eg. Valve, Virtual Desktop).
  • vorpX: relaunching games with another graphics API could fail.
  • vorpX: DX9: (rare) 64-bit DX9 games ran at roughly half the supposed FPS on Win11.
  • vorpX: DX9: some FPS lost since quite a while have been reclaimed (eg. Skyrim).
  • vorpX: DX11: Z3D did not work anymore in several games (e.g. COD Black Ops III).
  • vorpX: DX12: fixed an (currently unused) Z3D method that didn’t work at all.
  • vorpControl: hook helper install auto API detection didn’t work anymore.
  • vorpControl: creating desktop shortcuts did not always work anymore.
  • vorpService: fallback for virtual display/desktop viewer not working on some PCs.
  • vorpService: The virtual display didn’t always get disabled on standby as intended.
  • vorpService: Quest Link detection not working anymore after a recent Link update.
  • Just Cause 3: depth buffer detection could fail occasionally.
  • The Witcher 3: DirectVR: camera position was broken, second position added.
  • The Witcher 3: DirectVR: auto EdgePeek for menus, cutscenes etc. didn’t work.
  • Elder Scrolls Online: shader parser to detect future UI changes automatically.
  • F1 2019: restarting with DX11 didn’t work anymore.
  • F1 2020: restarting with DX11 didn’t work anymore.


25/09/12 | vorpX 25.1.2 has been released

Another maintenance update with about a dozen noteworthy changes and fixes.

Click here for all changes

  • Head tracking mouse emulation did not work anymore in desktop viewer.
  • Messages shown in some games on start could become unresponsive.
  • Mod component install with the virtual display failed due to an unclickable prompt.
  • Some games did not exit cleanly since vorpX 25.1.0.
  • Workaround for 32-bit games that use too much RAM on CPUs with many cores.
  • Potential workaround for old games that assign small stack sizes (untested).
  • In games with .ini and mem-scan FOV, ini-controls weren’t shown before scanning.
  • Avoid more annoying virtual monitor related Quest Link self-restarts.
  • Communication between the service and 32-bit vorpControl was broken.
  • The service could use an entire CPU core after lock/unlock, standby/resume etc.
  • Custom sync selection in the vorpX menu selected different options than shown.
  • Trouble shoot data now includes all relevant log files.
  • Better service handling in the installer.
  • Elder Scrolls Online: HUD shaders updated (again).
  • Cyberpunk 2077: mod components updated for CP2077 2.31
  • As always numerous smaller fixes and optimizations.


25/08/30 | vorpX 25.1.1 has been released

This maintenance update brings some OpenXR improvements, carves out more precious GPU memory, enhances Quest controller support with SteamVR and fixes a bug where Z3D became heavily pixelated after switching 3D modes.

Auto-updating from 24.1.0 and 25.1.0 will likely fail (sorry!), you may have to reinstall manually with your web installer. If you didn’t keep it, you can get one here: click

Click here for all changes

  • GPU memory usage reduction due to headset sync optimizations, ~150 MB at 4K.
  • Auto judder protection when a VR runtime throttles the headset framerate.
  • Rendering the start room could produce glitches/DX errors.
  • DX11/DX12 Z3D could become heavily pixelated/after switching 3D modes.
  • SteamVR: emulated start/back gamepad buttons on Quest controllers now working.
  • OpenXR: deal with outdated OpenXR runtimes (e.g. Valve, WMR)
  • OpenXR: VR controllers were rendered upside down since an OpenXR lib update.
  • OpenXR: resetting the renderer in case of an error could cause a crash.
  • OpenXR: head rotation felt wobbly in immersive screen/cinema mode.
  • OpenXR: don’t use Valve’s broken OpenXR, use SteamVR if set as OpenXR runtime.
  • OpenXR: auto switch to Quest Link or SteamVR if no active OpenXR runtime is set.


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