Death Stranding hook didn’t work anymore after a recent DX12 related Windows update.Quake II (probably some other OpenGL games too) crashed on start.Red Dead Redemption II: occasional depth flicker fixed.Red Dead Redemption II: better menu detection, buttons now properly scaled.
Flickering weapon/hands in Bioshock 1/2 fixed.Nier: Automata stereo loss after a few frames fixed.Bound mouse button hotkeys for buttons 4/5 (X1/X2) work again.Regression fixed where vorpX could lose connection to the headset after ALT+TAB or minimizing in DX10/11/12 games.Fixed an issue that could prevent the Steam version of FarCry 3 from getting hooked.Fixed an edge case where the DX11 G3D CPU workload optimizations introduced in the last vorpX version caused some flickering objects (e.g.UI sliders now work in a non-linear fashion when you grab them with the mouse. User profile authors can comfortably edit profile comments and dedicated start messages in the config app instead of just adding a comment on upload. User profile comments are now displayed in the top left corner of the game window instead of just as tooltip in the config app. Useful for treating shaders differently during gameplay vs. New shader authoring option: shaders can be switched between normal/special based on frame stats, e.g. Improved EdgePeek scale behavior: factors in the current user set screen scale/distance in a better way.Ĭatched a few more edge cases where blocking game mouse movement/clicks didn’t work while navigating the vorpX menu. The default values now provide a more natural world scale at typical game FOVs while at the same time you can adjust the screen size/distance even more to your own liking than before. Improved immersive screen size/distance default and range. I can’t entirely rule out that there may be some unusual cursor format that the grab routine doesn’t handle yet.Ĭustom background images can now be applied in immersive screen mode, not just as background scene in cinema mode as before. If you still encounter games that show the vorpX cursor instead, let me know.
Improves playability of affected games with context sensitive cursors. VorpX can now grab the icon of the Windows hardware cursor instead of showing a custom vorpX cursor in the headset in games that use the Windows hardware cursor. Also improves hooking reliability with some games that initialize DirectX very early in their launch process. Improved hooking timing/safety: fixes some DX12 games not hooking anymore since Microsoft split the d3d12.dll into two separate DLLs a few weeks ago. One of those little things you might never have thought about, but don’t want to miss again once you have them. Won’t be possible for all games, but for those that do work with it, it’s frankly just awesome. no 32bit), so for native SteamVR headsets like Index/Vive/Pimax stick to SteamVR for the time being.Īuto Weapon Hide/Adjustment: With Auto Weapon Hide weapons are only in view while shooting, reloading etc., otherwise they are automatically moved out of sight by vorpX, even if a game does not provide the means to do that at all. Valve’s OpenXR implementation isn’t quite ready yet (e.g. For Oculus there isn’t much of a difference, so you can stick to Oculus or try OpenXR if you want. OpenXR is recommended now for WMR headsets, works better with vorpX than WMR over SteamVR. OpenXR is the upcoming industry wide VR API that will – or at least is supposed to – eventually superseed the current vendor specific APIs from Oculus, Valve and Microsoft. OpenXR support added (beta): this is the big addition this time, making vorpX’s technical fundament future proof for the next few years to come.