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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.
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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.
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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.
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