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vorpX
Information
Type 3D driver
Industry Virtual reality
Developer Ralf Ostertag (Animation Labs)
Operating System Windows
License Proprietary, paid license
Supported Devices Meta Quest (via Link), Oculus Rift, Rift S, HTC Vive, Valve Index, Pimax, Windows Mixed Reality and other SteamVR or OpenXR headsets
Release Date October 1, 2013 (paid beta); 25.1.5 (latest version listed as of October 2026)
Website https://www.vorpx.com/

vorpX is a commercial 3D driver for Windows that lets people play PC games that were not made for virtual reality on a VR headset. It hooks into a game's rendering and input, adds stereoscopic 3D and head tracking, and supplies a set of tools for problems that appear when a flat-screen game is shown in a headset, such as maps and health indicators near the screen edges that are hard to see in a headset.[1][2] The software is written by Ralf Ostertag, who publishes it through his business Animation Labs in Bremen, Germany.[3][4]

vorpX went on sale as a paid beta for the Oculus Rift development kit on October 1, 2013, at an introductory price of about US$40 plus taxes, with stereoscopic 3D support for about 80 DirectX 9 to 11 games.[5] It later added support for consumer headsets, motion controllers and the OpenXR standard. As of October 2026 the vorpX website describes it as a driver for Meta Quest, SteamVR and Windows Mixed Reality headsets that supports more than 250 DirectX 9 to 12 games (and some OpenGL titles) in stereo 3D, and lists version 25.1.5 as the latest maintenance update.[6][7]

Reviewed 13 October 2026. All release dates, version contents, supported headsets, features and game-list entries checked against the vorpX release posts, news archive, features (current and 2015 archive), supported-games, support FAQ and imprint pages; press statements checked against Road to VR, Game Developer, Tom's Hardware, Windows Central and UploadVR; research use checked against the full text of the Revista Logos Ciencia & Tecnologia paper. About review dates.

History

Origins and beta (2013)

Ralf Ostertag told Road to VR in May 2013 that he was a self-employed technical 3D artist who worked mostly on product visualization of cars and machinery and wrote plugins for renderers and 3D applications. He said vorpX started after he backed the Oculus Rift Kickstarter campaign, as "a small image duplication + warping shader project" without 3D or head tracking.[4] In February 2013, shortly before the Rift development kit shipped, the vorpX blog described two of its features: an adaptive 3D algorithm and configurable VR hotkeys.[8] Road to VR staff used beta builds for a few weeks before publishing a preview on May 31, 2013 that covered games such as Skyrim, Fallout 3 and BioShock.[2]

In August 2013 the developer announced that the first public version would be a paid beta at an introductory price of US$40 (35 euros outside the United States).[9] The beta went on sale on October 1, 2013. The announcement said it was compatible with about 80 DirectX 9 to DirectX 11 games, that the beta license included the full version 1.0 and later 1.x updates, and that buyers could install it on two of their own machines at the same time.[5] Game Developer reported the same week that the beta added Rift support and head tracking to more than 90 PC titles, including Call of Duty, Crysis, Fallout and Mirror's Edge, for about US$40.[10] The first update, 0.64 on November 15, 2013, added Battlefield 4 and Call of Duty: Ghosts.[11]

DK2 and Oculus runtime changes (2014-2015)

The first version ready for the Oculus Rift DK2 appeared on August 24, 2014. It added initial (alpha) DK2 support, positional tracking for Skyrim only, Geometry 3D for some Direct3D 11 games such as BioShock Infinite and Deus Ex: Human Revolution, and a game settings optimizer for about 15 games.[12] Versions 0.7.5 and 0.8.0 followed on December 24, 2014 and April 4, 2015.[13] In April 2015 Road to VR used vorpX to play Grand Theft Auto V, released for PC the week before, with a Rift and a Virtuix Omni treadmill.[14]

Oculus runtime 0.7 moved Rift support to direct driver mode, and owners who updated the runtime could no longer use the older vorpX builds.[15] vorpX 0.9.0, released on October 23, 2015, supported the Oculus runtime 0.8 with Direct Driver Mode. It also brought asynchronous rendering, a vorpX desktop app for Windows 8 and 10, a dedicated video player mode, arbitrary game resolutions, a "Crystal Image" sharpness feature, basic OpenGL support and HUD scaling for the Z-buffer 3D mode.[16] Version 0.9.1, a maintenance release on November 10, 2015, added an Oculus Rift DK1 incompatibility warning and Z-buffer 3D profiles for Fallout 4, Call of Duty: Black Ops III and Warhammer: End Times - Vermintide.[17]

Consumer headsets and controllers (2016-2019)

With version 16.1.1 on April 10, 2016, vorpX moved to a new numbering scheme and added support for the consumer Oculus Rift CV1, custom profile creation and cloud sharing of settings and user profiles. This release required a Rift DK2 or CV1; the release notes said the Oculus Rift DK1 was apparently no longer supported by the current Oculus software.[18] Road to VR reported that the release offered full stereoscopic 3D for 150 games and that Ostertag described HTC Vive support as planned, without a timeline.[19] Beta Vive support through SteamVR arrived three weeks later in version 16.2.0 (April 30, 2016). The release notes said Vive support had been built in two weeks and stressed that "vorpX is a seated experience"; the same version introduced an experimental Direct Head Tracking feature, at first only in Fallout 4.[20] Hotfix 16.2.1 (November 14, 2016) dealt with heavy judder caused by the Asynchronous Spacewarp feature in Oculus runtime 1.10.[21]

Version 17.1.0 (December 31, 2016) added support for Oculus Touch and Vive controllers, which could act as keyboard and mouse or as an Xbox gamepad, with the current key mapping drawn on the rendered controllers. It also introduced Direct VR (1:1 head tracking and automatic field of view calculation for a list of games including Fallout 4, Skyrim, Half-Life 2 and the BioShock games), custom background images for cinema mode and playback of VR surround videos in MPC-HC and VLC.[22] Later releases added a Direct VR settings optimizer (17.3.0, December 23, 2017), more Geometry 3D profiles (18.1.0 and 18.2.0, 2018), improved Direct3D 11.1 support (19.1.0, January 26, 2019), a C API that gives modders vendor-neutral access to headset tracking and camera data (19.2.0, May 17, 2019) and beta Direct3D 12 support limited to Z-buffer 3D, first tested with Red Dead Redemption II (19.3.0, November 8, 2019).[23]

OpenXR, connection mods and the current branch (2020-2026)

Version 21.1.1 (December 24, 2020) handled games with TrackIR support and updated the Direct3D 12 pipeline for Cyberpunk 2077. Release posts from December 2020 onward list the supported headsets as the Oculus Rift, Rift S, Quest 1 and 2 through Oculus Link, HTC Vive, Valve Index, Pimax, Windows Mixed Reality and other SteamVR headsets.[24][25] Version 21.2.0 (April 20, 2021) added beta support for OpenXR, recommended at the time for Windows Mixed Reality headsets, along with Automatic Weapon Hiding for first-person games and capture of the Windows hardware cursor.[26] Version 21.2.1 (June 17, 2021) added beta "connection mods" for Grand Theft Auto V and Red Dead Redemption 2. According to the release notes they provide 1:1 head tracking, decoupled walk, look and aim, automatic EdgePeek in cutscenes and menus, VR-optimized cameras and alternate frame Geometry 3D.[24][27] Version 21.3.0 (September 30, 2021) used AMD FidelityFX upscaling and sharpening at the headset render stage to produce a sharper final image.[25]

On December 24, 2023 the developer offered version 24.1.0 to existing owners as an optional "cutting edge" download. It added motion controller gestures, a rewritten desktop viewer and a virtual monitor, official profiles for newer titles such as Cyberpunk 2077 and Starfield, and a fix for Direct3D 9 games running at about half speed on Windows 11.[28] The 25.1.x series merged this branch with the regular release line, whose last version had been 21.3.5. Its changelog lists lower GPU memory use at high resolutions, a custom memory manager, better handling of 32-bit games and many Direct3D 9 to 12 fixes. Maintenance updates followed as 25.1.1 (August 30, 2025), 25.1.2 (September 12, 2025), 25.1.3 (December 16, 2025), 25.1.4 (December 20, 2025) and 25.1.5 (January 13, 2026); 25.1.5 rewrote the program's exit handling after crashes with Meta's OpenXR runtime that followed a Meta Link update.[7]

Version history

Version Date Notable changes (per the vorpX release posts)
Beta October 1, 2013 First paid release; about 80 DirectX 9 to 11 games in stereo 3D[5]
0.64 November 15, 2013 Maintenance update; Battlefield 4 and Call of Duty: Ghosts[11]
DK2 update August 24, 2014 Alpha Oculus Rift DK2 support, positional tracking (Skyrim), Direct3D 11 Geometry 3D, settings optimizer[12]
0.9.0 October 23, 2015 Oculus runtime 0.8 and Direct Driver Mode, asynchronous rendering, video player mode, Crystal Image, basic OpenGL[16]
0.9.1 November 10, 2015 Maintenance release; Fallout 4 and Black Ops III profiles[17]
16.1.1 April 10, 2016 Oculus Rift CV1 support, profile authoring, cloud sharing; DK1 no longer supported[18]
16.2.0 April 30, 2016 Beta HTC Vive support through SteamVR[20]
17.1.0 December 31, 2016 Oculus Touch and Vive controller support, Direct VR, VR surround video[22]
19.3.0 November 8, 2019 Beta Direct3D 12 support (Z-buffer 3D only)[23]
21.2.0 April 20, 2021 Beta OpenXR support, Automatic Weapon Hiding[26]
21.2.1 June 17, 2021 Connection mods for GTA V and Red Dead Redemption 2[24]
21.3.0 September 30, 2021 AMD FidelityFX upscaling and sharpening[25]
24.1.0 December 24, 2023 Optional build: motion controller gestures, new desktop viewer, virtual monitor[28]
25.1.5 January 13, 2026 Latest maintenance update of the merged 25.1.x branch[7]

How it works

vorpX works by injecting itself into a running game and dividing the image between the two eyes of the headset. Road to VR's 2013 preview explained that it intercepts the game's rendering and input once the game starts 3D acceleration, maps head tracking to mouse input, forces the game to render two in-game cameras (one per eye) and warps the image to suit the Rift's lenses.[2] Because it hooks into games, other programs that also hook into games can stop it from working; the support FAQ names virus scanners, CPU and GPU utilities, video capture and streaming tools and chat programs as likely conflicts.[29]

Stereoscopic 3D modes

vorpX has two main ways of producing a 3D image, and in games that support both the user can switch between them while playing. Z-buffer 3D (Z3D) reconstructs depth from the game's depth buffer. Geometry 3D (G3D) renders two distinct views.[30] In 2013 the developer described the Z-buffer mode as almost twice as fast but usually with worse depth perception, and the geometry mode as giving better depth perception at roughly half the speed, with artifacts such as misplaced shaders, reflections, or effects and UI elements at the wrong depth.[30] Road to VR's preview put the geometry mode's overhead at up to 50 percent and noted that it then worked only in games that could run in DirectX 9.[2] The current features page describes the same choice as a geometry mode "that renders everything twice" and a faster but less accurate post-processing 3D method.[1] The support FAQ also lists a "Z-Normal" 3D reconstruction setting that is usually much faster when frame rates are low.[29]

The early vorpX blog described an "Adaptive 3D-Algorithm". Image-based 3D normally uses a fixed convergence, while human eyes converge and focus on the same point. In vorpX the images could instead converge automatically where the player looks, optionally with a slight depth of field blur; manual convergence remained available.[8]

Play styles

The features page lists three play styles: FullVR, usually best for first-person games; Immersive Screen, a better fit for third-person games; and Cinema, which shows the game on a large virtual screen and suits sports and strategy games.[1] Tom's Hardware reported in 2015 that vorpX worked with more than 80 first-person games in full VR and that its Virtual Cinema Mode officially supported close to 100 games.[15]

DirectVR

DirectVR is a group of game-specific techniques. It can optimize game settings, choose a suitable resolution, adjust the camera field of view or provide low-latency head tracking directly inside the game. The features page states that more than 150 games have at least one DirectVR feature.[1] Automatic Weapon Hiding, added in 21.2.0, moves the player's weapon out of view except while shooting or reloading in games that support it.[26]

Interface and comfort tools

The original feature set included these tools:[8][1]

  • VR Keys (VR hotkeys): a menu that appears in front of the player and lets them "press" a key by looking at it, so they do not need to see the keyboard. The 2015 features page said up to 16 keyboard shortcuts could be mapped to it.[31]
  • EdgePeek and ImageZoom: ways to view the whole game image at once, for example to read maps or health indicators near the screen edges. They also let players look around while fixed-camera cutscenes play on a screen in front of them, which the developer says reduces nausea.
  • Gamepad emulation: lets players use an Xbox 360 controller in games without gamepad support, and in games such as Skyrim and Fallout 3 lets them combine gamepad input with head tracking.[31]

Motion controllers can be used in place of a keyboard, mouse or gamepad. vorpX maps the game's controls to the VR controllers and shows the current mapping in VR.[1] Since 24.1.0 predefined motion controller gestures, such as aiming down sights, reloading, melee attacks or turning a steering wheel, can be mapped to key presses and gamepad actions.[28]

Desktop viewer, virtual monitor and video

The vorpX Desktop Viewer shows the Windows desktop on a virtual screen in the headset and requires Windows 8 or later. vorpX also includes profiles for the VLC and MPC-HC video players, so 2D, 3D and 360-degree videos that play in those programs can be watched in the headset.[1] The dedicated video player mode dates from version 0.9.[16] The virtual monitor added in 24.1.0 lets games run at resolutions above those of the user's real monitor and always runs at the headset's refresh rate. The developer says this removes the micro stutter that appears when, for example, a 60 Hz monitor is captured and shown on a 90 Hz headset.[28]

User profiles

Settings, and profiles for games that vorpX does not officially support, can be shared and imported through cloud-based user settings from inside the vorpX configuration app.[1]

Supported headsets

Period Headsets named in the vorpX release posts
2013-2015 Oculus Rift development kit (DK1); DK2 from August 2014[5][12]
April 2016 Oculus Rift DK2 and CV1 (DK1 dropped)[18]
From April 30, 2016 Oculus Rift DK2 and CV1, HTC Vive[20]
2021 onward Oculus Rift, Rift S, Quest 1 and 2 (via Oculus Link), HTC Vive, Valve Index, Pimax, Windows Mixed Reality and other SteamVR headsets[24][7]
2026 Meta Quest, Valve Index and other SteamVR or OpenXR compatible headsets[6][1]

vorpX can connect through a headset vendor's runtime, through SteamVR or through OpenXR. The 25.1.1 notes say it avoids Valve's OpenXR runtime and uses SteamVR instead when SteamVR is set as the OpenXR runtime, and switches automatically to Quest Link or SteamVR when no OpenXR runtime is active.[7] In 2018 Windows Central reported that Windows Mixed Reality headsets worked through SteamVR even though the vorpX website did not yet list them, with the WMR controllers shown as Vive wands.[32]

Game support

vorpX works with games that use DirectX 9, 10, 11 or 12, and with older OpenGL games from before programmable shaders. The developer states that it ships stereo 3D profiles for more than 250 games and that many other titles run without stereo 3D but keep features such as head tracking.[1] The official list on the vorpX website contains the most important games that vorpX can show in stereo 3D.[33] The table below gives examples, with the source for each entry:

Game Notes
Alan Wake Official stereo 3D list[33]
Assassin's Creed, Assassin's Creed II Official stereo 3D list[33]
Batman: Arkham Asylum, Arkham City, Arkham Origins Official stereo 3D list[33]
Battlefield 3, Battlefield 4, Battlefield: Hardline Official stereo 3D list; Battlefield 4 added in update 0.64[33][11]
BioShock, BioShock 2, BioShock Infinite Full or partial Direct VR support from 17.1.0[22]
Far Cry, Far Cry 3, Far Cry 4 Official stereo 3D list[33]
F.E.A.R., F.E.A.R. 2, F.E.A.R. 3 Official stereo 3D list[33]
Flight Simulator X Official stereo 3D list[33]
Gothic 3 Official stereo 3D list (as Gothic III)[33]
GRID Official stereo 3D list[33]
Grand Theft Auto IV Cited as an example of a Direct3D 9 load crash fixed in the 25.1.x changelog[7]
Grand Theft Auto V Connection mod with FullVR configuration since 21.2.1[24]
Red Dead Redemption 2 First Direct3D 12 test profile (19.3.0); connection mod since 21.2.1[23][24]
Fallout 4 Z3D profile in 0.9.1; Direct Head Tracking in 16.2.0[17][20]
Cyberpunk 2077 Free vorpX mod compatible with the game's 2.0 update and Phantom Liberty expansion, with motion controller gestures[6]
Baldur's Gate 3 Immersive Screen and Cinema profile released August 10, 2023[25]

The complete list of officially supported games is on the vorpX website.[33]

Requirements

vorpX runs on Windows PCs and needs a supported PC VR headset; a standalone Meta Quest is used through Quest Link.[6][7] The desktop viewer needs Windows 8 or later.[1] The support FAQ notes that playing through vorpX is more demanding than playing on a monitor, especially in Geometry 3D mode, and suggests the faster Z-Normal mode or lower game settings when frame rates are low.[29] Buyers receive a web installer; the program normally updates itself, and the installer can be used to reinstall or update manually.[29]

Reception

Road to VR published an interview with Ostertag and a preview of the driver in May 2013. In the interview Ostertag said that vorpX "does not magically convert any existing game into the 100% perfect VR experience".[4] In its 2015 coverage Road to VR disclosed that it had an affiliate agreement with vorpX.[14] In 2015 Tom's Hardware first described vorpX as the only software it knew of that let Rift development kit owners play games not made for VR, then added that the Immersive Technology Alliance had pointed it to a comparable driver, Vireio Perception.[15]

Cale Hunt of Windows Central wrote in 2018 that vorpX "isn't a plug-and-play tool" and still needs small adjustments, and that the built-in optimizer made the experience smoother than early builds he had tried. He recommended it for casual VR players but advised competitive players to stay on a monitor. He also called the email-based license activation clunky.[32] When Cyberpunk 2077 launched without VR support in December 2020, UploadVR described vorpX as a way to play it in a headset for about US$40, noting that it "doesn't always work perfectly" and "may cause nausea" for sensitive users.[34] Road to VR wrote in 2021 that vorpX adds head tracking, stereoscopy and other tweaks to many games, but not core VR features such as hand tracking.[27]

Research and institutional use

A 2021 article in Revista Logos Ciencia & Tecnología by researchers from the Escuela Militar de Cadetes "General José María Córdova" in Bogotá and the Colombian National Army proposed and tested a simulation system for training small-unit commanders. It combined an HTC Vive, omnidirectional platforms (the Virtuix Omni and a Cyberith platform), the game Arma 3 and vorpX, which the authors used to set the image resolution in the headset and to assign mouse and keyboard functions inside the virtual environment.[35]

About the creator

vorpX is created by Ralf Ostertag of Animation Labs, a business based in Bremen, Germany.[3] In 2013 he described himself as a self-employed technical 3D artist who did both content creation and programming work. He told Road to VR that he had been interested in VR in the early to mid-1990s and returned to it after the Oculus Rift Kickstarter.[4] vorpX 0.9.1 became available for download on November 10, 2015;[17] the latest version listed on the website as of October 2026 is 25.1.5, released on January 13, 2026.[7]

See also

References

  1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 "Features". vorpX. Animation Labs. https://www.vorpx.com/features/. Retrieved 2026-10-13.
  2. ↑ 2.0 2.1 2.2 2.3 Paul James (2013-05-31). "VorpX Driver Preview: Skyrim, Fallout 3, BioShock, and More with the Oculus Rift". Road to VR. https://roadtovr.com/unlock-the-vr-in-your-game-library-with-vorpx-and-the-oculus-rift/. Retrieved 2026-10-13.
  3. ↑ 3.0 3.1 "Imprint". vorpX. Animation Labs. https://www.vorpx.com/imprint/. Retrieved 2026-10-13.
  4. ↑ 4.0 4.1 4.2 4.3 Paul James (2013-05-27). "VorpX Oculus Rift Driver Creator Ralf Ostertag Speaks to Road To VR". Road to VR. https://roadtovr.com/vorpx-creator-ralf-ostertag-speaks-to-road-to-vr/. Retrieved 2026-10-13.
  5. ↑ 5.0 5.1 5.2 5.3 "vorpX beta - Available Now". vorpX. Animation Labs. 2013-10-01. https://www.vorpx.com/vorpx-beta-available-now/. Retrieved 2026-10-13.
  6. ↑ 6.0 6.1 6.2 6.3 "vorpX - VR 3D-Driver for Meta Quest, Valve Index and more PCVR headsets". vorpX. Animation Labs. https://www.vorpx.com/. Retrieved 2026-10-13.
  7. ↑ 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 "vorpX 25.1.5 Released". vorpX. Animation Labs. 2026-01-13. https://www.vorpx.com/vorpx-25-1-0-released/. Retrieved 2026-10-13.
  8. ↑ 8.0 8.1 8.2 "Some Details About vorpX". vorpX. Animation Labs. 2013-02-27. https://www.vorpx.com/some-details-about-vorpx/. Retrieved 2026-10-13.
  9. ↑ "Release Timeframe". vorpX. Animation Labs. 2013-08-30. https://www.vorpx.com/release-timeframe/. Retrieved 2026-10-13.
  10. ↑ Mike Rose (2013-10-01). "VorpX adds Oculus Rift support to dozens of notable games". Game Developer. https://www.gamedeveloper.com/business/vorpx-adds-oculus-rift-support-to-dozens-of-notable-games. Retrieved 2026-10-13.
  11. ↑ 11.0 11.1 11.2 "vorpX Update 0.64 - Battlefield 4 and Call of Duty: Ghosts Support". vorpX. Animation Labs. 2013-11-15. https://www.vorpx.com/vorpx-update-0-64-battlefield-4-call-of-duty-ghosts/. Retrieved 2026-10-13.
  12. ↑ 12.0 12.1 12.2 "First DK2 ready version of vorpX available". vorpX. Animation Labs. 2014-08-24. https://www.vorpx.com/16396/. Retrieved 2026-10-13.
  13. ↑ "News archive, page 4". vorpX. Animation Labs. https://www.vorpx.com/news-archive/page/4. Retrieved 2026-10-13.
  14. ↑ 14.0 14.1 Scott Hayden (2015-04-18). "Running Amok in GTA V with an Oculus Rift, a Virtuix Omni and VorpX". Road to VR. https://roadtovr.com/running-amok-gta-v-oculus-rift-virtuix-omni-vorpx/. Retrieved 2026-10-13.
  15. ↑ 15.0 15.1 15.2 Kevin Carbotte (2015-10-23). "VorpX Moves To Version 0.9, Oculus Runtime 0.7, 0.8 Support Added". Tom's Hardware. https://www.tomshardware.com/news/vorpx-09-supports-oculus-08,30398.html. Retrieved 2026-10-13.
  16. ↑ 16.0 16.1 16.2 "vorpX 0.9 Available". vorpX. Animation Labs. 2015-10-23. https://www.vorpx.com/vorpx-0-9-available/. Retrieved 2026-10-13.
  17. ↑ 17.0 17.1 17.2 17.3 "vorpX 0.9.1 Available Now". vorpX. Animation Labs. 2015-11-10. https://www.vorpx.com/vorpx-0-9-1-available-now/. Retrieved 2026-10-13.
  18. ↑ 18.0 18.1 18.2 "vorpX 16.1.1 with Oculus Rift CV1 Support Released". vorpX. Animation Labs. 2016-04-10. https://www.vorpx.com/vorpx-16-1-oculus-rift-cv1-support-releases/. Retrieved 2026-10-13.
  19. ↑ Paul James (2016-04-10). "Latest VorpX Adds Oculus Rift CV1 Support, HTC Vive Support "Planned"". Road to VR. https://roadtovr.com/latest-vorpx-adds-oculus-rift-cv1-support-htc-vive-support-planned/. Retrieved 2026-10-13.
  20. ↑ 20.0 20.1 20.2 20.3 "vorpX 16.2.0 with beta HTC Vive Support Released". vorpX. Animation Labs. 2016-04-30. https://www.vorpx.com/vorpx-16-2-0-beta-htc-vive-support-released/. Retrieved 2026-10-13.
  21. ↑ "News archive, page 3". vorpX. Animation Labs. https://www.vorpx.com/news-archive/page/3. Retrieved 2026-10-13.
  22. ↑ 22.0 22.1 22.2 "vorpX 17.1.0 Released". vorpX. Animation Labs. 2016-12-31. https://www.vorpx.com/vorpx-17-1-0-released/. Retrieved 2026-10-13.
  23. ↑ 23.0 23.1 23.2 "News archive, page 2". vorpX. Animation Labs. https://www.vorpx.com/news-archive/page/2. Retrieved 2026-10-13.
  24. ↑ 24.0 24.1 24.2 24.3 24.4 24.5 "vorpX 21.2.1 Released". vorpX. Animation Labs. 2021-06-17. https://www.vorpx.com/vorpx-21-2-1-released/. Retrieved 2026-10-13.
  25. ↑ 25.0 25.1 25.2 25.3 "Blog (news archive)". vorpX. Animation Labs. https://www.vorpx.com/news-archive/. Retrieved 2026-10-13.
  26. ↑ 26.0 26.1 26.2 "vorpX 21.2.0 Released". vorpX. Animation Labs. 2021-04-20. https://www.vorpx.com/vorpx-21-2-0-released/. Retrieved 2026-10-13.
  27. ↑ 27.0 27.1 Ben Lang (2021-07-09). "VorpX VR Driver Adds 'FullVR' Support for 'GTA V' and 'Red Dead Redemption II'". Road to VR. https://roadtovr.com/vorpx-gta-5-red-dead-redemption-2-vr-mod/. Retrieved 2026-10-13.
  28. ↑ 28.0 28.1 28.2 28.3 "vorpX 24.1.0 - Optional Cutting Edge Version". vorpX. Animation Labs. 2023-12-24. https://www.vorpx.com/vorpx-24-1-0-optional-cutting-edge-version/. Retrieved 2026-10-13.
  29. ↑ 29.0 29.1 29.2 29.3 "Support FAQ". vorpX. Animation Labs. https://www.vorpx.com/support-faq/. Retrieved 2026-10-13.
  30. ↑ 30.0 30.1 "More Headtracking & Z-Buffer vs. Geometry 3D". vorpX. Animation Labs. 2013-04-16. https://www.vorpx.com/more-headtracking-z-buffer-vs-geometry-3d/. Retrieved 2026-10-13.
  31. ↑ 31.0 31.1 "Features (archived December 27, 2015)". vorpX. Animation Labs. https://web.archive.org/web/20151227053045/http://www.vorpx.com/features/. Retrieved 2026-10-13.
  32. ↑ 32.0 32.1 Cale Hunt (2018-03-02). "VorpX lets you play non-VR games in VR". Windows Central. https://www.windowscentral.com/vorpx-amazing-playing-non-vr-games-vr. Retrieved 2026-10-13.
  33. ↑ 33.00 33.01 33.02 33.03 33.04 33.05 33.06 33.07 33.08 33.09 33.10 "Supported Games". vorpX. Animation Labs. https://www.vorpx.com/supported-games/. Retrieved 2026-10-13.
  34. ↑ Harry Baker (2020-12-14). "Cyberpunk 2077 VR Support: Can You Play The Game In VR?". UploadVR. https://www.uploadvr.com/cyberpunk-2077-vr-support/. Retrieved 2026-10-13.
  35. ↑ Cristhian Camilo García Rodríguez, Oscar Leonardo Mosquera Dussán, Daniel Guzmán Pérez, Jhonnatan Eduardo Zamudio Palacios, José Antonio García Torres (2021). "Análisis de necesidades e implementación de tecnología de realidad virtual para entrenamiento y educación militar en Colombia". Revista Logos Ciencia & Tecnología, vol. 13, no. 1, pp. 8-18. https://doi.org/10.22335/rlct.v13i1.1271. Retrieved 2026-10-13.