You need to download EGO Cam Editor, it will allow you to modify the FOV for the cockpits of all cars for Grid, Dirt 2, Dirt 3.
Google for a download, or get it from here: http://www.racedepartment.com/forum/resources/ego-cam-editor.329/
Thanks again Ralf.
What screen resolution and aspect ratio have you set your ingame settings to? I currently have it set to 1920x1080p, 16:9 aspect ratio. Is there a better one to use?
I have noticed a large amount of barrel distortion around the periphery of my view when looking up and down (eg the tops of buildings get stretched dramatically as I look up and down at them), something I did not notice at all in the other games I have tried so far (Dirt 2/3 & Grid).
It kind of makes me feel uneasy after a while =0) Is this because I have configured something wrong? I think it might have something do to with my screen resolution and aspect ratio, although I have tried a few different combinations and it always seems to be the same problem.
Exactly, IPD and Eye Separation are indeed two different things. The IPD determines how far the image centers are apart on the Rift screen (it’s a real world setting, so to speak), while the Eye Separation determines the distance between the stereo ‘cameras’ in the game, which influences the strength of the 3D effect and thus the perceived scene scale. In other words: Eye Separation is the virtual IPD in the game.
Interesting, thanks Ralf. I had assumed that as my Vorpx config is tied to my Oculus SDK config utility profile (which has my IPD set correctly), it would have automatically set the correct IPD and eye seperation values…
Or is this not how it works?
Come to think of it, as far as VorpX is concerned, are IPD and eye seperation not the exact same thing?
Glad you like it overall. :)
The scaling issue can easily be solved by lowering the ‘Eye Separation’ in the menu. It’s too high per default in GRID. About half of the default value should look correct.
I have purchased and tried vorpx beta with dirt 2/3 and grid now.
Dirt 2/3 both work great, there are still quite a lot of shadow rendering problems on the cockpit interior, but it works better than Vireio at the moment. World scale and opponent cars feel perfect.
Grid also works, although shadows have same problem on car interiors. The most annoying thing about grid when in geometry mode is the world scale and opponent cars. Opponent cars feel tiny, like toy models, for some reason. And seem to pass through the cockpit when you get close to them, spoils the experience somewhat.
Overall though, glad I picked up the beta.
Definitive yes for DIRT2, not 100% sure atm for DIRT3, but I think so. Both games currently have to be forced to DX9 for Geometry 3D, but that’s easily doable with an .ini tweak.
BTW: Another benefit of vorpX is that you get (limited) head tracking in Codemaster games, since vorpX can use the head tracker as gamepad axis.
Great thanks Ralf. Does this apply to dirt 2 and 3 also. I assume it might as they all run on the same EGO engine…
Hi Tankshell,
vorpX has a shadow fix for GRID in Geometry 3D. It’s not 100% perfect, but the vast majority of shadows look fine. See the screenshots below:


Hi guys,
Can somebody tell me how well the current Vorpx beta works with these codemaster games?
I have been using Vireio for the last few months in conjunction with opentrack to play Dirt 2/3 which works quite well, but I have to disable shadows in the game settings as there are problems with rendering them in stereo. Currently Grid is totally unsupported in Vireio so I can’t play it at all.
I konw Vorpx supports Grid, so that is a good start. Does Vorpx do anything specifically to help with the shadow rendering in these games whilst in geometry mode? Or will I still need to disable them to avoid the strange flickering issues?
Based on the answer to this question I might purchase a copy of the beta.
Soon I hope. I had limited success with Dirt 2/3 with another solution so really want to try a proper racer with VorpX :)
Another developer with a Rift here waiting to take VorpX for a spin :) Mine arrived last Monday too (UK). I know you were having problems with tracking for Racing games like Dirt3, you mentioned you’ve solved them but I just though you might like to know I’ve added Oculus Tracker support to FaceTracNoIR, which can output freetrack2.0 (among other things), and talk to the TrackIR protocol in Dirt2,3 etc as well as many others. This means that even for titles that you haven’t got working head tracking, we can probably still get head tracking via this route, and this route goes through the games intended head tracking codepath, which might help deal with some rendering bugs (like head roll artifacts, which don’t happen using this).
Expect it in the next release (1.8) but contact me directly if you’d like a pre-release build to play with.