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  • #222905

    In reply to: Thief 4 (2014) Problem

    Ralf
    Keymaster

    You just make it harder for yourself that way. I mean, I perfectly get the love for tinkering with stuff, one could say that very same mindeset brought me here. But if I had to choose one single thing where I’d say ‘just leave it alone’, it’s this. vorpX can automatically adjust the FOV to 100% perfectly match the headset FOV considering each and every setting you may have adjusted that affects FOV. You can’t guess better. Maybe with the rare exception of three or four cases where the computation itself contains a guess factor due to some game oddity. This is not one of them though.

    So whenever vorpX can compute the FOV, let it do its thing. There’s still a lot to tinker with even if you don’t touch the things you REALLY don’t have to touch. :)

    #222904

    In reply to: Thief 4 (2014) Problem

    fubar
    Participant

    I don’t think 120 is too much in this game, game settings let you go up to 110 and it wasn’t enough, going down from 110 only made things worse, more distorted and more zoomed in.

    I’d prefer not to have to mess with it manually in the registry as it requires a game restart every time and it takes a while so It’d be extremely tedious but if there’s no other choice I’ll try going higher and see if it improves things.

    #222897
    Boblekobold
    Participant

    With Bioshock 2, I personnally got much higher FPS (90/max) with the original than with the Remastered with G3D enabled.

    (And 3D looked better / more comfortable in the original. In fact I used Z3D in Minerva’s Den Remastered. I played the DLC with the Remastered because I didn’t have the Original Minerva’s Den and I really prefered the experience with the original game and 6dof G3D. I also missed the spear gun physics. In the remastered, it doesn’t pin the ennemies to the wall, they don’t even move…)

    I have an RTX4090, so better than an RTX5070ti.

    So no, I don’t think there is anything wrong. Just the RTX5090 is probably insanely powerful.

    Anyway, the original is still more beautiful and better in a lot of ways (at least for the second game).

    #222896
    Ralf
    Keymaster

    The game was incidentally retested fefore the last public release. Works fine.

    Maybe something has changed on your machine since you tried it last time that now gets in the way. Look espacially for the usual: overlays, GPU tools, chat apps etc. Everything that can hook into games can cause a conflict.

    #222889
    Ralf
    Keymaster

    Issues like this almost certainly are caused by something else also hooking into games and thus causing a conflict. You can either try to find the offending app or wait a while until the ‘Attaching to…’ dialog starts to offer some trouble shoot options, among them installing a hook helper into the game folder, which often can deal with the issue without having to find the root cause.

    The better way however is of course finding the offending app. More information on the matter in general and what kind of apps to watch out for in regard to potential hooking conflicts in the trouble shooting guide on top of this sub forum.

    #222885

    In reply to: Quest 3 low anchor

    Ralf
    Keymaster

    Did you even try to max out the ImageZoom before complaining again and again about the same non-existing “issue” despite people patiently explaining the matter to you several times now? Unless capped on purpose like in Cyberpunk the max on your Quest 3 is 1.285. Aspect Ratio mode has te be ‘Pixel 1:1’ (the default).

    What you are complaining about is a fairly useful feature that (at the expense of black bars) lets you play games in FullVR mode which don’t allow their FOV to be set high enough to match your headset’s FOV. You can however fully utilize your Quest 3 screen in games that allow their FOV to be set high enough by maxing out the Image Zoom. Unless it incidentally happens to be capped on purpose like in Cyberpunk, which has an actual bug at ultra high FOV. Thus vorpX caps the ImageZoom at a slightly-lower-than-your-Quest-3 FOV in this particular case (and a handful more).

    Hope that was comprehensible this time. Sorry if not. More details in the help.

    Sidenote: If not the case already make sure to use Meta Quest Link as your VR runtime to rule out the theoretical possibility of some custom VR runtime reporting crap about headset capabilities to apps. Never heard of something like that, but who knows.

    #222883

    In reply to: Image zoom setting

    Ralf
    Keymaster

    When you lower the image zoom setting, you get black bars above and below the image. That’s how the zoom works. Alternatively you can instead set an ambience colored background after clicking on ‘More FullVR settings’ in the menu if you prefer that.

    The black area below the image is a bit larger than above since VR headsets use an asymmetric view frustum where more pixels are shown below the eye than above to have more precious pixels where it counts. A neat optimization that factors in human vision, which focuses more on things below your eyes than above in the sky. Since the the game was rendered with its usual symmectric frustum, you end up with more space below than above the image when you zoom out.

    In addition to that:

    If you want to utilize the full screen of your Quest3, set the image zoom to the max. Unless capped on purpose to deal with game quirks (like in Cyberpunk) that will ensure the screen is used fully. To make sure profiles and potnetial setup instructions for user profiles are universally correct, per default everything is setup the same way on each headset, reflecting roughly the original Oculus Rift FOV. You can however adjust that to your liking, unless – again – the zoom is capped on purpose to deal with game quirks.

    Caveat: As Boblekobold pointed out in the other thread, you will have to adjust the game FOV accordingly in games where vorpX doesn’t do that automatically.

    More detailed information about how FOV and ImageZoom are two sides of the same coin can be found in the vorpX help.

    #222880

    In reply to: Quest 3 low anchor

    Boblekobold
    Participant

    Additionally, below 0.85x zoom, a black bar appears at the bottom of the image, which limits the possibility of correcting the issue, and above that zoom level, the image becomes extremely zoomed in and unusable.

    Because you don’t have enough FOV. Try a game with 120 or 130 FOV and it won’t be zoomed at all (it should really look like a flattened fisheye -unzoomed and distorted- on your monitor when you don’t launch it in VR). Then lower the FOV until it’s perfect for you.

    If you are sensitive to low FOV (as I am) you don’t really have any other choice than raising it for perfect full VR.

    When I can’t (which is very rare with first person games), I usually prefer to play with Immersive Screen display mode (you can still enable headtracking and it can be very close to Full VR).

    #222879
    BerZerker96 ph
    Participant

    also from my testing , using stero mods like geo 11 and super depth Horizontal interlaced , also called line interlaces offers much more detail and a much better resloution that sbs and tab , higly reccomend you try it , and if possible adding it as an option

    Domyos
    Participant

    The infamous black bar at the bottom for Quest 3 users in full VR. I can only imagine how enjoyable VorpX must be for those who don’t have this bar; unfortunately, for many of us, it’s not feasible. I admit that VorpX has so far kept me busy on Saturday mornings searching for a solution with a friend who has been using VorpX for many years with a Valve Index, and thanks to him, I don’t regret my investment. After struggling and struggling again, scouring all sorts of videos and tutorials, tweaking settings and tinkering with every kind of thing, we’re still hopeful. Ralf, would you be so kind as to look into this? ;) ;)

    #222873

    In reply to: Quest 3 low anchor

    Domyos
    Participant

    Hello,

    Thank you for your reply regarding the asymmetric rendering on the Quest 3.

    I understand the principle of asymmetric pixel distribution. However, I unfortunately have no software or hardware solution on my side to correct the behavior I am observing in Full VR mode.

    With the Quest 3, the VR camera (field of view) consistently appears to be oriented downward, as if it were constantly tilted slightly toward the ground. This is not just an image shift or a FOV issue: the actual orientation of the viewpoint seems incorrect.

    This phenomenon occurs in all the games I have tested, across different game engines, even when the headset and strap are properly adjusted. Several screen resolutions and display modes have also been tested, as well as different FOV settings, without improvement. Additionally, below 0.85x zoom, a black bar appears at the bottom of the image, which limits the possibility of correcting the issue, and above that zoom level, the image becomes extremely zoomed in and unusable.

    Since I have no way to compensate for this downward tilt on my side, I wanted to ask whether it would be possible to add an option in VorpX to correct the vertical orientation (pitch) of the camera specifically for the Quest 3 — or for headsets using a similar asymmetric rendering approach — in Full VR mode.

    Such an option would help compensate for the downward tilt and provide a more natural result for Quest 3 users.

    Thank you in advance for your attention and for your work on VorpX.

    null
    TLD

    #222872
    Boblekobold
    Participant

    I recommand to play the original ones (more optimized, works very well in VR, you even have 6dof in Bioshock 2).

    Bioshock 2 original is more beautiful (especially in VR because of relief) with hidden options (better dynamic lighting, etc.) and has more atmosphere anyway. It has a better physics (spear gun doesn’t have any effect in Remasted and feels censored) and also more soundtrack :
    http://www.vorpx.com/forums/topic/bioshock-2-fixed-crash/

    You can easily get max FPS with better graphics and experience.

    VorpX enhances original textures anyway (ClarityFX, Sharpness and Texture Enhancement filters are very effective). Original textures are often more details (dirt on the glass, etc)

    Bioshock 1 original has a great mod (Silver’s mod) and so has a better gameplay and is more balanced, especially at end game. I never liked some of the changes they made in the Remastered anyway (for example, the giant kelp makes the city tiny at the beginning).

    Bioshock 2 original difficulty can be manually edited too and it can be really great to replay the game.

    #222870
    alien
    Participant

    Hey, so I recently upgraded to a 5070TI – Been wanting to play Bioshock 1&2 Remastered on G3D. Thing is no matter which resolution I put the game on, some scenes depending where I look, game dips below 60 fps – even 50 fps.

    I have a Quest 3 – 5070TI paired with a i7 12700K – 64GB RAM – installed on nvme – so I thought I’d be getting a stable 90fps but no. I usually play Z3D games at 4096×3072 resolution – but w these 2 remasters, even if I set the res 1600×1680 ; I get the same fps as 4096×3072. Tried all kinds of resolutions, same effect. I don’t understand.. any help? Using OPEN XR Virtual Desktop – tried w link cable too but that has the same fps drops.

    #222863

    In reply to: Metro Exodus dx11 G3D

    Boblekobold
    Participant

    The Enhanced Edition and the Standard DX12 versions both use a different profile than the Standard DX11 version.
    But in this case, you have to manually activate the other profile the first time you use it, as explained in the link I shared. This requires renaming the executable or using another method described in other threads to use an unofficial profile instead of an official one.
    For example, you can use this on Steam version :
    https://www.reddit.com/r/pcgaming/comments/11xwfjy/change_the_exe_name_of_any_steam_game_very_useful/

    It is very unlikely that both profiles don’t work.

    You mean you can’t hook ? Is game crashing ?

    Both profiles work for me, as far as I know. I don’t have the last VorpX version (still with V24) but Ralf said he tried recently.

    Regarding video settings, I have never used DLSS in this game because there was much more details without it, and this game is very optimized (but I’m not sure if it can be enabled with DX11 anyway).

    Boblekobold
    Participant

    Personally I prefer VorpX over UEVR for First Person games and AAA games (a lot more optimized and stable, more beautiful in most cases with a better image quality, especially without compression, and higher graphics options including raytracing with UE4 games, often more comfortable 3D too, clean camera animations in First Person, no camera clipping, etc.)

    But of course if you want full VR, you have to be able to modify the game’s FOV (usually it’s not a problem) and the game must have a first person camera (but I usually also prefer VorpX for TPS – with Immersive Screen).

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