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  • #221420
    Boblekobold
    Participant

    @ Cless_Aurion :
    As I said on the other topic, you may have a problem, or unusual expectations (PPD sensitivity regardless of actual graphics quality ?)

    Maybe it will be patched (if it’s a real problem).

    As far as I can tell from my experience :
    – PPD aside (I don’t care and I don’t even notice it), there is a HUGE difference between 3840p and 2160p in VorpX with my Reverb G2 in most games. You can see so much more details…it’s just incredible.
    – as far as I know, VorpX’s image quality in most AAA games in full VR / immersive screen has no equal (UEVR is a lot worse, at least at medium/long distance, I never got the same result I can have in VorpX, and I’m not the only one). It has been confirmed by other people even several times on Pimax Crystal Light (2880p).
    In VorpX, you can see every detail miles around with a displayport VR headset like Reverb G2. Most people use a Quest 2/3 with compression and are very far to this quality anyway.
    – some people used a Pimax 8k here so they would probably have noticed your problem if they had it.

    About the desktop viewer, image quality seems fine if I don’t activate SBS mode and if I choose correctly the resolution. With SBS mode, it seems to be worse the only time I tried (but maybe it wasn’t VorpX’s fault because of course another 3D program was implied, and anyway it was still better than UEVR).

    This is still an issue in V24. It looks about what I could expect a 1440p HMD (like the Vive Pro/Index) to look as.

    That’s definitely not normal. I don’t know exactly what you are doing, but VorpX image quality is far beyond a 4k monitor (it displays a lot more details which wouldn’t even exist on a monitor…)

    It’s better than any real video I watched (including mines in 8k).

    Maybe you don’t use VorpX as intended.

    I personnally use it to play in full VR, or alternatively to wrap a giant hemispherical display around me (very close to full VR).

    #221419

    In reply to: Higher resolutions?

    Boblekobold
    Participant

    Mmmm…

    Both images look terrible in your pictures.

    It’s always possible to get a lot better image than that, at least in VorpX (UEVR isn’t even close in most games I tried).

    It can be a profile or configuration problem (maybe the wrong type of 3D, etc.)

    Or maybe it’s the game ?

    When I use VorpX in a game like Bioshock 2, Metro Exodus or Frontier Of Pandora (or Hogwarts Legacy / Atomic Heart if you want UE4), the image quality is far better than any real 8k video I could record myself.

    This is worse.

    This is ugly even in 1080p. You shouldn’t be able to notice it on a 1080p monitor (impossible).

    If the image quality is so bad, I guess it’s because you weren’t able to record correctly the output ? In this case I don’t see how we could compare.

    Anyway, if you play AA games with UEVR and no good VorpX profiles, UEVR has a lot of qualities, especially if you don’t really care about immersion and full VR, and just want 3D, and especially if you prefer G3D over image quality and if your computer is powerful and silent enough. Maybe you can use VRto3D in this case.

    Why do you want to use VorpX instead ?

    VorpX is great to play AAA games in full VR (or Immersive Screen) with the best graphics available. Especially First Person games (if you want a perfect native-like experience). You don’t really need it to play AA third person or strategy games based on Unreal Engine 4/5 (even if it should work a lot better than that).

    I’m also a professionnal game developper (and I have advanced 3D modeling, animation and rendering skills too but it doesn’t really matter).

    There is no way I can see blurry letters in VorpX.

    But as we said, you may be right on a PPD limit. I wouldn’t be able to tell with my current VR headset, which is already better than most.

    #221416

    In reply to: Higher resolutions?

    Cless_Aurion
    Participant

    It’s definitely not better than VorpX. At best it’s different, but image quality can’t even compare because most beautiful settings don’t even work with UEVR.

    I see! Maybe it varies a lot between games, because the games that have proper Native Stereo for me… look like the improved version of the monitor version. And I’m a graphics whore, after all, I’m a professional 3D videogame artist.

    How do you configure UEVR to get a good image quality and see every details miles around like in VorpX ? Because every person who really tried both around me said me that VorpX has a lot better image quality.

    I’m… not sure. I’ve been using VorpX since the early days, even going as far to using the shader authoring tool to create my custom profiles and… Even if its good, its never been flawless as UEVR seems to get to. (although I get way less control in UEVR without actually coding in LUA than with the authoring tool :S)

    Well, let’s put an example. If I run Tales of Arise on VorpX, a UE4 game. 3D shadows are borked, due to the common issue with shaders on G3D. On top of that, like I said, it not only runs in a “window” since it isn’t fullVR compatible, but even when put both in that mode, VorpX only goes as high as under 3000p. On UEVR most shaders are flawless, except for the camera FOV that seems a bit weird at times (since it doesn’t zoom in like it would in a 2D screen)… and that’s it. I can run it if I can at 7000p, where pixels are literally so small I can’t tell them apart. A visual clarity that is so ridiculous I can see into the distance (at like… 10fps, of course lol). But even in UEVR “2D window” mode, I can easily put it at 5000p, get 90fps, and flawless image.

    Maybe you don’t know how to configure VorpX, or as I said, you are very sensitive to something most people don’t even notice.

    Maybe I’m missing something, but I mean, like I said, been using the thing since the early days, and I’m a user advanced enough to make their own profiles with the authoring tool… Tinkering with settings is totally my jam.
    I just think not that many people are running HMDs with resolutions of 3550×3880 per eye yet. It would be ideal if Ralf could throw some light into this to be honest! And I mean, many people would notice if a program is rendering at like 2/3 or less resolution the HMD is capable of, I’m sure!

    Did you try the ClarityFX, Sharpness and Texture Enhancements settings ? (VorpX’s Ingame menu page 2) It’s very impressive on my VR headset if properly configured.

    Yes, of course! I mean, it does make things better, but that doesn’t cut it, it really just needs way more resolution.

    We probably don’t play the same games. I mostly play AAA games in VR (and anyway most of them aren’t made with Unreal Engine, except Atomic Heart which is an UE4 game and is better in VorpX).

    I see! Surely we don’t play similar. To be honest, I like VorpX better as a “3D window” to the world better than full VR immersion. For that I feel UEVR is great, since it basically uses native UE VR rendering pipeline to show stuff.

    As far as I know, you can always use max settings with VorpX in AAA games with a good enough resolution. It’s impossible with UEVR (either because it doesn’t even work, or because it works but it’s not optimized enough).

    The problem is I straight out can’t. Like I said, is like VorpX just hits a ceiling of resolution the HMD won’t go over, even when I’m trying to force it (be it through the game engine rendering at higher resolutions, or the settings in SteamVR).

    As I said, you could not reach such resolutions with most beautiful games (especially with Unreal Engine 4/5 AAA games…)

    I mean… I have a heavily overclocked 4090 with a 9950X3D, and tolerance for low FPS, so I can easily play a game at like… 40fps and not feel wrong about it. Even in VR I play with most maxed out always (when it makes sense ofc). I don’t play that many AAA games though, I’m more interested in AA and indie, with the nice AAA here an there.

    So It depends on the game, and on your use. Anyway both programs have other pros and cons depending on your expectations.

    Yeah! I just seem to choose UEVR for all the UE games.

    Hopefully, I am doing something wrong, or there is a fix I didn’t think for this! It really is a shame not being able to use VorpX now that the MeganeX8K is giving me such ridiculously high PPD (it sits at around 46PPD, with mOLED quality, its insane!)

    #221401

    In reply to: Higher resolutions?

    Cless_Aurion
    Participant

    UEVR’s sharpness & clarity isn’t even close to VorpX at medium/long distance in every AAA game with large outdoors environement I tried

    This is SO WEIRD to me.
    Because its the literal opposite to me in 100% of the cases.
    UEVR is always sharp to perfection (even if my GPU wants to cry at single digit FPS) when I crank up resolution, while no matter how high I put the resolution on any VorpX game… it always looks “terrible” (at around 2000-ish p). Like, I can put the game at literally 8K (4000p), the GPU is clearly doing it, since the game chugs like it wants to die… yet the resolution and jaggies I see are identical to the ones I had when rendering the game at 4k (2160p). That’s the issue for me there. Hopefully that explains it better!

    Also, to my knowledge… UEVR is best in UE games overall, by a lot. And I mean, its not surprising really, VorpX works on like a bizillion other engines, while that one is specific to UE4-5.

    An example of that would be Harvestella. I can run the thing on UEVR at 15000×7500 (yes, 7500p per eye), at around 30-45fps. It uses up every ounce the MeganeX8K’s clarity, literally can’t look better. Then when I try to run it at 8k (7600×4300), it really doesn’t look any different from just playing it at 3860×2160.

    So something weird is going on on VorpX that is limiting the resolution it renders at.
    The Desktop Viewer itself, looks poor compared to the image that the SteamVR UI window gives too. Maybe running at high 2000p? But basically unusable compared to just using native SteamVR desktop windows…

    PS. I have around 20/20 vision. With the MeganeX8K you can actually do the optometrist tests and pass them about as well as you would in real life, it is just that dense in pixels. The difference between 2000p and 4000p is about the same that you notice on a 1440p to a 4K display, so its quite noticeable to me.

    #221373
    realer
    Participant

    vorpX renders both eyes at full size and then scales the result down horizontically. So under normal circumstaces you get half-res SBS images with 2×1 supersampling, i.e. considerably better than rendering directly at half width.

    Yeah, my guess is that the scaling gets all messed up because I’m using a device that only supports full SBS (xreal air) so I have to scale the image back and forth. The actual screen resolution is 3840×1080 (1920×1080 per eye), but if I set the game resolution to 3840×1080 the game gets squished, the aspect ratio is all wrong. So I have to set the game resolution to 1920×1080

    So I set the game resolution to 1920×1080 -> Vorpx renders a full sbs 3840×1080 pixels (1920×1080 per eye) image -> Vorpx then scales this down to a 1920×1080 half-SBS image -> My nvidia graphics card scales it back up to a full SBS 3840×1080 image. I think. It’s confusing.

    Maybe all this scaling back and forth is what results in the degraded image? I can’t think of any other reason why the image is so blurry. It’s been a while since I last used it, but if I remember correctly when I tried geo-11 I got a very blurry image as well before I got help on how to configure it for full-SBS. If you have the time, please consider adding an option to display the full-SBS image as it is first rendered. I understand using Vorpx for stereoscopic 3D is not the intended usage but other than this problem it works very well and is the easiest and most well supported way to get geometric 3D. Such an option could potentially make it work much better with AR glasses. Xreal, viture, rokid, rayneo, and maybe in a year or two some of the bigger players will launch their own products in this segment so it might be an untapped market. Even if it was just as an unsupported experimental feature it would be greatly appreciated.

    #221336

    In reply to: 3rd Person VR

    Boblekobold
    Participant

    Immersive screen is a display mode easy to use. You don’t really have to configure anything.

    But if you want advanced advices, I like to wrap the “screen” around me, like a giant hemispherical Imax theater (with 3D and headtracking).

    In order to do that :
    – raise game FOV if you can (at least 120)
    – activate vertical curvature
    – choose a close distance (depending on the FOV and resolution)
    – curve the screen (1.3 to 1.5 depending on the FOV)
    – of course use Clarity FX, Sharpness, Texture Enhancement, adjust gamma, etc.

    You should use a very high resolution (2880 to 3840p) if you use a close distance.
    1440p can be good enough otherwise (even 1080p in some very sharp games like Batman Arkham Knight can already be good).

    A high FOV allow more curvature.

    I usually use a 4:3 resolution because I play with a Reverb G2 but the ratio should fit your display in my opinion (at least if you can raise FOV enough). Some people will disagree (It depends if you want to turn your head or not, if the camera is fully locked or if you can use headtracking, and if you prefer to turn your head only horizontally, but I personnaly prefer to be able to look in every direction so I usually don’t have any reason to use a widescreen ratio in a 4:3 / 5:4 VR headset). You are free to configure it as you like. If you use widescreen + high FOV, you also get a very high horizontal field of view.

    The way I configure it, it’s very close to full VR.

    You can use edgepeek to unzoom like in full VR.

    Immersive screen is great with first person games when the camera is partially locked or when you need to see the HUD very often. It can also be good if you can’t edit game FOV, or to watch cutscenes.

    It’s the simpler way to play to 3rd person games (but you may prefer to disable headtracking with these games).

    It’s usually clearer/sharper than full VR if you play in low resolution to recent games.

    If you want to play in full VR (like native) to third person games, you’ll need a first person mod most of the time (except if a DirectVR profile allow it, I don’t know).
    Apart from that it will be the same thing as first person games.
    You’ll have to deal with the FOV too (most VR headset requires 105 to 120 horizontal FOV to feel natural).

    I usually prefer to play TPS in 3rd person view so I use immersive screen (or sometimes edgepeek to temporarily unzoom if the game is a mix between first and third person).

    #221333

    In reply to: Dying Light 1

    Boblekobold
    Participant

    I have the same configuration as you, except I played on Reverb G2 (with OpenXR) and I had really good results in comparison.

    I played in full VR (unzoomed as much as I can without seeing black corners) with :
    Resolution : 3840×2880.
    max graphics
    FOV arround 110-120
    – ClarityFX and sharpness in VorpX ingame menu page 2 probably at max (or near).

    Remember to lower gamma in VorpX but not too much ingame.

    I use ExtraGameFov(50.00) in video.scr file (path of the config file : %USERPROFILE%\Documents\DyingLight\out\settings\) to get the right scale on my G2.

    There is a FOV slider in game so you may not need to modify the file, except if you need to go higher than the max (just try a very high value and lower it until it’s perfect).

    I usually use Judder Protect mode in most games.

    >>> The game is stunning and you can see every details miles around.

    Framerate is always good in Z3D.
    It is good with G3D at the beginning of the game (tutorial). It’s Ok in Be The Zombie mod but during the main game it can be very demanding (with particles and light at dusk for example and I sometimes had to lower the resolution). It’s not the most perfect G3D because if I remember well the left eye was a little blurry compared to the right (unusual problem with VorpX). It’s probably because it’s an unofficial profile (from Dellrifter22, who makes great profiles). You can resize HUD but I usually don’t because It may move quest markers (same problem with most VR games and other injectors). So I use edgepeek when I need to. Immersive screen is also an option (usually clearer at low resolution).

    I played a lot in multiplayer as the night hunter (jumping zombie in Be the Zombie mod) and I’ve won most of my matches (I had to play in Z3D if the players were too good but I’ve won in G3D too sometimes).

    Maybe Pimax is less optimized but it’s quite a difference with what you describe.

    #221257
    Boblekobold
    Participant

    tldr; thank you vorpx
    there is nothing in the standalone stores or freeware VR injectors for recent engines that’s 1/1000th as good as playing 1990s-2010s games on vorpx.
    .

    Of course there are a lot of old games with no equals.

    Some of them are surprisingly suited for VR.

    I would add even recent games are a lot better with VorpX : more immersive, a lot more beautiful in my opinion and objectively a lot more detailed. You can see every details miles around, and with the right graphic card & VR headset, it’s never pixelated.

    Metro Exodus Standard edition and Avatar Frontier Of Pandora are absolutely stunning on Reverb G2, you can just stop playing to enjoy the view, it’s like going to an amusement park or to travel, except you are at home).

    From my experience (other people on forums have confirmed), recent VR injectors aren’t able to provide the same image quality. It’s especially true if you have a displayport VR headset (no compression), like a Reverb G2 (good image quality but very optimized).

    Besides, VorpX handles every important graphics options (raytracing, etc.). You don’t have raytracing in UE4 games with UEVR so most beautiful games are impacted.

    There are a lot of recent games I wouldn’t have played at all without VorpX, but they were so beautiful and impressive in VR that it was awesome.

    Most beautiful VR games are VorpX converted games.

    Some old games are very impressive too, and benefits a lot from VR. They can be so much more beautiful you barrely recognize them (like if it was a remake) and they can be more impressive than most recent flat games would be on a monitor (and more beautiful than most VR exclusive games).

    Anyway, there are a lot of games you can’t find in VR (immersive sims, good RPG, the most advanced action games, and even management games, etc.)

    VorpX also offers a lot of amazing universes you would never “visit” in VR if you wouldn’t have it.

    It allow us to rediscover or discover our favorite games, and to truely choose our VR games.

    We can play almost any game in VR (even if it’s not always perfect VR).

    VorpX is quite reliable in my opinion, because even if there are better profiles than others, it’s always better than a monitor on my G2, especially with FPS/TPS.

    having a pcvr HMD without vorpx is like buying a console or gaming PC and never playing anything except free to play games.

    That’s what I feel too. Of course it depends on what you expect from VR games. Some people really wants motion aiming/handling, which aren’t always available, but I think most people who never tried VR aren’t so interrested in this kind of things. It would be great, but most of the time, I prefer playing with my keyboard&mouse (more shortcuts, around 36 directly available with the 11 on the G502 mouse), and so I have to play seated. Anyway, a lot of people can’t or don’t want to play standing all the time.

    VorpX is really great if you like conventional gameplay and want to see your games from the inside, or even simply with a better display.

    It also have a few other uses than gaming with Desktop Viewer, so it’s a useful tool.

    It’s by far currently the best way to convert games for me most of the time, especially AAA games, which are very demanding, benefits from image quality (and animation quality) and usually have compatible profiles.

    But it depends on people expecations. There is usually no motion aiming. You can’t always have G3D (but when you can it’s not alternate G3D most of the time, and 3D is really great, with perfectly placed camera and no clipping). VorpX’s Z3D can be really good in modern games by the way, and I prefer a good Z3D over a bad G3D. When a profile doesn’t allow to resize HUD it can sometimes be harder to see (most of the time it’s not really a major problem, because I like immersion and difficulty, and I can still see it with edgepeek or immersive screen, but it’s something that could motivate some people to use other solutions).

    VorpX is really better if you own a good PCVR headset. It doesn’t have to be expansive, on the contrary, but it’s better if it has no compression (look for displayport). Most people have a Quest 3, so they have to deal with compression, and they tend to prefer 3D over image quality, because they don’t really know what a good image quality is.

    You also must be realistic : VorpX is better optimized than other solutions I tried but you need a good enough graphic card (desktop version if possible) to play the game you want to try. So if you have an old graphic card like GTX1080, you’ll have to play less demanding games, but there is still hundred of great choices (most of my best VR experiences are old games like every original Bioshock).
    With an RTX4090, you can max out almost any game (raytracing without DLSS and very high resolution), and other injectors don’t allow that.

    It’s not always the best for every VR enthousiast (even if I think it’s an essential tool for most VR user), but I think most of the flat gamers would love it if they would have a light and comfortable enough displayport VR headset, and could not go back.

    I even think it could convince people who doesn’t usually play to play games because I didn’t really enjoyed video games anymore before VorpX and I would probably don’t play the same games without VorpX.

    —-
    Forgive my english, I’m not a native english speaker.
    —-

    So thank you VorpX too.

    #221238
    Django9898
    Participant

    Just leave everything input related at default, should be ‘Gamepad’ in case of CP2077. Do not tinker with these settings.

    Everything except potentially the resolution and depending on the headset and your PC’s performance *maybe* the headset sync options is preconfigured as it should be.

    Ok, so i reinstalled the Mod, set all Game input settings to default and tried again but…
    Same problem…
    The Oculus Controllers are set in Voprx to “Gamepad” by default.
    The annoying thing is, when the control scheme is set to “Gamepad” most of the buttons do nothing…
    I can’t move anymore, and pressing any other Buttons except the Edgepeek trigger scheme does nothing…
    When i set the Xbox Control overright to “on” in vorpx, all the Buttons work again and i can move but the Steering is impossible because of the full right or left steering..

    #221177
    Boblekobold
    Participant

    Modder confirmed you can revert any time.

    Uninstalling is safe and easy because it’s mainly manual modifications (you just have to reverse steps). You can simply backup your old files to switch more easily (you unzip one archive or another and you install/uninstall mod).

    You can also always backup your savegames and repair/resinstall games, but it won’t be necessary with this mod.

    It may be harder to use with an RTX4080 (I think an RTX5090 wouldn’t be useless), but you don’t have to use ultra version, and you can also switch to Z3D when you are outside if G3D is too demanding. Ralf’s Z-adaptive is good in this game. And of couse you can lower the resolution (use ClarityFX / sharpness / texture enhancement).

    This mod is especially useful in VR because in VorpX you can see every detail at very long distance (at least in a displayport headset) so draw distance has a huge impact.

    #221146
    HalloMolli
    Participant

    I have made custom profile for Kingdom come deliverance II, go and check the vorpX cloud.
    Profile was made from Starfield profile.

    Thank you very much. Does the 3D effect work for you, though? I am asking because while the game is hooking and loading just fine I have no 3D (Z3D) effect whatsoever. When I switch between no 3D and Z3D there is no difference at all. How did you guys get it working? Any help would be appreciated.

    Edit: Maybe worth noting: I did not rename the game’s exe, though, because Steam would generate an error after I tried it. So I had to leave the default name.

    #220991
    Boblekobold
    Participant

    Sorry I don’t have a Quest 2/3.

    But first of all, you don’t have to apply VorpX to the game. It’s not bad, but it’s just not necessary. You just have to start VorpX or VorpX Desktrop Viewer. When you launch a game, VorpX detect the game (it recognize the executable name).

    The only thing you may have to do is to import a profile the first time (only once), if it’s not an officialy supported game (if the game is listed in local profiles, you don’t have to do anything except launching VorpX).

    You could start by VorpX Desktop Viewer. Does if work for you ? As the name suggest, it should display your desktop, but on a screen in VR.

    What did you choose in Device Selection ?

    If you choose SteamVR, I don’t think you actually need to launch SteamVR first. VorpX calls it automatically (as far as I know).

    I use OpenXR because I’m on G2, but with a Quest 2, I think it would require VDXR.
    I think you are supposed to use Oculus or SteamVR.
    Last time I tried a Quest 3, Virtual Desktop wasn’t required (but it was a few years ago).

    #220964

    In reply to: Direct Vr Titanfall 2

    Boblekobold
    Participant

    I don’t know. I don’t have this game anymore, I didn’t try it with VorpX, and I didn’t use DirectVR a lot, but Ralf probably know (and maybe it’s written somewhere).

    Do you have the resolution you want ingame ? It must be a very high 4:3 one.

    First of all, adjust zoom level and use ClarityFX and sharpness if needed. You can try to adjust FOV (not only resolution).

    If I encounter a problem I can’t solve, I usually disable auto settings (checkbox “Don’t Optimize Game Settings”), and choose the resolution and FOV myself (most of the time I have to do it anyway because I play games without DirectVR, and most of the time it doesn’t take long because it’s almost always the same values). But ralf proved me recently it may break other things to disable auto settings with this kind of advanced profiles. You can always try if nothing works. Set a FOV around 112 and the resolution as you would if you weren’t using VorpX (in game options, cfg/ini files, etc.)

    When it works, you’ll probably be able to identify what was the problem, and re-enable auto settings if you need to.

    PS :
    changing Titanfall 2 FOV manually seems to not be very easy, but it seems to be doable.

    #220930
    Boblekobold
    Participant

    I think I did. I was in Full VR anyway, so it’s always centered (without edgepeek) as far as I know.

    I used my original version of the game (not current Steam version), and no mods (at first).

    I’ll retry the game later. There are a lot of other games to play (Stalker 2, Frontier of Pandora, etc.), but I wanted to warn you because some people could want to try VorpX with old Stalker games because Stalker 2 just came out.

    —–

    Is DX11 supposed to work ? In Z3D at least ?

    #220929
    Boblekobold
    Participant

    Usually, beginners prefers Cinema Mode or Immersive Screen mode.

    1) Cinema mode is exactly what you’re asking for (like a giant 3D screen in your home). So try it. You’ll probably want more immersion with time, when you’ll get used to VorpX and realize the potential.
    (You don’t have much to configure, except 3D type and strenght, distance/size of the screen, ClarityFX, Sharpness, Gamma and Saturation).

    2) Immersive screen is still a giant screen, but is a more advanced mode, somewhere between Cinema and Full VR. It let you tilt down screen, curve horizontally and vertically screen around you (which is better with high resolution and FOV), unzoom instantly with edgepeek, etc.
    You can add some limited head tracking if you want (you can disable it with “headracking Speed” at 0).

    You should use Immersive Screen mode at long distance when you can’t reach a very high resolution (at least 4k), but it’s also great with high resolution and FOV at short distance because you can then curve screen around you and see every detail of the game with a very good immersion.

    It’s great to play TPS, but it can also be very good with FPS (it’s often clearer/sharper than full VR, especially at low resolution). It’s easier to see HUD in this mode, and if game camera movement are limited or locked, it will be a lot more comfortable.

    3) Full VR can be the most immersive mode with first person games but it’s the most difficult to configure, and if you don’t configure it perfectly, you probably won’t like it.
    Maybe you’ll like it more when you’ll get used to VorpX.
    First of all you need to adjust the FOV and resolution, so the exact method depends on each game. Some games are very easy to configure (like Bioshock Infinite), other aren’t. Some games can’t be perfect, depending on your VR headset (but most games can run in 4:3 with 105-110 FOV so most games are good on Quest 2/3 and Reverb G2 or other 4:3 headset with low FOV).
    Zoom level is very important too.
    Some games are partially (or completely) automated (you can launch a DirectVR scan to configure automatically, and then just adjust resolution or else if you need to).

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