Hi Ralf, I know this has been discussed before and I know there is a bug related to cdpr engine/texture funkyness when zoom is set above .8.
Thing is, some of us have really low fov HMD that are 90° and loosing 20% of that leaves us with 72° and some really immersion breaking bars.
Personally I would rather take a risk with the texture glitches rather than loose all that fov.
I have 2 suggestions:
Suggestion 1: add an option to disable the limit with a strong warning popup saying “engine will glitch if you zoom past 80% – you’re on your own if you disable the limit.”
Suggestion 2: for those with higher fov HMD: an alternative to going for 100% zoom would be replacing the black bars with a more rounded shaped border that simulates the view in a lower fov HMD (a shape somewhere between the right angles of a square and the curviness of a oval).
I realize this is a free mod, that you’re maintaining in your free time but maybe you can consider these suggestions the next time you’re updating the mod.
Thanks you for this wonderful mod!
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.
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.
And because it was the title of the topic : I think on my hardware (RTX4090) it’s more impressive than Cyberpunk 2077 (the last time I tried a few years ago at least), like a lot of other games.
It’s true G3D, with rich outdoors environments and detailed giant and hairy mammoths ! ;)
Not as beautiful as Frontier Of Pandora or Metro Exodus, but it’s still something to experience (if you like 3dof VR as I do)
26/01/13 | vorpX 25.1.5 has been released
Another maintenance update. Addresses a couple of input glitches, comes with a rewritten host-exit that better handles exit crashes with Meta’s OpenXR since a recent Meta Link update, makes alternative hooking usable for more games, fixes a rare DX9 issue, has a bunch of profile fixes/updates and more.
Click here for a list of noteworthy changes
- vorpX: keys wrongly blocked in some DirectInput games (e.g. Fallout 3/NV).
- vorpX: the tracking center hotkey also ensures foreground and input focus.
- vorpX: ALT+TAB and back could occasionally confuse key state tracking.
- vorpX: fixed cursor clipping in some older games (e.g. Metro 2033).
- vorpX: headset audio device switching did not work anymore.
- vorpX: D3D9: better unhooked surfaces handling, e.g. Venetica ALT+TAB crash.
- vorpX: improved host exit, cleaner in various games and with Meta OpenXR.
- vorpControl: folder exclude handles symlinks (e.g. latest EA Desktop).
- vorpControl: minimize runtime windows option supports latest Quest Link.
- vorpControl: alternative hooking working for more games.
- Cyberpunk 2077: improved sync between mod-portion and vorpX.
- Tron 2.0: .ini changes weren’t applied anymore since a while.
- Dishonored 2: scalable HUD added.
- Dragon Age Origins: deal with GOG version 2-core lock.
- Dragon Age II: deal with GOG version 2-core lock.
- Farming Simulator 25: Fixed a Z3D issue related to vehicle mirror count.
I can get 2077 to crash pretty reliably when using the motion aiming, sometimes it’s fine other times it crashes, enought to where I’m considering just using a gamepad or KB+M which is a shame because it actually works quite well. The game doesn’t seem to crash in VR outside of when motion controls are engaged.
(Quest 3)
Please reset everything to default. Sounds like you have set motion controllers to keyboard/mouse emulation, which means they simulate A/D presses while steering. Per default motion controllers normally are set to gamepad emulation in Cyberpunk, which provides smooth steering.
I have to keep UI scaling at 1 because any smaller setting causes the markers on enemies, loot, vehicles, gigs, etc. to become wrong and “float” around the screen. Would love if this setting could be tweaked so it only affects the relevant UI like abilities, health, minimap etc. as is the best way to play is leave UI at 1 and toggle the edge view when needing to check UI.
Works fine with joystick however the motion steering is very bad, V will “jump” the wheel left or right a whole quarter turn or more at the slightest movement making VR steering impossible, I’ve tried various sensitivities and holding the controllers in different orientations and this issue is present in all of them. Aiming weapons with the motion controllers works pretty good!
On a Quest 3 I just cannot get the Desktop Viewer to work, the closest I get is a black screen with a stuttering mouse cursor that I can’t control. I’ve tried turning my monitor off and turning off my HDMI soundbar, it still doesn’t work. I’ve tried it using Meta Link and SteamVR and neither function properly. Cyberpunk 2077 more or less works fine so I know the software and my setup is good, it’s just desktop viewer is bugging out.
In FullVR mode game FOV and ImageZoom belong together. There is only one correct ImageZoom value for a given game FOV value and vice versa, so that game FOV and headset FOV match like in native VR games.
That’s actually the purpose of the ImageZoom option. Allows you to play pretty much any game with a headset matched FOV, even if a game doesn’t let you adjust its FOV high enough to match the headset FOV when filling te entire screen.
If e.g. you encounter a worst case scenario game with a fixed FOV of let’s assume 75° that can’t be changed at all, you simply lower ImageZoom until looking around doesn’t give you a fisheye/warping-feeling anymore.
In case of Cyberpunk (and many other games with official profiles) vorpX automatically ensures that game FOV and ImageZoom are in sync.
I see… But what does FOV have to do with Image Zoom setting? None of the other games FOV degree is tied to Image Zoom?
Say… why can’t Vorpx keep the in-game FOV at the max limit before it bugs out and lets me zoom in on that image more? Image zoom is done in Vorpx, and FOV is done in-game. They are supposed to be independent from each other, no?
Me being how far away from the Vorpx screen shouldn’t effect anything that’s rendering in Cyberpunk?
Cyberpunk has an issue where a camera field of view above a certain point causes visual glitches in the form of missing/borked LOD models in some places. Hence the FOV (and thus the ImageZoom) is capped at a value slightly below the graphics glitch occurs. Better than glitchy graphics.
The Cyberpunk devs probably don’t consider that a bug since it occurs above the FOV the game allows to set normally.
Hello,
I have the full version of Vorpx, not the free Cyberpunk edition ( idk if it matters )
While I was adjusting the settings, I notcied that I can’t zoom the image more than %85. There is a black bar / ambience down my POV and it’s very distracting.
Normally I can zoom in to the image to 1:1 … I just finished all the Bioshocks and this wasn’t an issue there… i don’t understand why Vorpx doesn’t let me zoom %100 on Cyperpunk specifically.
I’m using Z-Normal. Not Direct VR/G3D. Resolution @ 3840 x 2880 / Quest 3
Any help would be appreciated..
OS: Windows 10 latest with ESU
AMD driver: 25.10.3 – 25.12.1
GPU: XFX RX 6900XT (Both OC and non OC tested)
CPU: 9800X3D
RAM: 32GB DDR5-6000
Module: SteamVR – OpenXR
Headset: PS/VR2 with PC adapter – Displayport connection.
VorpX: 25.1.2
I’ve noticed that the app is constantly crashing when using VorpX on any game. Tested Fallout 4, Cyberpunk, Stalker Anomaly, Left 4 Dead 2, Ghost Recon Wildlands, Factorio, 15+ others.
The Virtual desktop starts fine and works fine(usually, sometimes VorPX will attempt to hook vorpDesktop and timeout), until the moment I try to actually play a game. Game will usually start, but inevitably crash after less than 5 minutes. SteamVR reports ‘ IPC Namespace Unavailable ‘ and AMD driver reports that the driver has crashed. Notably, the driver crashes to the Virtual Desktop and in rare cases, crashes out of the VR experience outright.
This happens only with VorpX. SteamVR home works fine, mods for Cyberpunk like RealVR work great, so it’s a very specific VorpX problem with the headset.
Effectively this appears to make the software completely unusable under Windows 10 at this moment.
Hope this helps you ascertain the issue Ralf. I can provide additional info and tests if you need them, to hopefully help you get some more customers for the software.