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Apr 21, 2025 at 10:13pm #221336
In reply to: 3rd Person VR
BoblekoboldParticipantImmersive 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).
Apr 14, 2025 at 4:50pm #221293In reply to: about Gamepad Emulated Headtracking
OgrescarParticipantSupported games? DirectVR doesn’t work on my games, it claims that it is successful and changes the fov, but rotation never works. Ralf won’t admit that it is broken, when if fact it is, very much.
Apr 2, 2025 at 7:26pm #221275In reply to: about Gamepad Emulated Headtracking
RalfKeymasterNo need for OpenTrack to do that. Can be enabled and configured in the vorpX menu directly by turning off the ‘X-Box Gamepad Override’ option and then enabling ‘Head Tracking as Gamepad’. Afterwards a few related secondary options appear in the menu, which may have to be adjusted per game.
Caveat: games usually filter gamepad input quite heavily, which makes head tracking emulating a gamepad feel quite laggy. General rule head tracking wise is: DirectVR or TrackIR head tracking (if available) > mouse emulation head tracking > gamepad emulation head tracking. So don’t use gamepad emulation head tracking unless absolutely necessary.
Mar 10, 2025 at 3:10pm #221213In reply to: Witcher 3 Next Generation Patch
NigebikParticipantDoes anyone have headtracking working when using directvr? It doesn’t work for me. What can I try to do?
Mar 7, 2025 at 5:23am #221202In reply to: Necessary settings for Controller
OgrescarParticipantWhether or not you get gyroscopic head motion depends on how the game in question supports mouse movement and the success of directvr scans to locate specific memory addresses. Not sure what settings you are looking for, an xbox controller is a gamepad and is treated as such.
Feb 16, 2025 at 10:41pm #221157In reply to: Cyberpunk VR Update Thread
mr.uuParticipantReally amazing how good Cyberpunk 2077 looks in VR with this free(!) mod.
I have a 3090/5800x3d/Pimax Crystal and if i check with fpsvr my CPU is limited to below 50fps? So my CPU seems to be the bottleneck? Also i get the stutters when turning with the controllers, just read that i have to check the fps ingame with ctr-F and watch the second number – will do that tomorrow.
Question: does an upgrade to a faster CPU like a 9800x3d eliminate the CPU bottleneck?
What CPU Performance do you guys with a faster CPU like an 7800x3d have? I do want to stick with my am4 platform as long as possible, but if this game forces me to upgrade…BTW., i have the vorpx quality settings at max, ingame most at med/high, no rt, dlss4 performance. Vorpx framerate cap at 50% and headset at 90Hz. Somehow the ingame aspect ratio is 16/9, so many pixel wasted. Should i set the i game resolution to a 4:3 one?
I really want that CPU limit gone and a smooth controller turning! Should i try to run via OpenXR and use Pimax eyetracking with quadview rendering to gain a few fps? Does it even work with vorpX DirectVR?
So much tinkering possible…but the result is breathtaking! Thank you Ralf!
Feb 7, 2025 at 4:00pm #221126In reply to: Kingdom Come Deliverance 2
NigebikParticipantThere is no way to turn on 3d in this game. The game does not start via directx 11. Other profiles are not working, most likely because of directvr. Kingdom come 2 has exactly the same exe file as kingdom come 1. Vorpx believes that this is part 1 :D Can you please tell me how to enable 3d, or how to launch the game with a different profile?
Jan 19, 2025 at 5:27pm #221068In reply to: Cyberpunk VR Update Thread
RalfKeymasterThere is an option on the DirectVR page of the menu that lets you disable looking up/down only with the headset.
Not recommendend though. Really. Not. Pretty much every VR game ever made only allows looking up/down with your head and not with a gamepad/controller to ensure that your real world horizon and the VR horizon always match. When both do not match playing in VR can become pretty uncomfortable.
Dec 19, 2024 at 9:17am #220964In reply to: Direct Vr Titanfall 2
BoblekoboldParticipantI 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.Dec 16, 2024 at 10:22pm #220950In reply to: Direct Vr Titanfall 2
BoblekoboldParticipantUsually, 3840×2880 is a good compromise to play full VR with 4:3 headset like Reverb G2 or Quest 3 (but 2880×2160 is already good). Of course you can go higher, especially with more recent games with detailed textures, if you have a very good graphic card.
Usually, I set resolution (and FOV) with game options or game cfg/ini files but with this game it seems you can (and should) use VorpX options as Ralf said.
I’ve found that (it’s old, it’s another game, and I don’t know if it applies here) :
https://www.vorpx.com/forums/topic/how-to-change-resolution-set-by-directvr-fullvr-mode/
And that (as far as I know it always work in last resort, but it may cause other problems, or not) :
https://www.vorpx.com/forums/topic/can-i-disable-vorpxs-optimal-resolution-functionality/Dec 14, 2024 at 10:48pm #220929In reply to: 3d instead of vr… is that even a thing?
BoblekoboldParticipantUsually, 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).Dec 13, 2024 at 4:15pm #220921In reply to: Fallout 4 First person view issues
RalfKeymaster@ Boblekobold:
Please don‘t advise newcomers to disable automatic settings. Maybe you have a reason to do so, whatever that may be, but that breaks essentially everything that makes advanced DirectVR profiles like the Fallout 4 profile great. It may even break profiles entirely if the automatically set options are required to make 3D work for example. So at the very least please never give this advice without calling it a last resort that breaks almost all good stuff an advanced profile may come with. Thanks!
@ Woobisan:
FOV should be set correctly automatically after running the DirectVR scan. if that fails for some reason, 110, or to be totally precise 112, would indeed be the right value here.
Weapons are supposed to be moved out of sight unless you use them, which may only work correctly with FOV being set to the right value. You can disable this feature on the DirectVR page of the menu, but before you do that, please first try with the correct FOV. It’s actually a really awesome feature unless you like running around with a gun glued to your face all the time. :)
Dec 2, 2024 at 3:27am #220862In reply to: Can’t get Metro Last Light to run in a good way
BoblekoboldParticipantMetro games (other than Metro Exodus) are very easy to configure, from my experience. You don’t have to choose a profile, VorpX will use official one automatically.
Last one I tried was Metro 2033 original, but if I remember well, it must be the same thing with Last Light Redux.
If you don’t simply use DirectVR scan, you can :
– launch VorpX Desktop Viewer (with V24)
– choose a very high resolution (4:3 for Quest 3 and Reverb G2 but it depends on the VR headset) on your virtual monitor with Windows “Display” options. You have a button to identify the number of the virtual monitor in Windows.
– launch gameBefore the first launch :
– edit game cfg/ini files to have windowed mode. You can also configure the resolution you want here if needed, and the FOV (metro games use vertical FOV, so 90 vertical = 120 horizontal in 4:3).As usual, FOV must be very high (105-120 horizontal min, or 78 to 90 vertical).
Most of the time, the resolution must be equal or lower to the virtual monitor resolution, because you play windowed.
Remember VorpX will only give you the ability to choose G3D if you launch the game in DX9 or DX11. You’ll only have Z3D with other choices. I don’t think Metro Redux give you a choice, but with Metro 2033 original, you can choose DX9 or DX10 (and DX9 works great !)
For Metro Exodus (if someone else read this post) :
https://www.vorpx.com/forums/topic/metro-exodus-enhanced/You don’t need the game to be in windowed mode in Metro Exodus because you can define ratio in game video settings but you need it in most other Metro games I think (except if the ratio of your physical monitor is the same as your VR headset).
Most other games (not Metro), use the ratio corresponding to the choosen resolution. So you usually don’t need to worry about it.Nov 12, 2024 at 4:55pm #220790In reply to: Is Metro Exodus Enhanced working for anybody?
BoblekoboldParticipantAs Ralf said, it’s easier to use official profile, which is automated if you don’t know how to configure, and is the most immersive/impressive one in some situations, especially when you have big ennemies close to you, but remember you can’t launch official profile without using both Standard Edition and ingame DX11 option.
So if you want raytracing, which require DX12, you’ll have to configure manually as explained (which isn’t really hard in this game on most headsets).
And there is raytracing in Standard Edition (often better than Enhanced in my opinion). You can’t disable raytracing in Enhanced edition because lighting is based on it. Standard Edition has both good dynamic lighting and optional raytracing in addition.
Concerning Performances with ultra graphics option, high FOV and resolution (and “phenomenal” textures in VorpX) :
1) Official Profile with Standard Edition DX11 and Z3D (I have visual glitches on eyes with this one) is the less demanding (or no 3D at all if you don’t need it).
2) Official Profile with Standard Edition DX11 in G3D is a native-like experience, very impressive, and you should at least try it indoors if you like 3D (Spiders Level especially). And it’s the more demanding with max settings because of G3D (but it’s less demanding if you turn off G3D shadows in VorpX ingame menu, which are beautiful indoors with “Auto” setting, but are demanding).
3) Cloud profile (“Ennchanted”) with Standard Edition DX12 with light Z3D and ultra raytracing (no DLSS), works very well, and is a lot less demanding than Official G3D. It’s not a perfect native like experience because it’s not G3D, but it’s the most beautiful option in my opinion, at least in the Volga, Moscow and train.
4) Cloud profile (“Ennchanted”) with Enhanced Edition DX12 (raytracing can’t be disable with this option) is more demanding, and not as beautiful as standard raytracing in my opinion, but probably less demanding than G3D I think (in term of framerate). But it may not always be as smooth as other options.So best performance (with max settings) are : 1 then 3 then 4 then 2.
Maybe the performance ranking is different if you let G3D shadow disabled (in this case G3D is less demanding) or if you use DirectVR Scan and let default VorpX option (which are less demanding than what I used). It may vary with game environments as well (indoors / outdoors, lighting, etc.)
You’ll probably have to disable G3D shadows if you use G3D outdoors (because of visual glitches).
Most beautiful is 3 and most impressive/VR (native-like) is 2.
I mainly played with 3 (especially outdoors and train) in full VR and immersive sceen, and some indoors levels with 2 in full VR.
I would recommand to do that if you have a good computer, a displayport headset, and if you like VorpX converted games even when it’s somewhere between flat and VR and want the most beautiful graphics (or only option 3 if you don’t care about 3D).
Immersive screen properly configured (high FOV, 4:3 resolution and vertical curvature) is sometimes better in my opinion than full VR during cutscenes, when manoeuvring boat, looking at very beautiful places, etc.If you only like native VR like games, choose 2 (in full VR), especially if you don’t know how to configure.
Nov 12, 2024 at 12:46pm #220787In reply to: Is Metro Exodus Enhanced working for anybody?
RalfKeymasterJust briefly chiming in here to strongly recommend the regular version. Runs faster, doesn’t really look considerably worse, in some parts even better as others pointed out, and most importantly comes with a profile that has various DirectVR features: 1:1 head tracking, FOV, resolution. All covered automatically.
The marginal improvements of the ‘Enhanced’ version (almost certainly produced mainly because of some RTX marketing money) are not worth the fiddling compared to the ease-of-use with the regular version profile, even more so considering that the enhanced version has significatly worse performance with RTX enabled.
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