The best resolution depends on various factors. For one obviously the performance you can achieve at a given resolution. Try to maintain half the headset refresh rate whenever possible, at least in FullVR mode. While vorpX is designed to handle lower framerates as well, in FullVR mode things can start to feel sluggish below half the headset refresh rate. In cinema/immersive mode lower framerates are more tolerable.
Also the best aspect ratio differs depending on the play style. Fo cinema/immersive 16:9 or 16:10 is typically what you want while for FullVR mode 4:3 is usually best. At least that’s a good rule of thumb. For FullVR mode things are a bit complicated since some vorpX settings like ImageZoom may affect the ideal aspect here.
Whenever vorpX can handle the resolution, let it do its thing and just select a quality preset on the DirectVR page of the vorpX menu. vorpX then figures out the best resolution for the game factoring in all vorpX options that affect which aspect ratio is best in the current situation.
First keep in mind that for games that don’t have a scanner profile specifically tuned for the game, there is a fairly high chance that although the scanner believes it succeeded, it actually failed.
If it actually succeeded and you have DirectVR head tracking, but the gamepad doesn’t work anymore afterwards, try to disconnect/re-connect it. With some luck that might do the trick.
If not you might be able to use vorpX’s gamepad > mouse/kb mapper instead. It can be enabled by changing the ‘Gamepad Override’ option on the ‘Input’ page to ‘Full’. The key mapping is fully configurable. Alternatively you could use your VR controllers in kb/mouse mode, which is more comfortable to use since that way the current keyboard mapping will be visible in the headset on the rendered controllers.
That’s actually a feature, almost all native VR games work in the same manner.
In most cases you can disable the y-axis lock on the DirectVR page of the vorpX menu though. BUT: the locked y-axis keeps the horizon where it supposed to be, so unless there is some game breaking issue caused by the lock, you typically should leave it enabled for better comfort.
After the update, with Portal 2 the right xbox-controller stick X-axis doesn’t work anymore, after performing DirectVR scan
Incidentally there will be some changes in that regard shortly. Instead of directly opening the vorpX menu with a left thumbstick click you will see a little menu first e.g. with the entries vorpX menu/DirectVR scan/recenter/VR hotkeys that can be selected by looking at them. Similar to the gaze based game hotkey system that currently can’t really be used at all with a gamepad.
In the meantime there still is a more comfortable option for doing both with a gamepad than using the keyboard shortcuts: the vorpX menu currently has recenter and DirectVR scan (if available) buttons on the main page for quick access.
Whether a game has 6DOF or 3DOF tracking depends on two factors: for one by design only G3D games or games with dedicated DirectVR positional tracking can have 6DOF. Z3D can’t (aside from the aforementioned DirectVR exception). Also 6DOF is only unlocked in G3D games where it’s known not to cause too many/heavy glitches. You can however unlock 6DOF in every G3D game in the vorpX menu under ‘Headtracking Options’ and check yourself whether you are OK with the glitches it potentially may introduce.
That works the same with Quest as it does with other headsets, at least if the Quest is used in native Oculus mode via Link/AirLink. Not sure about Virtual Desktop. I suspect that would also work, but never tried myself.
One thing I noticed with Quest is that occasionally (e.g. under bad lighting conditions) it falls back to 3DOF in general. That has nothing to do with vorpX though. If you are sure a game definitely should have positional tracking, but doesn’t, it’s worth checking whether you currently have 6DOF tracking at all with your Quest, e.g. in Oculus Home.
If you can’t see the cursor while it is supposed to be visible, try ALT+C. This shouldn’t really happen though, I’ll take a closer look at it. In the meantime ALT+C should do the trick.
If you experience anything unwanted sound wise, untick the ‘Use built-in audio device’ checkbox in the vorpX config app. vorpX auto switches to the headset audio device. If that’s not what you want, unticking that checkbox disables the function.
There is no DirectVR memory scanner for the game, that’s correct. Another part of DirectVR however adjusts various settings automatically to configure the game for FullVR mode. Most importantly the camera field of view. Note that initially two restarts may be required until the FOV is right. Works for me. vorpX displays a prompt requesting a restart whenever it considers that necessary.
If you happen to have disabled automatic settings, please re-enable that, otherwise DirectVR can’t configure the game correctly. Also please reset the profile to default in the config app if you tweaked any vorpX settings.
Hello Ralf, I wanted to play Thief 4 with the new update, but I couldn’t.
The Thief 4 profile does not work, there are several problems:
– The mouse cursor does not appear on the screen (but the buttons work)
– The game doesn’t play any sound in my headset (the sound from my Rift S is on the headset audio channel)
– The game camera moves in all directions if I move my head, and I have the impression that the FOV is not good (it’s hard to determine) which makes the game completely unplayable in FullVR (Putting the option in VorpX “Input Settings > Try Pitch Lock > On” alleviated the problem)
– There is no DirectVR Scan button?
Other than that the VorpX hooking up is good and the G3D seems to work well.
I’m also using this post to give some settings I found (and that work) that could improve the VorpX profile of the game:
Disable motion blur (Thief\Engine\Config\BaseEngine.ini):
motionBlur=False
motionBlurPause=False
Disable the black/white vignette effect around the screen (ThiefGame\Config\ThiefGame.ini):
mbForceHideCloakEffect=1
Mouse setting (to be tested):
Disable mouse smoothing (ThiefGame\Config\ThiefInput.ini):
bEnableMouseSmoothing=false
Reduce mouse input lag (Engine\Config\BaseEngine.ini):
OneFrameThreadLag=False
Reduce mouse lag (ThiefGame\Config\ThiefEngine.ini):
bSmoothFrameRate=FALSE
MinSmoothedFrameRate=0
MaxSmoothedFrameRate=0
Settings and optimisation guide:
https://www.pcgamingwiki.com/wiki/Thief
https://steamcommunity.com/sharedfiles/filedetails/?id=233295023
(I use the new update, The game is running on Oculus Rift S, I have a RTX 2060 on Windows 10, I don’t have Antivirus, only Defender and no software running in the background. Excuse my bad english)
There is an “emergency” hotkey that let’s you deal with such glitches by temporarily disabling DirectVR. ALT+B per default, can be changed in the config app.
BTW: I’ll definitely check Dishonored in regard to the weapon hide feature soon. If you plan a full playthrough, it might be worth waiting a few weeks.
@Ralf I’m actually playing the Portal 2 mod called Portal Reloaded. When I launch the base game no issues, but the mod requires a directvr scan to get the fov right i guess.
tried using the weapon hiding, but it breaks after i run the directvr scan
@Ralf Playing Portal 2. Weapon hiding stops working after I run the directvr scan.
Please make sure that FOV is set to „Ini Edit“ on the DirectVR page of the vorpX menu. That‘s the default, together with the FOV slider at max in the menu vorpX will change the FOV to precisely match you headset‘s FOV. Also make sure to restart the game when vorpX suggests that to apply the changes.
the FOV is not supposed to be handled by the scanner (anymore). That‘s working for years, no reason why it wouldn‘t for you. Plus by sheer conincidence I just checked the game today for other reasons, so I‘m 100% certain everything is working as it is supposed to.
Please make sure that FOV is set to „Ini Edit“ on the DirectVR page of the vorpX menu. That‘s the default, together with the FIV slider at max in the menu, vorpX will change the FOV to precisely match you headset‘s FOV. Also make sure to restart the game when vorpX suggests that to apply the changes.
the FOV is not supposed to be handled by the scanner (anymore). That‘s working for years, no reason why it wouldn‘t for you. Plus by sheer con+incidence I just checked the game today for other reasons, so I‘m 100% certain all is working as it is supposed to.
Please, please do not touch any zoom related settings for the game. It‘s one of those games with really outstanding DirectVR support. You actually don‘t have to touch any settings at all aside from following the instructions regarding the game’s FOV slider and choosing a resolution preset in the vorpX menu that fits your PCs performance.
Please reset the profile to default and let vorpX do its thing. It knows damn well what it does in Bioshock Infinite.