Just a heads-up that you can let vorpX handle the FOV and apply an offset on the DirectVR page of the ingame menu if you want to raise it beyond the default. It changes the same .ini value. That way your FOV change will automatically be applied for everyone who downloads your settings (provided they have auto game settings enabled).
Update 2018/12/15
vorpX 18.3.2.2 has been released. This (hopefully) concludes the series of fixes related to issues with the most recent SteamVR version.
Changes/Fixes:
- Improvements for WMR headsets related to issues with most recent SteamVR.
- Fallout 76: FOV did not work since the game got official FOV change support.
- OpenVR updated to 1.1.3b
Update 2018/12/09
vorpX 18.3.2.1 has been released. This hotfix addresses the SteamVR head tracking swim/latency introduced with yesterday’s update. No other changes.
Update 2018/12/08
vorpX 18.3.2 has been released. This is a maintenance release mainly addressing frequent frame judder in SteamVR mode after the latest SteamVR update.
In addition to that some related changes originally intended for vorpX 19.1.0 have been backported to 18.3.2, most notably support for Motion Smoothing (SteamVR), respectively Asynchronous Space Warp (Oculus). vorpX 19.1.0 is still on track for a pre-Christmas release.
Changes/Fixes:
- SteamVR: Fix for frequent judder below 90fps with recent SteamVR versions.
- SteamVR/Oculus: Motion Smoothing/Asynchronous Space Warp support.
- SteamVR: Supersampling <1.0 is now taken into account (only important for Pimax 5k/8k).
- Oculus: Crystal Image setting takes user set super sampling into account.
- D3D11: several multithreading fixes and improvements
- The Witcher: better Geometry 3D profile, Z3D parameters tweaked
- The Witcher 2: G3D did not work anymore, Z3D parameters tweaked
- GTA V: scalable HUD added
Update 2018/11/15
vorpX 18.3.1 has been released. This is a maintenance release that mainly adds support for Fallout 76. The profile is a fully featured DirectVR profile with everything DirectVR can do in the best case including automatic resolution, FOV (two methods) and basic roomscale.
Additionally minor issues with the program itself and other profiles have been fixed.
In case anyone wonders: the Frostbite engine G3D support that sparked a bit of interest recently is still in development and will be made available with the next larger update 19.1.0 before the end of the year.
New profiles:
- Fallout 76: G3D/Z3D, full VR, DirectVR: head tracking, resolution, FOV, tweaks
Changes/Fixes
- Effects that look bad in VR (e.g. DOF blur) can also be disabled with Z3D.
- DirectVR scanner could time out with large scans in low memory situations.
- DirectVR menu page didn’t behave correctly if both memory scan FOV and .ini edit FOV are available.
- FOV scan was run despite .ini edit FOV being selected if both are available.
- Fixed an occasional G3D crash in Fallout 76 (and maybe other DX11 games).
- Arma III: DirectVR FOV was slightly too high.
- The Witcher 3: some objects were rendered at wrong depth.
- Crysis 3: reflections fixed, effect fixes.
- Fallout 4: minor gun decals and fire glitches fixed.
Update 2018/10/25
vorpX 18.3.0.1 has been released. This is a hotfix that addresses the issue below. No other changes.
- Black textures with Z3D in some D3D11 games (18.3.0 regression)
vorpX 18.3.0 released
After four maintenance releases for the 18.2 branch it’s finally time for a slightly bigger release with a bit of feature refinement and also more and enhanced game profiles. Most notable additions are: Dark Souls Remastered, Monster Hunter World, Shadow of the Tomb Raider and Assassin’s Creed: Odyssey.
Experienced users can now create much better custom profiles by defining HUD/shadow etc. shaders.
For details please check this blog post.
You shouldn’t have to take care of resolution yourself. Selecting a preferred quality on the DirectVR page of the vorpX ingame menu should suffice normally.
Remove the commandline.txt file before trying that.
vorpX then sets a ~8:9 aspect ratio resolution, which will help with performance since less pixels have to be rendered that you never see in the headset.
If you want or have to set a resolution manually, use a 5:4 or 4:3 resolution, not widescreen.
As many newer games the game still is quite demanding with G3D though, no real way around that. Everything has to be rendered twice, which cuts the framerate in half, and on top of that there is some additional overhead involved for rendering the game to the headset as well as for applying the DirectVR FOV adjustment.
In my experience a GTX1080 combined with medium graphics details should be OK, with less powerful systems it’s proabably better to switch to Z3D.
There will be a Unity 5 base profile in the next vorpX version (due later this week) that programatically parses shaders and theoretically – hopefully also practically – should enable basic G3D support for most Unity 5 games.
Caveat: It only provides basic G3D, shadow/UI detection or more advanced DirectVR stuff like automatic FOV adjustment etc. is not covered.
vorpX sets the resolution of the game to something uncommon, the game shows 800×600 in the menu, while in fact it is different. You should be able to tell by checking the size of the actual game window that you see on the monitor. That said if you are 100% sure that it runs in fact with 800×600, disable the auto resolution feature in the vorpX menu (DirectVR page).
Just in case: also make sure to use a regular monitor, not a TV. On some TVs the list of possible resolutions is quite restricted, making things hard for vorpX’s auto resolution feature. Especially problematic are old ‘HD ready’ TV’s without native 1920×1080 support.
FOV is also set by vorpX automatically by overwriting the FOV in the game’s memory. Might fail with pirated games (older version) or after a game update but works fine with the current one. If it does not work, it’s probably an issue with some AV program or similar software.
In general: if automatic FOV does not work either because it is not available for a game or because it fails for you, please use the methods/workarounds that are described in the ‘Essential Hints Guide’ and the ‘1-2-3 Game Setup Guide’ in the vorpX help.
I have this EXACT issue. Had it on 2 machines and never fixed it. I’m not sure if it’s hardware as this used also happen on my GTX 770 but I have AMD hardware and have this issue. I’m running a DK2 so I’m not sure if it’s dependant on that
I once got it working by leaving the game on for awhile and trying again but most the time it completely crashes my system forcing a reboot. I can play without direct VR but the experience is awful. I also have an issue with the controller which I read is also fixed by directVR scanner.
I got the controller working perfectly with New Vegas with mapping support and head tracking but playing that makes me want to start Fallout 4 again.
Until ralf posts back (if he has the time) the best thing to do is change the FOV to 120 in the INI settings and lower your graphics. That helped me at least get the scanner to not crash my system.
We’ll have to ask Ralf if he knows anything about this, id love his input, it’s always valued
The FS2017 profile has been added quite recently (end of May). If you tried before that, it’s very different now: Geometry 3D, DirectVR FOV adjustment, scalable HUD.
Sounds as if the DirectVR rotation might not get applied properly. For Source 2 games the scanner has to find multiple memory locations. Sometimes it might not find all of them, which would lead to a success message while in fact not everything is right.
For Half-Life 2 vorpX comes with pre-cached DirectVR values though, so if you are using the current Steam version of the game, there should be no need to run the scanner yourself. A factory reset in the config app restores the pre-cached values, so that’s worth a shot.
I don’t really have any other suggestions for Gone Home than the ones I gave you twice already, sorry. If for some reason DirectVR auto settings don’t work for you for a game, you can always:
- Either disable auto resolution in the vorpX menu (DirectVR page) and use vorpX the old fashioned way by following the three steps from the ‘1-2-3 Game Setup Guide’ in the help, essentially using the ‘ImageZoom’ option to compensate for missing FOV.
- Or alternatively switch the ‘Play Style’ option to ‘Immersive Screen Mode’, which doesn’t require a specific FOV.
Regarding my assessment of dellrifter’s Black Mesa fix please see my reply directly above yours. Whether there can be a solution on vorpX’s end, I can’t tell yet. If a game loads SteamVR (OpenVR) by itself, it causes a conflict with vorpX which does the same when operating in SteamVR mode. If by any chance you happen to own both a Vive and a Rift, switching vorpX to Oculus mode would also help.
Please make sure that the “Don’t optimize game settings” checkbox in the config app is UNCHECKED. Afterwards you can simply choose a better resolution quality on the DirectVR page of the vorpX ingame menu.
You don’t need a new key for reinstalling vorpX, your original key will work just fine. A new key is only required if you change hardware or reinstall Windows.
If even 1680p (which is already better than your headset’s native res) is not enough for you for some reason, you can disable the auto resolution feature on the DirectVR page of the vorpX menu and set an even higher resolution in the game’s ini file yourself, provided your PC can display it. Make sure to set a 4:3 res in that case, not widescreen, to avoid unnecessary rendering overhead.
You can select a resolution ranging from 1080p (slight undersampling) to 1680p (slight supersampling) on the DirectVR page of the vorpX menu.
You can choose a preferred resolution quality ranging from 1080p to 1680p on the DirectVR page of the vorpX menu. To get the most out of this feature also check the “Custom Resolutions” section of the vorpX help. It explains how to add resolutions to your PC that it normally cannot display.
BTW: Please help keeping the forum in a usable state for yourself and others by posting in the appropriate sub-forum. Thanks! All your posts so far would fit better in the “Technical Support” sub-forum.
@ dellrifter: interesting find. I’ll take a look at that. Thanks for the heads-up-
@ lipplog: Please make sure the “Don’t optimize game settings” in the config app is UNCHECKED. You should then be able to select a preferred quality on the DIrectVR page of the vorpX ingame menu. Apart from that please thoroughly re-read my replies above, especially everything about “1-2-3 Game Setup”, “Custom Resolutions” and “Immersive Screen Mode”.
DirectVR
DirectVR is a collection of several techniques that provide VR compatibility for ‘normal’ games with as little need for user interaction as possible. Direct VR can for example optimize game settings, choose an optimized resolution, adjust the camera FOV or provide perfect low latency head tracking. At least one Direct VR feature is available for currently more than 150 games.
Not all DirectVR feature are available for all games though. For Gone Home for example DirectVR adjusts various game settings and the resolution – provided you didn’t disable that functionality.