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  • #90835

    In reply to: The zoomed-in problem

    feathers632
    Participant

    Of course changing the FOV (field of view) makes a difference, it actually makes THE difference. The latest post on this thread before yours was from June, 7th. If this was an unsolvable issue, there would probably a lot more posts about this.

    If you can’t see a difference, something went wrong. If a game normally uses an FOV of 75 for example, it looks very narrow and zoomed in, but if you set the FOV to 120 successfully, you have an FOV that is equal to what see in native Rift applications, nothing is zoomed in anymore afterwards.

    That is possible in many games, but not all. vorpX also provides workarounds if it’s not possible in a game.

    From best to worst here is what you can do (taken from the Essential Game Hints in the vorpX help):

    1. Set the game FOV directly in the game if it provides to dial in an FOV of 120°.
    2. Set the game FOV directly with the vorpX Game Settings Optimizer (vorpX config app) for games that support it.
    3. Set the game FOV to 120 manually through an ini tweak or external tool (avaliable for many games, google FOV + game name).
    4. Set the game resolution to a 4:3 or 5:4 aspect ratio mode. 1280×960 for example. In many games this helps with FOV.
    5. Use the 3D FOV Enhancement in the vorpX ingame menu (availabe in Geometry 3D games).
    6. Use one of the letterbox aspect ratio modes in the vorpX ingame menu and/or ImageZoom.
    7. Play the game in Virtual Cinema Mode (can be enabled in the vorpX ingame menu).
    8. Use the 2D FOV-Enhancement in the vopX ingame menu (be aware that this distorts the image).

    Well actually I did most of that last night. I applied the vorpx optimisations to each game. I was able to press F4 in Dishonored and that worked. Metro LL no way. No amount of FOV modding (including the .ini) made even the slightest difference. The games that are zoomed in look normal (good) in theater mode) or when using the peek feature (mouse M).

    I had also used vorpx FOV controls and that helped slightly but Borderlands and Metro LL were still far too zoomed in.

    As soon as I adjusted IPD in-game vorpx on Metro LL it looked normal for the first time. Increased stereo depth too.

    By the way… I’d also changed the vorpx aspect ratios last night and none of them helped the extrem zoomed-in look.

    So now the game is set to 90 via .ini and adjusted IPD and it looks good. As I said.. setting the FOV to 120 via .ini last night didn’t help at all.

    #90833

    In reply to: The zoomed-in problem

    feathers632
    Participant

    One very important thing regarding the “zoomed in” effect, that almost everyone misses, including me, is calibrating IPD in vorpX’s ingame menu. So do calibrate your IPD following the on-screen instructions, trust me…it does wonders to the resulting image both for FOV and 3D depth and presence feeling.

    I tried a few games like Crysis, Fallout 3, BF3, BF4 etc and no matter what methods I used for improving FOV, including FOV enhancement tools and vorpX’s FOV options and zoom, it still felt a bit “zoomed in”, especially on close range objects.
    So after finishing the whole BF3 campaign using Flawless Widescreen set to max FOV, Letterbox 1 aspect ratio, 2D FOV-Enhancement and 85 % image zoom, I started BF4 (same settings) which had better 3D definition but after playing for a while, the “zoomed in” feeling became kind of annoying and broke the immersion. Besides that I also got some blurry vision for half an hour after playing, until my eyes readjusted.

    Then I started messing with Calibrate IPD option from page 2 (display) and found that 64.00 which is the default average for most males was wrong, so I re-calibrated using the on-screen instructions and ended up at 60.75 where the cross was perfectly visible and most clear (I do not suffer from any vision issues, I see very sharp, near and far).I was stunned by the result as the “zoomed-in” issue was completely gone, the FOV was just like as in an Oculus native supported game like Alien Isolation or HL2. I was stunned even more when I instantly noticed a huge improvement to 3D depth, the distance from my face to every object in the 3D environment was very clear which is a huge boost for presence feeling. And after playing for a couple of hours without any pause, when I exited, the blurry vision was greatly diminished and it completely disappeared in 1-2 minutes.

    So this is the most important thing to do besides setting the FOV. You might end up higher than me, closer to 62-63…in my case, might be the VR Cover cloth which I applied over the DK2 and puts a bit of higher distance between the lens and the eyes, although the VR native games didn’t gave me any problems with the 64 IPD default setting in Oculus profile. I’m not sure how that is possible, maybe it differs from one game to the next, but the result is amazing.

    Looks like you’re right! Every game has been massively zoomed-in and even after I spent hours last night following the advice to change FOV in game, in vorpx or by modding game ini, it made absolutely no difference. So after finding your advice here I went in to metro ll and adjusted the IPD (haven’t used the in-game calibrate yet – i simply increased the IPD and now the game doesn’t look zoomed in anymore. Also changed the z-buffer mode and increased 3d effect. So many people are posting here about zoomed-in problems and the standard advice to mod FOV isn’t working. Well done for sorting it out!

    #89706
    dan83bp
    Participant

    Hi!
    I have one question ( first sorry for my bad english )
    With direct hmd the oculus demos runs fine, but with vorpx i need to change to external mode.
    the problem is, the games ( like metro 2033 ) starts fine, i can see on my monitor the image ( normal, double , and the vorpx beta logo ) but on the rift i can see nothing. When i move the rift with my head i can see the movements on my monitor, but i can see nothing on the rift. the rift led is blue.
    please help me with this.
    Thanks!
    Dan

    #89416
    charlyefun
    Participant

    Hi there,

    can someone tell me how to start this game with DK2 ?

    I tried it in extended mode, as primary and secondary monitor but without success.

    many thanks in advance.

    #88451

    In reply to: An Honest VorpX Review

    adisplinter
    Participant

    I completely agree with this review, it points out the key pros and cons of Vorpx. Also, in a sea of complaints there should be some positive reviews coming from satisfied users. Fortunately, I encountered only one issue with VorpX where it didn’t hook to Metro Last Light but the problem got solved easily with Metro LL Redux version. Except that, all the games ran flawlessly, I finished BF3, BF4, Metro series and Stalker series so far. It has been my dream to be able to play Stalker Misery mod in VR and VorpX made that dream come true. So I have nothing but respect for Ralf and his creation.

    Initially I didn’t wanted to give money for a 3-rd party driver so I tried the free Vireio Perception which does a pretty good job for a few games, but has VR boost and user interface issues, frame counter impacts performance heavily etc. But all that only works on nVidia GPUs, I’m an AMD Radeon user and almost every supported game doesn’t hook in VR properly or has severe issues after level or savegame loading. Vireio developers said on reddit that they all have nVidia GPUs and will optimize for AMD in the future. So I had no other choice for playing great non-VR games in VR, other than VorpX. So after days of reading long reviews and watching youtube videos, I decided to purchase VorpX and after 2 months of daily VR gaming my conclusion is: damn was it worth it !

    It has a very well made Windows and in-game interface with lots of useful options to set the best possible VR image. And after doing that a few times, it gets very easy and the user can port those settings from one game to the next, making only a few modifications to fine tune the experience. If the VR image is set properly, with best calibration, FOV, aspect ratio, head tracking sensitivity, edge peek screen distance etc, you can obtain a very immersive experience that is way better than playing the game on 2D displays. Most of the games I played were in Z-buffer mode which is a “less 3D” way of experiencing a game, but still 3D enough to perceive the spatial depth of objects. Generally this is the way most games are played in VorpX because only a few are compatible with Geometry 3D. Of course, Geometry 3D is the best way to go, total immersion, feels like a native VR game, but has a higher impact on performance which might be a problem if it’s a demanding next gen game and the GPU and system are not very strong. If you have a high end system, Geometry 3D will not decrease performance in most cases.

    If you don’t have an issue with playing a game with mouse and keyboard or controller on DK2, or if you get used to doing that, I see no problem with playing games using VorpX, it feels very professional, the interface doesn’t miss any needed option, it’s easy and intuitive, it is very stable and if the user is lucky enough not to encounter the issues I sometimes read on this forum, then it is worth the price in my opinion, seeing how many AAA games will you be able to play in VR. The only small inconvenience I had throughout these 2 months of VR gameplay was the fact that not all games can be set to move the HUD elements towards the center of the display in order to be visible in DK2 and some games like Fallout 3, Skyrim or Stalker series which have RPG elements (inventory, map, dialogue interface etc) are displaying them in fullscreen which can’t be entirely visualized in VR. In order to bypass this issue, you click the middle mouse (scroll) button to enter Edge Peek mode to view the whole screen like a projection in front of you and look in the corners of the screen using head tracking. And if the text descriptions are too small or some objects are not clearly visible, you can decrease/increase the distance between the Edge Peek screen and your face (Expert options must be enabled). After a few days of use I adjusted to this method just fine, it comes naturally now, so I guess it’s not such a major issue.

    In conclusion, if you love VR gaming and can tolerate DK2’s screen door effect, VorpX is the best solution to this date. All it takes is a few tweaks and settings, occasionally using an external FOV tool like Flawless Widescreen and you’re all set. The issues that some users are having with VorpX are generally caused by other software products that interfere/prevent VorpX to function properly or incorrect setup of DK2/games/VorpX. Best way of making a decision is to read as many user experiences and reviews as possible. I for one, am completely satisfied, as it made possible playing my favorite games in VR in a much better way than initially expected. Fully recommended 10/10, kudos to Ralf and any other parties involved in making VorpX.

    #88322
    Ralf
    Keymaster

    The value in the Metro ini is the vertical FOV. For simplicity the Game Optimizer shows the horizontal FOV (recommended 120) in all cases and converts it if required. It’s working exactly like it should.

    #88279
    Ralf
    Keymaster

    I’m not 100% sure currently, but I think you can do this automatically for Metro 2033 with the Game Optimizer in the vorpX config app.

    #88277
    jcreation
    Participant

    For me, I found out the following things to provide a solution for this problem with Metro 2033:

    The game has a max FOV setting of 90 – this is just about sufficient for a playable experience.
    Any setting outside of the maximum range will cause it to default at 50.675
    To change this setting you must edit “C:\Users\<username>\AppData\Local\4A Games\Metro 2033\<possible-generated-hex-number>\user.cfg” (Other installations may vary in location)
    Modify so that “r_base_fov” has value 90.
    Start game and enjoy (hopefully).

    #88124
    Grumdark
    Participant

    Currently,I have problems with 3d z buffer(z Normal/z-adaptative)in two games,
    these games are far cry 4 and Battlefield 4.
    Far Cry 4 certainly shows no 3d for me,never.
    Battlefield 4 produces a flicker every few seconds or interference,causing loss of 3d,even vorpx ingame menu.
    These errors are reported,but we are waiting for some solution.

    On the Metro titles,the situation for me is:
    Metro 2033 standard version:
    3D Geometry in dx9 (Yes) 3D Geometry in DX11(No)
    3D Z-normal/adaptative DX9(Yes) 3D Z-normal/adaptative in DX11(Yes)

    Metro Last Light standard(complete edition):
    Geometry in DX9(No) Geometry in DX11(No)Also causes blackscreen in DX9(vorpx)
    3d Z-Normal/adaptative in DX9(No) DX11(Yes)
    This tittle,clearly need revision to vorpx geometry.

    Metro 2033 redux:
    Geometry in DX9(No) Geometry in DX11(No)
    3D Z-normal/adaptative in DX9(Yes) 3D Z-normal/adaptative in DX11(Yes)

    Metro Last Light redux:
    3D Geometry in DX11(No)
    3D Z-Normal/adaptative in DX11(Yes)

    All tested on i7 3770K oc4,2 and NVIDIA GTX 980 g1 gaming,oculus rift dk2,
    Windows 8.1

    #88121
    edo
    Participant

    Thanks grumdark for the suggestion on MSAA however it still wont kick in to stereo 3d. I am not sure the 3d-z is working in other games either for me. Is farCry 4 a zbuffer game? If it is I also get no 3d. Also no luck with Metro 2033 redux. Geometry works fine where that is applicable. As you can see, I bought a lot of games on Steam’s summer sale to try with Vorpx :). So far Mirrors edge works well in geometry as well as Borderlands. I guess I could switch those to z-3d and see what happens. ill report back once I try them.

    #88062

    In reply to: metro last light

    adisplinter
    Participant

    Well, I took my chances and bought Metro LL Redux on Steam Summer Sale and it paid off cause vorpX hooks up just fine in DX11 mode ;) So for anyone who can’t play Metro LL original in DX11…Metro LL Redux is the solution.

    And it looks surprisingly good for Z-buffer, the image quality is much better than Metro 2033, even if it lacks the immersion and depth of DX9’s Geometry 3D.

    Thank you for your input grumdark, you pushed me in the right way suggesting Redux version ;)

    #88055

    In reply to: metro last light

    Grumdark
    Participant

    You can try to navigate to the following directory, depending on your version:
    C: \ Users \ “your user” \ AppData \ Local \ 4A Games \ Metro LL \ 1100001057a3590
    C: \ Users \ “your user” \ AppData \ Local \ 4A Games \ Metro Last Light \ 1100001057a3590

    Open user.cfg Locate and change the following lines:
    r_api 0 to r_api 2 (0 for DX9,1 for DX10,2 for DX11)

    Locate r_base_fov line X and X to change the Desired value.
    r_base_fov x to r_base_fov 89.99900055

    No write superior value fov,that reset the FOV.

    Apart from this,in vorpx ingame menu,adjust value zoom desired and/or aspect ratio,(my preferred pixel 1:1+zoom adjustment or letterbox1+zoom adjustment)enabled black smear,3d z normal,e.t.c.
    Good luck,Greetings.

    #88052

    In reply to: metro last light

    adisplinter
    Participant

    Metro Last Light Redux is now on Steam Summer Sale at -75 % price offer, so it is very attractive :) I would buy it if I was 100 % sure vorpX hooks in DX11 mode, because if it doesn’t, as it happens with Metro Last Light (original), than it’s a waste of money.

    DX11 in Z-buffer with higher 3D-strength and FOV adjustments is still pretty good, as I experienced in BF3, BF4 or Stalker Lost Alpha…of course Geometry 3D is way better, but I prefer to play it with reduced 3D immersion in DX11 if there’s no other choice. Is there something special that needs to be done in order to get vorpX to hook in DX11 mode ? Cause I tried everything…

    #88051

    In reply to: metro last light

    Grumdark
    Participant

    exact,it is.Metro Last Light, is broken in this moment.
    I also reported this problem several times,but no luck.
    I had a chance to test it in DX11 with (3d z-buffer)…but the difference is huge.3d Geometry was fantastic in these games.

    However, when you try to use dx9 the game directly produces black screen(in vorpx),therefore, it is impossible to use 3D geometry in dx9 at this time.
    Only solution for now is to use DirectX11 and 3d z-buffer, and honestly, for this … is preferable to use last light redux.

    It’s a shame, because they are two of the best titles that can be enjoyed in virtual reality with driver 3d,but Metro Last Light need a review on vorpx …

    PD:Only Metro 2033 dx9 works correctly in geometry,LL and redux nothing(only z)

    #88050

    In reply to: metro last light

    adisplinter
    Participant

    VorpX does not hook to Metro Last Light for me in DX11. It looks like 2 separate monitors and there is no vorpX menu when pressing Del. I launched it directly from Steam and then created a desktop shortcut for MetroLL from vorpX tray icon, switched between “Use system settings” (Rift as primary display) and “Show on Rift DK2” (Rift as secondary display) and get the same result. I also tried all applicable steps from “basic troubleshooting” section of the forum, same result. The only time it worked was on DX9, only once and I had no Geometry 3D option, only Z-buffer, but after I exited and launched the game again I always got the black screen freeze.

    I finished Metro 2033 with no problems on DX9 and Geometry 3D so it would be a shame not to be able to continue the saga. I understand that DX9 either triggers the black screen freeze or doesn’t work in Geometry 3D but I want to play it at least in DX11 with Z-buffer. I am on Radeon GPU, latest drivers installed, Oculus runtime 0.5.0.1, Windows 8.1 64bit.

    Please help

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