The fov memory injection Vorpx uses will often cause pop-in. Obviously an in-game setting would not have that problem. I looked around and there seems to be settings for fov in TSW’s latest patch for very wide resolutions:
https://forums.dovetailgames.com/threads/no-adjustable-fov-ultrawide-support.2221/
There is also a ue4 general setting that causes fisheye, but maybe with a high enough 4:3 resolution and using vorpx zoom that warping effect would be beyond your vision inside a headset.
https://steamcommunity.com/app/530070/discussions/0/1692662484255931282/
If the fov has really been fixed in a patch for wider resolutions you could also try using a nvidia ultra wide custom resolution [which might make the fov natively increase] and then zoom in with vorpx.
The positional oddness might be fixed by turning off positional tracking or temporarily moving your head back/foward and resetting centre headset at that new point.
Or changing the Vorpx aspect ratio setting in combination with shift + mouse wheel for zoom.
I don’t have the game, but hope this helps.