PlayStation VR2 and Full Vr

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  • #222333
    Buzbee
    Participant

    Anyone know how to configure full vr vorpx with psvr2? What resolution/aspect ratio and any FOV adjustments to get it not looking warped? I usually use immersive screen because of it.

    https://vr-compare.com/headset/playstationvr2
    Visible FoV 110° diagonal

    Not sure how to use this data:
    https://risa2000.github.io/hmdgdb/

    Any in-game settings or config.ini settings would also be appreciated.

    With REFramework I was able to play RE7 without motion sickness by increasing the FOV from the highest official max of 90 and
    Disabled camera wobble by enabling “Decoupled Camera Pitch” to stop the camera from moving vertically.

    Any similar tricks for Vorpx?

    #222338
    Detective_Yoshi
    Participant

    It works just like the Quest 3 or Psvr 1. U need to test it in vorpx menu inside the game and change settings like fov, zoom, 3d strenght, hud distance, full vr, immerssive etc. Its a game by game situation.
    Some games u could find fov that works for vorpx like Im playing some vorpx games in immerssive screen with better fov that were made for flat version. Killer is dead for example.
    Don’t try to get all the games working great all at once, learn vorpx game by game and play them to have fun.

    #222339
    Ralf
    Keymaster

    Unfortunately there is no single answer to that question since games use different metrics for their FOV calculations. Some use the vertical FOV (which makes most sense), some the horizontal FOV, some use a wrong but fairly common naive vertical to horizontal calculation, some use offsets from some unknown base value or even made up fantasy values. Over the years the number of formulas in profiles where vorpX can calculate the FOV automatically has reached about a dozen…

    That said:

    For vorpX at default, i.e. with its ImageZoom setting at 1.0, the actual vertical! FOV you want in a game is always 96°, no matter what headset you use. That’s done to keep profiles and potential instructions from profile authors easily interchangeable.

    Most modern headsets however can display a bit more if you want. The actual vertical FOV your headset needs with vorpX’s ImageZoom setting maxed out can be found in the vorpX log file in a line like ‘SteamVRDevice: FOV: 103.000000°’ or so. Might also be ‘OculusRiftDevice’ or ‘OpenXRDevice’ depending on your headset type.

    That’s only the first step though. From there you need to figure out how the game in question actually handles its FOV calculation, which, as described above, differs heavily from game to game.

    You can check the vorpX log file by creating a trouble shoot archive in the config app.

    BTW: The values from comparison sites on the internet are uselesss for your purpose as they are usually derived by looking through the lenses on some measurement table displayed on the screen. So that’s the FOV the person who looked through the lenses was able to see, which varies depending on various individual factors ranging from face shape to eyesight. It’s not the FOV a game would display on the screen, which usually is higher than these visually guessed values.

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