Quest 3 low anchor

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  • #221506
    Domyos
    Participant

    Hello, I am seeking your help for a difficulty with VopX.

    I will do my best to make myself understood.

    The anchoring in Full VR Mode seems to be anchored lower than the center, so when I use the zoom out for comfort, I quickly find the bottom of the image offscreen.

    I recorded a short excerpt using Steam’s VR view to give an idea.( https://youtu.be/zeIww3v3u5Y?feature=shared )

    The video does not fully reflect my vision in VR, as the zoom I experience, and being anchored low, positions the knife at my eye level, which is quite uncomfortable for visibility. I have tried modifying the FOV, different resolutions, different profiles, and different game titles, and that’s why I am here.I hope I am in the right place to find help.

    See you soon.

    #221509
    Boblekobold
    Participant

    Are playing in 4:3 with 112 FOV ?
    You can use Virtual Monitor with VorpX V24 if your physical monitor isn’t 4:3.
    If you can’t unzoom enough to feel Ok, raise FOV a little more until it’s perfect.

    #221532
    Ralf
    Keymaster

    The Quest, like most headsets, uses its screen in an asymmetric way, i.e. more pixels are rendered below the eye than above to accomodate human vison that focuses more on things on the ground than above. The idea behind that is to have more pixels available where it counts (below).

    Displaying a normally rendered game (meaning same amount of pixels above and below the camera center here) on your Quest with the viewpoint correctly aligned to your eyes leads to the observed effect unless you cut off pixels at the top of the image. If you want you can do that in most games by raising the ‘ImageZoom’ value to its max. Might be capped in some games though for one or the other reason, e.g. if a game doesn’t allow to set its FOV high enough.

    #221559
    Domyos
    Participant

    Hello, and thank you for your messages.

    I’m continuing my exploration of VorpX and adding another video, still with the same difficulty.

    I’m playing with the title “The Long Dark” and F0V of “The Long Dark” at max 100, still in Quest 3 on a 11900K and RTX-3090 with a Samsung S27D390H 27-inch screen. I’ve upgraded from VorpX Version 21 to 24.1.0.

    https://youtu.be/N7wg-oWNhYo?feature=shared

    I’m wondering if I need to launch VorpX Viewer first to play only in VR, or is it not necessary?

    See you soon.

    #221566
    Ralf
    Keymaster

    Please carefully re-read my reply above.

    Again for your convenience: if you want the screen to be fully utilized, you have to raise the ImageZoom option in the vorpX menu above 1.0 (at the expense of cutting off pixels from the top of the game image due to the asymmetrical nature of the screen usage in VR headsets). In some games the ImageZoom may be capped though for one or the other reason.

    #221571
    Boblekobold
    Participant

    I’m wondering if I need to launch VorpX Viewer first to play only in VR, or is it not necessary?

    It’s useful to launch VorpX Desktop Viewer if you want to play with a resolution you could not choose with your physical monitor. So yes you probably should.

    I can see you are playing in 1920×1080. It’s a 16:9 resolution. First of all, you would get a better result with a 4:3 resolution. I would recommand at least 2160p (2880×2160) or 2880p (3840x2880p) if you play in full VR.

    You didn’t raise ClarityFX and Sharpness sliders in your video. Maybe you should try (VorpX ingame menu page 2). It could give you a better image quality. There is also a Texture Enhancement slider sometimes (with G3D profiles).

    100 FOV is a bit low to play in full VR (it’s Ok, but it’s not perfect). Did you try Immersive Screen display mode ?

    #222873
    Domyos
    Participant

    Hello,

    Thank you for your reply regarding the asymmetric rendering on the Quest 3.

    I understand the principle of asymmetric pixel distribution. However, I unfortunately have no software or hardware solution on my side to correct the behavior I am observing in Full VR mode.

    With the Quest 3, the VR camera (field of view) consistently appears to be oriented downward, as if it were constantly tilted slightly toward the ground. This is not just an image shift or a FOV issue: the actual orientation of the viewpoint seems incorrect.

    This phenomenon occurs in all the games I have tested, across different game engines, even when the headset and strap are properly adjusted. Several screen resolutions and display modes have also been tested, as well as different FOV settings, without improvement. Additionally, below 0.85x zoom, a black bar appears at the bottom of the image, which limits the possibility of correcting the issue, and above that zoom level, the image becomes extremely zoomed in and unusable.

    Since I have no way to compensate for this downward tilt on my side, I wanted to ask whether it would be possible to add an option in VorpX to correct the vertical orientation (pitch) of the camera specifically for the Quest 3 — or for headsets using a similar asymmetric rendering approach — in Full VR mode.

    Such an option would help compensate for the downward tilt and provide a more natural result for Quest 3 users.

    Thank you in advance for your attention and for your work on VorpX.

    null
    TLD

    #222874
    Domyos
    Participant

    Quest

    #222875
    Ralf
    Keymaster

    Not sure if I understand your issue correctly, but just in case that’s what you mean:

    In games that use mouse based head tracking vorpX has no way of knowing where the horizon level is, hence it can’t automatically lock the camera pitch to the horizon. That is only possible in profiles with DirectVR head tracking where vorpX directly accesses the game ‘camera’ in memory. There is no way to do that for mouse based head tracking since mouse movement only knows up or down. It has no concept of a horizon level at all. You may have to readjust the horizon level manually from time to time with mouse based head tracking by using your mouse or gamepad/motion controller right stick.

    Other than that there is no and never has been a ‘downward tilt’ issue.

    #222880
    Boblekobold
    Participant

    Additionally, below 0.85x zoom, a black bar appears at the bottom of the image, which limits the possibility of correcting the issue, and above that zoom level, the image becomes extremely zoomed in and unusable.

    Because you don’t have enough FOV. Try a game with 120 or 130 FOV and it won’t be zoomed at all (it should really look like a flattened fisheye -unzoomed and distorted- on your monitor when you don’t launch it in VR). Then lower the FOV until it’s perfect for you.

    If you are sensitive to low FOV (as I am) you don’t really have any other choice than raising it for perfect full VR.

    When I can’t (which is very rare with first person games), I usually prefer to play with Immersive Screen display mode (you can still enable headtracking and it can be very close to Full VR).

    #222881
    Domyos
    Participant

    Thank you Boblekobold, but do you have a Quest 3?

    #222884
    Domyos
    Participant

    Boblekobold, if you have a Quest 3, I invite you to try it out together. Let’s choose a demo of the game of your choice on Steam, or I’ll take care of it, and we can share similar settings and observations here.

    #222885
    Ralf
    Keymaster

    Did you even try to max out the ImageZoom before complaining again and again about the same non-existing “issue” despite people patiently explaining the matter to you several times now? Unless capped on purpose like in Cyberpunk the max on your Quest 3 is 1.285. Aspect Ratio mode has te be ‘Pixel 1:1’ (the default).

    What you are complaining about is a fairly useful feature that (at the expense of black bars) lets you play games in FullVR mode which don’t allow their FOV to be set high enough to match your headset’s FOV. You can however fully utilize your Quest 3 screen in games that allow their FOV to be set high enough by maxing out the Image Zoom. Unless it incidentally happens to be capped on purpose like in Cyberpunk, which has an actual bug at ultra high FOV. Thus vorpX caps the ImageZoom at a slightly-lower-than-your-Quest-3 FOV in this particular case (and a handful more).

    Hope that was comprehensible this time. Sorry if not. More details in the help.

    Sidenote: If not the case already make sure to use Meta Quest Link as your VR runtime to rule out the theoretical possibility of some custom VR runtime reporting crap about headset capabilities to apps. Never heard of something like that, but who knows.

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