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dellrifter22ParticipantAfter hours of testing profiles, Luck found me with the Unreal Engine 5 base profile. But you must launch with TAA mode in Exclusive Fullscreen for Z3D to work. You can’t use DLSS or FrameGeneration or the screen becomes all garbled. Any changes to AA or resolution will require a relaunch.
I put my profile settings on the cloud, but only vorpX version 24.1.0+ will be able to find it:
S.T.A.L.K.E.R. 2: HoC [dellrifter22]
dx12 Z3D
Settings I used:
-4:3 res 3360×2520 or 2880×2160
-Exclusive Fullscreen
-FOV 106
-TAA at 100 render scale
-No DLSS, No FrameGen
*cutscenes don’t work well in 3D, so best to watch them flat in EdgePeek.The 3D strength is passable, but could be better. Hopefully one day we’ll have a proper profile that works with DLSS for better performance.
dellrifter22ParticipantI don’t have this game myself, but I would suggest you try a profile based off of Resident Evil Village. It has a high compatibility rate across dx12 games I have tested, and the strongest base Z3D.
Sometimes it requires that you use an upscale method like DLSS/FSR for the Z3D to work with this profile, so experiment with the different AA modes if 3D is not recognized immediately.
dellrifter22ParticipantThe Enhanced version is probably dx12, in which case you would need a dx12 profile to hook. Standard Metro Exodus is dx11.
Try using a copy of dx12 profiles like Resident Evil Village, Death Stranding, RDR2, CyberPunk. Any of these should hook, it’s just a matter of which one finds the correct depth buffer for 3D.
Note that dx12 supports Z3D only, so if you intend to play G3D you should stick to the Standard dx11 version.
dellrifter22ParticipantJust a guess, but maybe the Virtual Monitor is misbehaving with PSVR2? When VM is in use it can turn off your monitor display.
You could try disabling Virtual Monitor in the vorpX config app, or right click on the vorpX icon in system tray – if you can see your desktop inside your headset.
Maybe your headset is rebooting itself whenever you exit an app, and it is engaging the Virtual Monitor automatically. There are a few settings for automatic/manual activation in the vorpX config app.
dellrifter22ParticipantYes, Z-Normal works, but it does not line up perfectly with the image in this game for some reason – so edges around characters and objects look a bit strange. I was hoping Ralf might have a hint for us on why this is happening, or how we might solve this.
It looks as though the depth information is displaying in a window that is a bit smaller than the full image, so the further from the center you look up/down/left/right, the more misaligned the edges of objects appear to be. It might cut off a characters hairline for example.
dellrifter22ParticipantI’ve played about halfway through the game with vorpX in FullVR view, but seated with mouse and keyboard. While it is a fun way to play and see Pandora, it is not the ideal vorpX experience you might have had with CyberPunk.
For one, it’s a dx12 game, meaning only Z-normal 3D is available (not Geometry 3D like Fallout, and no AFR 3D like RDR2 or CyberPunk). Z3D is still more immersive than flat, but it won’t be the perfect 3D experience. In this game the 3D of the hand/weapon models is way too strong compared to the world 3D, so you kind of have to ignore looking directly at the objects in your hands.
Also note that the FOV is maxed to 105 in this game, so you may see some of the black bars on top and bottom of your view. The FOV when flying is far less, so you’ll need to Edge Peek mode for that.
Lastly, You’ll need a super power PC to run this at a decent high resolution and frame rate. Even then, there is no promise the head tracking will be smooth. I’m accustomed to playing with modest 35 fps frame rates and using the mouse instead of head tracking, so it’s fine playable for me, but I know it may not be acceptable for many.
You can use DLSS/FSR in Z3D games for a slight boost, but you can’t use Frame Generation with vorpX.
So in short: While it kinda works to play this particular game in vorpX, I would not say it works super well, and I would hesitate to buy vorpX for this game alone.
dellrifter22ParticipantQuick tip: Witcher 3 on steam is one of those rare games that allow you to launch directly from the exe, even without steam running. Or at least my classic install does.
I stored a full backup of Witcher 3 classic before installing the Next Gen update, and renamed to something like witcher311.exe. I assigned this renamed exe to a copy of the old vorpX profile, and now I can run classic and next gen on two separate profiles.
But I just play classic really. I agree, it was perfect already, and looked better. I already had HD texture mods and over the shoulder camera mod.
dellrifter22ParticipantI added a basic profile to the cloud for Forbidden West Z3D, but it is a bit tricky to get working.
To hook, I need to set vorpX config app into alternate hooking mode, otherwise the game will crash at launch.
For Z3D depth to work correctly I need to use a 16:9 resolution in Fullscreen mode, and do not use DLSS or Frame Generation. Instead, use TAA, no dynamic scaling.
Z3D depth may break when changing certain graphics settings, after which you will need to restart the game to fix.
Setting the FOV increase in game to the full +25 is sufficient for Immersive screen play, but if you want to play in FullVR mode, you’ll need to push the FOV further with Flawless Widescreen app. There is a plugin by K4sh that includes Forbidden West and many other games. (I add an additional +24 fov). Link is in video description: Horizon Forbidden West in Flawless Widescreen
dellrifter22ParticipantZ3D working? Nice, thanks for the heads up.
It looks like you found a camera mod for first person view. Does the mod let you increase the FOV?
dellrifter22ParticipantIn Varjo Base, go Systems tab, under Compatibility turn off OpenVR, turn on OpenXR. Now in vorpX set to OpenXR (WIndows Mixed Reality).
dellrifter22ParticipantVarjo Base requires at least some portion of steamVR to run the light house tracking, but can still run apps in openXR mode, including vorpX.
There are 2 switches in Base: toggle openVR (steamVR), and toggle openXR. I always leave OpenXR toggled on, but only toggle openVR mode additionally to play native vr games on steam. But I turn it off again when I use vorpX set to openXR runtime, otherwise I get unplayable performance.
There are the occasional games that won’t start in vorpX openXR. You get an error. For those I need to run vorpX in steamVR mode, but these are usually older games, on rare occasion.
dellrifter22ParticipantNow that’s more like it :)
dellrifter22ParticipantBut I want to see it in 3D!
Haha, nice.
dellrifter22ParticipantI’ve been using the Varjo Aero for a year now (coming from Reverb G1) and it works great with vorpX. The G1 was already a good experience, but since vorpX gaming is my main hobby, naturally I rationalized the upgrade.
I play all my games seated at the desk – mouse and keyboard, and only use minimal head tracking to occasionally look side to side. For me it’s about sitting comfortably and having the best fidelity visuals possible – so that I can get lost in these game worlds for hours at a time. I’ve learned that when playing this way, I prefer high resolution over high FOV, and a heavy headset vs one that puts pressure on my nose and cheeks.
While super high fov is desirable for standard vr, it is not always ideal for vorpX. Many games do not allow 120+ degrees fov, and therefore you must zoom out the image in vorpX to compensate. This zooming out reveals the edges of the screen, which greatly hinders immersion. Much better to let the physical size of the lenses naturally limit your view than to have artificial edges on the screen. in the G1 I could zoom out to 90% before noticing the bottom edge, now in my Aero I can zoom out until 70%.
Although heavier than G1, the Aero + counterweight comfort kit is much more friendly to my face. Thanks to the rigid strap, it can hold the front end out in front rather than resting on my face. With an added square of T-shirt tied from front to back, the weight is distributed evenly over the top of my head, all supported by my neck. I even removed the face cushion and put a thin layer of fabric there that only gently brushes my cheeks (and blocks the velcro). With this setup, I only stop playing because I am tired, but never because I’m uncomfortable.
A very lightweight pair of Koss KPH30i works great for decent audio. I tied them to the top strap and let them just rest on the Aero’s headstrap. All you need do is pull them down over your ears to use. The cable I have rapped around the headset a couple times to not hang loose.
My frame rates actually improved a little from G1. Something about the Varjo software runs better, and it has helped keep my 2080ti relevant.
There’s really only two things that initially bothered me about the Aero. First was the larger nose gap in between the eyes (less binocular overlap), and second, the contrast of both eyes was not identical in dark scenes. I don’t know if that was just a defect of my unit (never heard reviewers mention it), but bright scenes look great. Very quickly my brain accustomed to the larger nose gap, and now I rarely even notice it during play. I don’t tend to look in the far corners of my eye anyway, as it quickly becomes straining.
Anyway, I maybe wouldn’t say the Aero is the best all-rounder vr headset. But for vorpX, it’s the best one I’ve tried. G2 is still great though I’m sure.
dellrifter22ParticipantSo far I have found the Resident Evil Village profile to work Z3D with this game, and I’ve added that to the cloud with settings you can try. You might need vorpX Beta version to see and import it.
The world Z3D isn’t quite as strong as I generally like it, but I had to compensate for the hand/weapon viewmodels that are overly strong. Not perfect, but I found an okay balance.
FOV maxes at 105 in the game currently, so I had to bring image zoom down to 0.69 to feel right. Using a 4:3 resolution seemed to grant a small fov gain compared to standard 16:9.
I use 2880×2160, DLSS on Quality, and custom framerate cap of 35 to give me a decent looking playable experience on a 2080ti, High settings.
Extra notes:
*Turn off Sprint FOV Change
*Assign a walk toggle button for slower walk
*If Z3D is flat on first load, Esc button to menu and back should fix it
*Can turn off HUD elements and hacking mini game that don’t look right in VR
*Don’t attempt to use Frame Generation, it crashes game
*Game is VRAM hungry, may require periodic restarts after changing graphic settings, or streaming textures become low res. -
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