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RalfKeymasterdid you checkthe FAQ post on the top of this sub forum?
My activation key cannot be verified.
Please double check whether the request code in the license dialog is the same as in the key e-mail. If not, send us your new request code. Also please make sure to enter the data in the name field correctly. It has to look exactly like in the key e-mail. Use copy and paste to avoid typos. The key e-mail has an example image attached that illustrates how it’s supposed to look.
RalfKeymasterI think you have to run the game in DX12 mode for that. Not sure whether that works more reliable these days than it worked when they introduced their DX12 version. Haven’t tried in a while and at least back then there were some heavy FPS and stability issues with vorpX in DX12.
If in doubt stick to DX11, which is probably better performance wise anyway.
RalfKeymastervorpX can’t inject 3D into any random program without knowing how. None of these games is supported officially, but you can check on the cloud profiles page of the config app whether there maybe is a user profile for them.
You can also create user profiles yourself by making copies of profiles from games that use the same graphics engine. No guarantee that this will work since game engines change, but it’s always worth a shot.
More details regarding how this all works can be found in the vorpX help.
RalfKeymasterThere is only one correct FOV in FUll VR mode, and I can guarantee you 100% that the one computed by vorpX is the right one in this case. Really.
vorpX takes the headset FOV reported by the VR runtime and uses that to calculate the correct game FOV, considering the resolution, settings like ImageZoom etc. Except for a few unfortunate cases where this computation involves a bit of a guesswork in itself – this isn’t one of those cases – there is no margin for error here.
Just make sure to follow the instructions shown by vorpX if there are any. In this case that would be selecting a 4:3 resolution, which typically is the best choice for FullVR anyway since it provides a bit of wiggle room on both sides for vorpX’s frame interpolation when you turn your head without annoying black sliding in.
And if you afterwards still think something is off, just use the FOV offset setting on the DirectVR page of the menu. At least that way you won’t have to guess again yourself if/when you change related settings like ImageZoom.
RalfKeymasterYou just make it harder for yourself that way. I mean, I perfectly get the love for tinkering with stuff, one could say that very same mindeset brought me here. But if I had to choose one single thing where I’d say ‘just leave it alone’, it’s this. vorpX can automatically adjust the FOV to 100% perfectly match the headset FOV considering each and every setting you may have adjusted that affects FOV. You can’t guess better. Maybe with the rare exception of three or four cases where the computation itself contains a guess factor due to some game oddity. This is not one of them though.
So whenever vorpX can compute the FOV, let it do its thing. There’s still a lot to tinker with even if you don’t touch the things you REALLY don’t have to touch. :)
RalfKeymasterThe game was incidentally retested fefore the last public release. Works fine.
Maybe something has changed on your machine since you tried it last time that now gets in the way. Look espacially for the usual: overlays, GPU tools, chat apps etc. Everything that can hook into games can cause a conflict.
RalfKeymasterIssues like this almost certainly are caused by something else also hooking into games and thus causing a conflict. You can either try to find the offending app or wait a while until the ‘Attaching to…’ dialog starts to offer some trouble shoot options, among them installing a hook helper into the game folder, which often can deal with the issue without having to find the root cause.
The better way however is of course finding the offending app. More information on the matter in general and what kind of apps to watch out for in regard to potential hooking conflicts in the trouble shooting guide on top of this sub forum.
RalfKeymasterDid 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.
RalfKeymasterWhen you lower the image zoom setting, you get black bars above and below the image. That’s how the zoom works. Alternatively you can instead set an ambience colored background after clicking on ‘More FullVR settings’ in the menu if you prefer that.
The black area below the image is a bit larger than above since VR headsets use an asymmetric view frustum where more pixels are shown below the eye than above to have more precious pixels where it counts. A neat optimization that factors in human vision, which focuses more on things below your eyes than above in the sky. Since the the game was rendered with its usual symmectric frustum, you end up with more space below than above the image when you zoom out.
In addition to that:
If you want to utilize the full screen of your Quest3, set the image zoom to the max. Unless capped on purpose to deal with game quirks (like in Cyberpunk) that will ensure the screen is used fully. To make sure profiles and potnetial setup instructions for user profiles are universally correct, per default everything is setup the same way on each headset, reflecting roughly the original Oculus Rift FOV. You can however adjust that to your liking, unless – again – the zoom is capped on purpose to deal with game quirks.
Caveat: As Boblekobold pointed out in the other thread, you will have to adjust the game FOV accordingly in games where vorpX doesn’t do that automatically.
More detailed information about how FOV and ImageZoom are two sides of the same coin can be found in the vorpX help.
Feb 24, 2026 at 9:05am in reply to: Cyberpunk 2077 with Quest 3 Aspect Ratio Issue Causing Black Bar #222878
RalfKeymasterJust in case you overlooked the explanation pretty much directly above your post. ;)
The game has a bug where beyond a certain FOV it doesn’t render all world geometry/messes up some LODs, hence vorpX caps the FOV at that bug-threshold. It’s either an FOV sightly below what would be possible on a Q3 or glitchy graphics. Probably not considered a bug by CD Project since the threshold lies well above the max FOV allowed in the game options, so it’s unlikely that they’ll ever change that.
RalfKeymasterNot 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.
RalfKeymasterPlease check wehether you maybe accidentally disabled automatic settings in the config app. With the original Metro Exodus vorpX will set up everything automatically. Having automatic settings enabled is important for many official profiles to ensure you don’t need to tinker to get things working.
RalfKeymasterIn general yes. vorpX doesn’t care whether you have base stations or not. The only caveat is that an Index without base stations almost certainly only sends rotational head tracking data to SteamVR, for positional head tracking it needs the base stations unless they do some heavy guesswork. Not impossible, but unlikely. That has nothing to do with vorpX though, it’s just how the Index works.
RalfKeymasterUse the regular Metro Exodus, not the Reamster/extended or whatever it was called. Still works fine, just checked it not too long ago.
RalfKeymasterThere are badges around the center the screen that tell you which button/key to press.
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