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RalfKeymasterThe vorpX 20.1.0 regression that this thread was about has been resolved with 20.1.1 in January.
if you still have trouble running the game, please check for potential conflicts with other programs that you might have running in the background. you can find more detailed information on the matter in the pinned post on top of this sub-forum.
RalfKeymasterInstead of just anwering the question mysyelf I better link to this thread from last last week. Seems more appropriate than only giving you the dev’s point of view.
But yes, for the games you mentioned vorpX comes close, although it has a lot more to do than the AI mod, which basically just unlocks a VR mode that was implemented by the game devs themselves and then hidden away for the release version.
RalfKeymasterThere is no problem installing vorpX with the default Windows Defender settings, just tried after updating to the latest definitions to be sure.
Please disable the ‘Controlled Folder Access’ feature temporarily, it is not part of the default Defender settings. With ‘Controlled Folders Access’ enabled you have to allow access to your system’s documents folder for each app manually, which is what prevents the installer from working correctly.
vorpX only stores non-essential background images for cinema mode in your documents folder, so you can re-enable the feature again after installing vorpX if you want. Keep in mind though that many games store settings and savegames there, which also will not work unless you allow access for each game that uses the documents folder separately.
On a side note: judging from the folder path you seem to have configured your entire documents folder to be uploaded to OneDrive. Not sure if that’s intentional, but you might want to reconsider that unless you are 100% sure that you want to upload any file that gets stored in your system’s main document folder to OneDrive.
RalfKeymasterAn updated profile is now available. vorpX should ask about downloading a database update next time you launch it. Alternatively you can get the updated profile from the cloud using the config app.
RalfKeymasterChecked this with a savegame from the internet now. For some reason the game ‘compresses’ (for the lack of a better word) the depth buffer when you use a bow, resulting in a reduced 3D-effect with Z3D while you have the bow equipped. May be done to have some depth-based effects applied in a different manner, but that’s just a guess.
Nothing vorpX can do about that, but switching to G3D should get you rid of the effect.
RalfKeymasterDid you already send your savegame? I didn’t receive anything yet as far as I can tell. Can’t really check this without a savegame far enough into the game to have a bow equipped. The game’s savegame location is [Your User]\Saved Games\kingdomcome\
RalfKeymasterYou can change Dolphin’s internal render resolution in its graphics options. Just make sure to run it fullscreen after raising the resolution otherwise that will have little effect since vorpX always utilizes the actual window size.
RalfKeymasterNo date set yet, but it will be out soon. One caveat re Sims 4 first person: while it has a freely adjustable FOV, which is great, the game’s first person camera is fairly laggy unfortunately, so FullVR mode is not for the faint at heart. Probably better to use immersive screen mode instead for anything else than walking around a bit.
RalfKeymasterThe ESO patch indeed broke the basic G3D parameters as well as the HUD shader definitions. An updated profile will be available shortly.
RalfKeymasterPlease check whether you maybe inverted the camera in the game’s options menu. Sounds like that might be the issue.
RalfKeymasterIf you want to address your “issue”, maximizing the ImageZoom setting is what you want to do. I can’t really do more than trying to explain in detail to you how it works and why it works that way. For games where vorpX can adjust the FOV, it will do so automatically when you change the ImageZoom. For games where vorpX can’t adjust the FOV, you have to raise it yourself accordingly though.
My impression however is that you might be better off leaving everything at default TBH.
RalfKeymasterMaxing our the ImageZoom perfectly addresses your “issue”. Apologies for trying to explain the underlying mechanics, which obviously did nothing but confuse you. Just max out the ImageZoom if you can’t live with 40 pixels or so of your screen not being utilized. All is well when you do that.
RalfKeymasterYou already mentioned the “fix” yourself in your original post, although I wouldn’t call it that way since nothing is wrong. When you max out the ImageZoom setting you can fill the entire screen, the correct vertical alignment in that case is ensured by some pixels of the original image being cut off at the upper edge.
BTW: The ImageZoom setting at 1.0 means that your vertical FOV is the same as Oculus uses for their headsets. They nailed the compromise between pixel density and FOV quite well, so my personal recommendation would be to leave it that way.
RalfKeymasterUsing the controllers as pointers wouldn’t be hard, but isn’t implemented currently. One of those things on my eternal nice-to-have-list…
BTW: With the controller vizualization switched to ‘Hands’ in the vorpX menu the boxing game might be even more fun.
RalfKeymasterThat is intentional and the correct way to handle it for vorpX. Unlike native apps vorpX’s rendering is done in two steps: in the first step the game gets rendered, in the second step the final image is rendered to the headset by vorpX.
The effect you noticed exists because in contrast to normal monitor games all VR headsets (to varying degrees) have a slightly asymmetrical view frustum, i.e. they render more below the camera than above. Headset vendors do that to gain a few precious pixels where it counts since the human brain tends to concentrate on the ground.
Now when vorpX in its second render step aligns the symmetrically rendered game image to the asymmetrical headset frustum, the effect you noticed arises. Just centering the game image on the headset screen instead causes distortion in FullVR mode when you rotate your head due to vertically misaligned viewpoints between the game image and the second render step. In other words: what you want to match between step 1 and step 2 are the camera centers, not the image/screen centers. Both are not the same since the game’s view frustum (first step) is vertically symmetrical while the headset frustum (second step) isn’t.
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