Ralf

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Viewing 15 posts - 3,871 through 3,885 (of 10,051 total)
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  • Ralf
    Keymaster

    Nope, vorpX takes care that profiles work the same way across all headsets.

    One unfortunate exception exists: there was a bug until last summer that affected FullVR user profiles not created with an Oculus headset with an ImageZoom value <1.0. If you happen to download one of these user profiles the ImageZoom value will not have the exact same effect the user profile author intended.

    That does not apply to any official profile though and also not to newer/updated user profiles, so in general there is nothing that has to be adjusted per headset.

    Ralf
    Keymaster

    I’m not really sure whether you understood yet that there is no way to get the image looking right FOV wise in this game without ImageZoom unless you find a way to circumvent its recently introduced FOV cap. So that’s what you have to understand first.

    Apart from that: your calculation is backwards. With a lower imageZoom value you need less pixels for 1:1 mapping, not more. The correlation between the setting and the resolution is linear: when you lower the setting by 20%, you need 20% less pixels in either direction.

    Also for a pixel match calculation you would have to factor in the lens distortion correction that is applied by SteamVR. VR headsets aren’t monitors. Game pixels are never mapped directly to screen pixels, not even in native games, there always is a distortion algorithm applied before the image is displayed to counteract lens distortion.

    Which pretty much brings us back to my original reply: unless you find a way to circumvent the game’s recently introduced FOV cap, you need ImageZoom for FullVR mode. Select a 16:9 resolution in this particular case that you consider looking good enough while still providing performance that you consider good enough. That’s the most useful advice I can give you.

    Ralf
    Keymaster

    I can’t really tell you anything fundamentally different than above twice already, sorry.

    If you set the game res to be square and then use the ImageZoom option in vorpX to compensate for missing FOV like necessary for SC you get borders on all sides, that’s how it works. Hence you should set a 16:9 res in this particular case. With that you only get top/bottom bars when ImageZoom is used. Still not 100% perfect, but obviously way better.

    Square resolutions only make sense in games that don’t require ImageZoom to compensate for missing FOV. Unfortunately the Star Citizen devs recently removed the ability to force a high FOV via console/ini, so compensating with ImageZoom is your next best bet to get an FOV that doesn’t make the game look zoomed/distorted in FullVR mode.

    If that all sounds too confusing, just do the below without thinking about it further. That’s as good as it gets unless you find a way to raise the game’s FOV enough again.

    1. Select a 16:9 res
    2. Max out the FOV in the game options
    3. Set the ImageZoom in vorpX to ~0.65 (should be the default)

    in reply to: System Shock 2 – can’t get it to work properly #192121
    Ralf
    Keymaster

    Please try a profile and/or full factory reset in the config app, especially if you already fiddled with settings in the vorpX menu, which should not be necessary at all. With default settings you can just start playing after restarting the game once when vorpX prompts you to do so to apply the FOV. You shouldn’t have to adjust anything besides maybe the resolution if you want better image quality.

    You don’t have to set the resolution manually in this case. DirectVR can do that for System Shock 2. You can select a quality preset in the vorpX menu. You should see a message about that in the headset as well as in the top left corner of the game window.

    There is no 6DOF tracking for this game. 6DOF tracking is only available in Geometry 3D games and games with Direct VR head tracking.

    Ralf
    Keymaster

    The key is to find the right balance between image quality and performance, which depends on the game as well as your personal preferences. What you consider OK in both departments is up to you. Some favor a crisper image over framerate, for others it’s the other way around. Try something like 2560×1440 and see how that goes performance wise. Considering the image zoom value of 0.65 that should be relatively close to 1:1 pixel mapping on your headset in this particular case.

    Aspect ratios similar to your screen aspect ratio only make sense for games that allow to set the FOV high enough to fill the entire screen vertically. That is not the case anymore for the most recent Star Citizen version as far as I’m aware. Since you will need ImageZoom to account for the missing FOV, 16:9 is the right choice in this case.

    If that all (understandably) sounds like mad gibberish to you, just trust me.

    Ralf
    Keymaster

    Before I answer the question the usual Star Citizen disclaimer: the game is not officially supported due to its ever changing alpha status. The provided profile is meant for those you like to try the game nonetheless.

    That said: a square resolution would only make sense for the ‘FullVR’ play style with perfectly matched FOV, I’m not sure whether that is still possible with the latest SC version since unfortunately it doesn’t allow to set the FOV via ini/console freely anymore.

    The easiest way to get it working in FullVR is sticking to a 16:9 res, max out the FOV in the game options, and then use an image zoom value of ~0.65 (at the expense of a reduced vertical FOV). That’s what the profile does per default. Not perfect, but super easy. For a perfect solution you would have to find a way to raise FOV beyond the max value in the enu like it was possible in earlier SC versions.

    BTW: Never use exact square resolutions, even for FullVR games with a high enough FOV. That can partially mess up G3D heuristics in some games. Always add about 5% or so horizontically.

    in reply to: System Shock 2 – can’t get it to work properly #192096
    Ralf
    Keymaster

    The profile should work with the current Steam and GOG versions, which already come with the updated DX9 renderer.

    IIRC there is no DirectVR head tracking for the game, DirectVR adjusts the FOV and resolution in this case. If the game is displayed on a screen either the settings aren’t at default or the game isn’t recognized correctly. Try to reset the profile in the config app and check whether your game’s .exe is named either ss2.exe or shock2.exe.

    in reply to: Black Mesa #192082
    Ralf
    Keymaster

    Generally As high as as you can go without sacrificig too much performance.

    Typically 1440p roughly yields 1:1 pixel mapping on normal headsets, but if you can afford it performance wise, even higher resolutions are worth a shot. Running games with higher resolution does for vorpX what enabling supersampling does for native apps.

    in reply to: Black Mesa #192078
    Ralf
    Keymaster

    The profile has full DirectVR support and the game works great. The only thing you may want to change from the default settings is the game’s resolution.

    in reply to: Game in window and strange blur when turning/moving #192056
    Ralf
    Keymaster

    Please do a full factory reset in the config app (‘Trouble Shooting’) and then stick to games in the “Good FullVR Games for Beginners” list for now that I linked above until you have a better understanding how things work. For all games in this list vorpX adjusts the FOV automatically to exactly match your headset FOV without you having to do anything besides pressing a button if vorpX prompts you to do so.

    If the FOV is handled by the DirectVR memory scanner, make sure to run the scanner after entering the actual game, not in the menu.

    If the FOV is handled by auto adjusting a game’s ini file, make sure to restart the game when vorpX recommends that to apply the changed FOV.

    BTW: Just in case, not suggesting anything: also make sure to always use official game versions. In rare cases pirated versions may store game settings not where they are supposed to be, so that vorpX may not be able to locate the config files to change. Also the memory scanner may fail in some cases with pirated games if it has a significantly different memory layout compared to the legit version.

    in reply to: Game in window and strange blur when turning/moving #192053
    Ralf
    Keymaster

    I’m not really sure what you mean by “upscaled” feeleing. If you find the image to blurry, you can run games at higher resolutions.

    The “Custom Resolutions” section in the help explains how to add resolutions to your PC that it cannot display normally, including a step-by-step guide. Once you added the custom resolutions you can select a quality preset on the DirectVR page of the vorpX menu.

    if by “upscaled” you mean that the FOV is too low then stick to games from the beginner’s list linked above for now and make sure to follow all instructions vorpX may display on start. In these (and more) games vorpX adjusts the FOV automatically one way or the other. Until you have a better understanding of the various options you have to deal with FOV yourself that’s probably better.

    in reply to: Game in window and strange blur when turning/moving #192044
    Ralf
    Keymaster

    You shouldn’t have to adjust the FOV manually for Bioshok (or any other game in the beginner’s list). vorpX does that automatically for Bioshock and about 150 more games.

    For the original version the FOV is adjusted by the DirectVR memory scanner. For the remaster by auto editing the game’s ini file.

    Reset the profile to default in the config app and afterwards make sure to follow any instructions that vorpX might display when you start the game.

    BTW: The best way to play Bioshock with vorpX is the original version using DX9.

    BTW2: Always read all messages that vorpX displays in the headset and the top left corner of the game window! These messages usually contain vital information, e.g. the above hint regarding the memory scanner if supported for a game.

    in reply to: Read Dead 2 – no 3D? #192030
    Ralf
    Keymaster

    I can’t replicate the issue here, so there is nothing specific I could recommend.

    All I have are general hints that red as a fairly experienced user probably tried already: running the game windowed/fullscreen, with or without antialiasing, reseting the game’s graphics settings to default, resetting GPU driver settings to default, resetting the vorpX profile to default and/or doing a factory reset.

    in reply to: Game in window and strange blur when turning/moving #192028
    Ralf
    Keymaster

    Two of the three games (Soma and Crisis Warhead) aren’t officially supported. Unsupported games always open in ‘Immersive Screen Mode’ per default. vorpX does not automatically turn every game you throw at it into a perfect VR game.

    If you haven’t done so already, check the ‘Essential Hints Guide’ in the help. It explains a few basic concepts. Reading that saves a lot of unnecessary frustration.

    You may also want to check the ‘Good FullVR Games for Beginners’ list, which contains a compilation of games that vorpX has profiles with a high degree of automation for. Good for hopping right into the action without understanding how to make unsupported games work yourself in the best possible way.

    in reply to: flakey Z3D #192013
    Ralf
    Keymaster

    Some games change/recreate the depth buffer texture during gameplay, which can be diffiult to detect. I don’t recall FFXV to be such a case, but I’ll check it. No promises though, such issues can’t always be reliably fixed.

    What you could try on your end is checking whether running the game windowed/fullscreen makes a difference. Same for with/without antialiasing.

Viewing 15 posts - 3,871 through 3,885 (of 10,051 total)

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