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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.
RalfKeymasterJust a heads-up that i went the extra mile and spent two full days to come up with an auto SBS detection that continuously analyses the image content and decides whether it’s SBS 3D or not.
After quite a bit of fiddling around it’s now super reliable even in difficult edge cases with all 3D movies I checked. Should also work fine with S3D games usually. The only situation where I could potentially imagine it to fall apart is when cranking up 3D too much in a S3D game.
Not quite sure yet whether I’ll turn that on per default in desktop viewer since there is a small remaining risk of false positives. So more testing is required before deciding that. If not, you’ll be able to switch it on in the vorpX menu.
RalfKeymasterThere will be a hotkey in the next vorpX version. :)
Totally forgot about this, implemented it right away earlier today. With the next vorpX build the stereo disable hotkey (ALT+X per default), which serves no purpose in desktop viewer and various other programs that only handle pre-created 3D, will loop through the available input stereo modes in such programs.
RalfKeymasterThat’s not necessary at all. vorpX matches the FOV perfectly to your headset FOV automatically. You gain nothing from doing that manually except more work.
RalfKeymasterIf you still want to make sure that expert settings are enabled: the focal offset settings is only available in immersive screen/cinema mode. Doesn’t really make sense in FullVR mode. Forgot to mention that earlier.
RalfKeymastervorpX’s default head tracking emulates a mouse or a gamepad (if configured that way). There aren’t any settings in the vorpX menu, expert or not, that let you enable head rotation for a game with a fixed camera. With a fixed camera not even vorpX’s DirectVR memory scanner would be able to find the camera.
With G3D you have a little bit if wiggle room for positional tracking as you noticed, but there is no way to do that for rotation since the geometry has already been clipped, i.e. you would look into a black void when rotating your head if head rotation was applied at that point.
If you happen to be a somewhat experienced coder, you *might* be able to code a mod/plugin for the game and use the vorpX C API to apply head tracking to the game’s camera directly (details in the vorpX help under ‘C API for modders and developers’). Provided the game is moddable that’s the only realistic option for your fixed camera game.
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