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RalfKeymasterDon’t let yourself fool you by any distance of an on-screen element or the rendered image to the screen borders, vignettes or anything else that you may believe look off – they are not. They all are correctly caused by the asymmetric nature of the view frustum and/or the particularities of stereo rendering.
The HUD for example has stereo depth with vorpX, which means it is shifted inwards when you look at the left/right images side by side. That’s how stereo vision works.
Everything is as it should be. You really can trust that.
RalfKeymasterHeadset view frustums are also shifted horizontically. Google for “partial overlap vr” if you want to learn how headset rendering works. Again: game and vorpX (headset) camera centers are perfectly aligned. There is no way how that could be any different for you.
RalfKeymasterIf I understand you correctly you see a larger border below the screen when you zoom out than above the screen, right? That is precisely what is to be expected and how it is supposed to be due to the different game/headset view frustums.
RalfKeymasterDid you read the explanation in my reply? It may *seem* to you like the camera is too high, but it is not. You get this impression because of the asymmetric view frustum of the headset which renders more downwards than the game does. The vorpX camera center is perfectly aligned with the game camera center, which is like it has to be. Both have different view frustums though, the game has a symmetric frustum while the headset’s view frustum is asymmetric vertically and renders more downwards than upwards.
HUD/depth size can be adjusted in the vorpX menu in many games.
RalfKeymasterAs stated above doing that would introduce image distortion when rotating your head since the vorpX camera center and the game camera center would not be aligned anymore vertically.
The very first internal vorpX version with headsets that use asymmetric view frustums did that. You can trust me when I say you wouldn’t want it to be that way. It results in a fisheye like distortion while rotating your head similar to using a wrong FOV. If such an option would make sense, it would have been introduced a long time ago – if only to spare me having to explain this matter every two months or so. ;)
I’ll consider an up/down option for cinema/immersive screen/edge peek mode where you can look around the screen, but for view-locked (“full VR” like) display of any kind it just makes no sense and would actually be a severe bug.
RalfKeymasterTo gain a few extra pixels where it counts VR headsets use an asymmetric view frustum that takes into account that humans see better downwards than upwards. Normal games on the other hand work like photo cameras and render exactly one half up- and one half downwards. The vorpX camera is lined up perfectly with the game camera. When you zoom out it may seem like it’s not because your headset renders more in the bottom “half” of its view than the game does. Moving the image down would cause distortion when you rotate your head while being zoomed in fully since the vorpX camera center would not point exactly at the game camera center anymore.
Hopefully that doesn’t sound too confusing, the bottom line is that everything is as it has to be.
On Vive however something else comes into play: vorpX per default doesn’t use the full screen vertically on Vive but instead shows the same vertical field of view as a Rift, which is bit smaller. Most people can’t see the bottom screen border on Vive which makes this an useful optimization to gain a sharper image. If you want to utilize the screen fully, you can raise the image zoom (image page of the vorpX menu) above 1.0. Be careful though, doing so will reduce the image sharpness since the same amount of rendered pixels has to cover a larger area on the screen.
For Rift users reading this: the above paragraph relates to a Vive specific optimization. On Rift image zoom 1.0 fully utilizes the screen, so you don’t have to worry that 1.0 is the max value on your device.
Feb 26, 2018 at 9:20am in reply to: Will Vorpx have support for DX12/Vulkan/UE4 in the future ? #171286
RalfKeymasterI’ll certainly do some research internally, but don’t expect anything to come out of that soon. For some time to come the overwhelmingly vast majority of games will still support DX11, so no need to rush anything. There are other things with more immediate user benefits.
Feb 25, 2018 at 8:23pm in reply to: Version 18.1.2 and Direct VR positional tracking with Skyrim SE #171277
RalfKeymasterGreat. Thanks for the feedback.
Just to clarify: provided you play with Geometry 3D there is posititonal tracking even without running the positional Direct VR scan. It’s just applied in a different manner that is not really suited for walking around, but works well enough for seated gaming.
RalfKeymasterSkyrim is still one of the more popular titles with vorpX, whether your individual mod setup will work 1:1 with vorpX is hard to tell though. Most mods will work fine, but some, e.g. ENB graphics mods, can interfere since they hook into the rendering pipeline like vorpX, which can cause conflicts. Others may not play well together with specific parts of vorpX, e.g camera mods can interfere with vorpX’s camera handling via Direct VR.
Long story short: you might have to do without one or the other mod, but most will work without issues.
One more general thing to consider is that the original Skyrim is usually the better choice for vorpX. It usually runs better and, just as important, can utilize actual, real antialising. So if you have access to both, there’s not much reason to use the SE in most cases.
RalfKeymasterMake sure to run the Direct VR memory scan in these games. Whenever it is available for a game you are prompted to do so shortly after the game starts. After a successful scan the camera field of view is automatically adjusted to perfectly fit your headset.
For other games vorpX adjusts the FOV by editing game .ini files, which usually requires a restart. You also see a notification in the headset when that happens.
For more general information regarding FOV (and other vital hints) please check the “Essential Hints Guide” in the help, which helps a lot to get a grasp on the basics.
RalfKeymasterEventually that will happen, I just don’t have a timeline for it yet. You can expect it in one of the next updates, probably not the next one though.
Feb 25, 2018 at 4:51pm in reply to: Version 18.1.2 and Direct VR positional tracking with Skyrim SE #171266
RalfKeymasterThere was indeed a glitch in the last update causing this, fixed 10 secs. ago. Please either reinstall vorpX or download the Skyrim SE profile from the cloud, which should suffice.
The positional scan is still a bit unreliable and sometimes only finds one of the two values it is supposed to find, but that was always the case. So it might still report success sometimes and not work despite that. Trying two or three times usually helps.
BTW: Unless you want to walk around, the positional scan is not really necessary. For seated playing or standing without walking the normal positional tracking works just as well.
RalfKeymasterYou can scale the HUD/menu in the vorpX ingame menu (image page).
I would leave it at the scale it is though, which works quite well as HUD scale. For using menus switch to EdgePeek mode (mouse wheel click or right gamepad thumbstick click).
EdgePeek mode zooms out the view and is a good way to use menus since they aren’t glued to your face in this mode.
RalfKeymasterThat’s usually caused by vorpX and your virus scanner fighting for access to a program as fast as possible. Usually trying a few times should suffice. If not, excluding both the vorpX program folder and the game’s folder from your AV scanner should get rid of it completely.
RalfKeymasterNo sorry, you can overwrite them with a newer version though if you made changes.
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