So if a game uses horizontal or arbitrary FOV values, your best option is to rely on what looks right to you unless vorpX handles FOV automatically. Things get messier when games use horizontal or completely arbitrary FOV values, since those may be calculated in different ways (funny enough sometimes even objectively wrong).
Not sure if SC does that, but most other CryEngine games do, so if you’re lucky all you need to dial in is ImageZoom 1.0 in vorpX and FOV 97 in Star Citizen. So if a game happens to use a vertical FOV setting in degrees things are fairly easy. ini file anymore unfortunately since some time.Įvery headset is a bit different in regard to its FOV, but what you can rely on is that with an ImageZoom value of 1.0 the correct FOV is 97 degrees vertical. Also IIRC they don’t store the FOV in an accessible. I would have implemented that for Star Citizen long ago, but it’s not reliable enough due to the game’s odd FOV system that requires a resolution change on each start to raise the max. vorpX can do that automatically in many games, but not in Star Citizen. That said, if you want to optimize the FOV, the important thing to get right is matching the game FOV to the headset FOV. The profile comes with a correct FullVR FOV per default, although at the expense of black bars above and below the image.
I usually play SC with Trackir, but full vr would be some much nicer.
SC is just one title I’m trying to get looking good in vr, most other titles I have very little issues with when using Vorpx, so it’s no biggie. I can push the screen away from my face using the Vorpx zoom I believe it is, but then there’s borders all the way around which I really don’t care for. My character always seems squished, top to bottom, yet when I look down the legs are straight, so I know their not squatting. But, I was trying to follow the great guide that was posted at the SC forums, and just can’t quit seem to get something that’s acceptable to use, hours on end. I can get immersive to look ok, quit good actually, if I use the curvature settings. I can’t get a good combination of values/parameters between the custom resolutions in the Nvidia control panel, and the user.cfg for the fov.
Everything is working, it’s only the perspective, scale, that seems off to me. We’ve had quite a lengthy discussion on the matter in the link that daggey posted above. Just wish it went to the same screen size as full vr mode. Edgepeek is great for many situations and one of the best features of vorpx but having to use it just to read the minimap or dialog clearly every time can get tiresome so I much prefer immersive screen mode. Some way to lock the HUD in space in full vr mode or have a mouselook only full vr option would also solve the issue of the always slightly out of focus HUD elements but I’d imagine just increasing the max limit for screen distance from -1 to maybe -1.5 for immersive mode would be much easier to do though? Even the best HMDs have relatively small sweet spots so having things on the edges of the display you cant turn your head to look at directly becomes a problem leading to eyestrain. FOV does probably need to be able to go to around 120 but many games can do that or have hacks/mods to get that wide an FOV. If you switch between the 2 modes at those settings everything looks about 10% smaller in immersive screen mode and with a slight tilt up or down you can see the screen edge so it’s tantalizingly close to the same world scale at -1 but not quite the same. Yes, that’s what I’m doing currently but everything is slightly smaller in immersive screen at -1 than in full vr mode image zoom 1.0.