oneup03
oneup03
The problem is that either UEVR or perhaps even Unreal Engine itself don't like dynamic Field of View (FoV) changes, which is what the convergence is tweaking. Even some official...
Awesome, you dug into it! Maybe you could store off the last FoV values and check if current ones are different?
I started to do this as well from an old Citra branch I made: https://github.com/oneup03/citra3d/compare/5ecf0b0d20292b945ebaa272edd55a2a51b05b61...b2482989345ae7b2d91e0d833acfe6a40acd35bf However, I noticed that a "stretch" option has recently been added for top and bottom...
It sounds related to #349 Most VR users run at low settings, so I'm not sure if this bug will get fixed.
@murdavs are you sure you configured VRto3D correctly? I'm not sure what horizontal FoV you normally use, but 179 degrees is the max that works in VRto3D before breaking the...
You will need very different UI Size/Distance settings than regular aspect ratios. I don't have a surround setup to test the VRto3D window size settings, but here's an image from...
@murdavs sorry, I briefly forgot - VRto3D profiles for individual games override the horizontal FoV. You will have to edit `Documents\my games\vrto3d\GAME_NAME.exe_config.json` and change the FoV there for any game...