Add ini/txt parameters for ultra‑wide & Surround resolutions (VRto3D)
Is your feature request related to a problem? Please describe.
When using VRto3D (your OpenVR driver) on flat, ultra‑wide or Surround desktop setups (e.g. 5760 × 1080 ), native‑stereo games render at half width and the image is horizontally stretched.
Currently the only workaround is to re‑compile UEVR and hard‑code a custom GetRenderTargetSize / GetStereoViewRect
Describe the solution you’d like
A couple of runtime‑configurable parameters in an external .txt / .ini (similar to default_config.json):
-
custom_render_width/custom_render_height– per‑eye resolution override.
Example: 2880 × 1080 per eye (→ window 5760 × 1080). -
force_half_sbs_viewrect(bool) – splits the output window horizontally so each eye occupies its half, avoiding stretch / black bars.
This would let ultra‑wide / triple‑monitor users enable proper Native‑Stereo output
Additional context
I can provide any resolution logs, screenshots, and do A/B testing on a triple‑monitor NVIDIA Surround rig (5760 × 1080 @ 120 Hz) if that helps.
Happy to test intermediate builds or PRs.
Thanks a lot for considering!
Doesn't VRto3D (which is not my project) render in a separate window, with its own config for render resolution? I'm not sure what this has to do with UEVR.
Thanks for the reply, Praydog. First of all, huge thanks for everything you're doing with UEVR. You've brought 3D back to the community in an incredible way, letting us relive our favorite games like never before. Your work is truly admirable and deeply appreciated!
About the issue: I know VRto3D is not your project and has its own rendering pipeline, but the issue only happens when using it together with UEVR through SteamVR.
When we inject a game with UEVR and set it to run at a resolution higher than 1920×1080 (for example, 5760×1080 in Surround), SteamVR correctly creates the window at that resolution because it's configured that way in VRto3D. However, VRto3D seems to assume the rendering is still 1920×1080 and scales from there, resulting in a very strong zoom. The higher the aspect ratio set in VRto3D, the worse this zoom becomes — and stereo gets distorted or lost.
It would be amazing if UEVR could reflect the actual game resolution in the SteamVR window, or allow us to force the per-eye resolution via a parameter or .ini file. That way, VRto3D could handle things properly without any scaling or zooming issues.
I'm more than willing to help with testing, provide logs, or collaborate however needed. And if it's possible to coordinate with @oneup03 (the creator of VRto3D), I think this could greatly improve the flat-screen stereo experience for everyone.
Again, thank you so much for your amazing work — and thanks as well to oneup03 for keeping 3D alive. What you’re both doing is incredible!
@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 math. UEVR has been the most flexible VR mod with random rendering resolutions. Did you try VRto3D default_config.json settings like this?
"window_width": 5760,
"window_height": 1080,
"render_width": 2880,
"render_height": 1080,
"hmd_height": 1.0,
"aspect_ratio": 5.33333,
"fov": 120.0,
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 my AR glasses (3840x1080 window size) running the render size 2880x1080 and above FoV/aspect ratio with UEVR:
Just to clarify: the issue doesn’t seem related to UI size. I’m using the exact same configuration @oneup3d posted above (window_width: 5760, render_width: 2880, aspect_ratio: 5.3333, etc.), but when the game resolution exceeds 1920x1080, the image shown in VRto3D via SteamVR appears zoomed in — like it’s cropping part of the view. The wider the aspect ratio set in VRto3D, the more zoomed it gets.
It’s unclear if this comes from UEVR, VRto3D, or a combination of both, but maybe there’s a mismatch in how the render window or viewport is handled between both sides.
Actually, even the screenshot posted by @oneup3d seems affected by this zoom/cropping issue — it doesn’t show the full horizontal FOV the game would normally render.
I’ve attached a few images showing the effect on a triple-monitor NVIDIA Surround setup (5760×1080). You can see how the scene appears cropped even though the full render should fit.
Would it be possible to synchronize the injected resolution with the one configured in VRto3D, or provide a parameter for that?
Happy to work together and test with both of you if it helps!
@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 you want to play in surround. 90 FoV on 16:9 ~= 145 on 48:9
Thanks so much @oneup3d That last tip about editing the individual game config in Documents\my games\VRto3D solved it — everything now looks perfect in Surround, and the zoomed-in issue is completely gone. I really appreciate your help and how fast you responded!
Also, my apologies to @praydog for opening the issue in your repository — it turned out the problem was on the VRto3D side, not UEVR. You’ve both done an amazing job bringing 3D back to the community, and it’s really appreciated!