VR headsets come in so many flavors it is impossible to test them all. That said, OpenVR is supposed to make screen variations pretty much invisible. And, well, it appears to do that just fine in VR (3D) mode. The problem is that I’ve gone and kept the original 2D menu subsystem. This is a problem because every headset has different height and width and field-of-view and, annoyingly, screen overlap. For those of you with an Oculus Quest 2, HTC Vive, or Valve Index, I’ve tested with those and pre-set everything for you. No worries. For other types of headsets, or if you are just not happy with my default settings, read on:
If the DZVR game looks fine, but your eyes go squirrely every time you bring up the menus… you’re in the right place! First thing to know, is that if you mess things up, just edit the DangerZone.properties file and set “LR_eye_skew=0” and the next time you run DZVR everything will be back to the defaults.
When you hit the VR Menu button in DZVR, you will notice 4 mysterious settings:
L/R Eye Skew: This is the offset between the two screens. Your left eye does not necessarily see exactly the same field of vision that your right eye does. The two screens are shifted just a little between the two eyes. In other words, your left eye can see a little further to the left, and your right eye can see a little further to the right. Of all the settings, this is probably the most important to get right. Adjust this setting slowly, so that you can comfortably focus on something in mid-field distance and the menu at the same time. This setting affects the in-game hotbar, and you want to be able to see that easily without eye strain. Too much, and you will go cross-eyed. Too little and you can’t get the two images together at all.
Usable Height: For some reason, perhaps genetics or maybe someone is a bit bug-eyed, but on some screens the visuals go way way beyond what I can see up or down. This adjusts the part of the screen that is visible for normal humans by telling the system to ignore pixels way up at the top and way down at the bottom where you can’t see them anyway.
Usable Width: Again, like height, someone, perhaps a fish or some other sort of prey animal, decided that pixels way beyond what can normally be seen is a good thing. Maybe I just have my screen set too close to my eyes? Whatever the reason, reign in the comfortably viewed area here. It’s OK to leave it a little on the wide side because you can, of course, turn your head, and some menus need a little width to look right.
Up/Down Adjust: Use this, in combination with Usable Height, to get the in-game hotbar just where you like it near the bottom of your viewing area, but where you can still see it.
Some day perhaps I will fix the menus so that they are truly 3D/VR and none of this is necessary. Until then, this is what it is.
These are probably best left alone, but are here just in case you absolutely positively need to mess with them…
Height Adjust: This adjusts the player in-game height. Normally this is 0. Tweak this value only if you need to. Here’s how: Walk up to a stack of two blocks. Get very close to it. Your eyes should be about 3/4 of the way up the top block. Yes, you are short. The player eye-height is set at 1.75 blocks. Making your eye-height taller than it should be will create some funky effects when all the rest of the game knows you should be at 1.75 blocks.
Pupil Distance: This adjust how far apart the graphics think your eyes are. Unless you are a Hammerhead shark, it is probably best to leave this at 0.2. Maybe try 0.3. But generally best left at the default.