v0.1.1
Everything here came out of the first day of reports on v0.1.0.
The main menu is cropped at the sides. That is expected.
The render buffer is now shaped like your headset rather than 16:9, which is
where a third of the performance saving comes from. The main menu is authored
16:9, so on a near-square headset it gets cropped at the sides — you will see it
the moment you launch, before you have done anything.
Nothing is wrong and the game itself is unaffected. After you have been in a
level and come back, the menu redraws smaller and uncropped.
It is issue 12,
it is cosmetic, and it is a deliberate trade for the frame rate.
Quest 3 users: if the view looks zoomed in or badly magnified
Two separate things can cause this, and both now have an answer.
1. The first launch on a new headset looks magnified for about a minute.
This is normal and it clears on its own — the mod has to choose a resolution
before OpenXR can tell it your panel size, so the first run works it out and the
next one starts correct.
You can skip it. The zip contains optional\titanfall2vr.headset.cache, a seed
measured on a Quest 3 through Virtual Desktop.
- Close the game.
- Copy
optional\titanfall2vr.headset.cacheinto
Titanfall2\R2Northstar\plugins, next totitanfall2vr.dll. - Launch.
It is ignored unless it matches your headset exactly — and the match includes
the per-eye resolution your Virtual Desktop quality setting asks for. If it does
not match, nothing happens and nothing breaks; your headset is learned the usual
way. Delete the file at any time to forget it.
2. The view comes up fully zoomed in and stays there. Different problem, and
there is now a control for it.
- Click both thumbsticks to open the settings panel.
- Go to View.
- If Field of view: auto is on, turn it off.
- Still wrong? Move Field of view down a little at a time. It applies
immediately.
From this release the automatic derivation ships off, so a fresh install
should not reach this. Anyone upgrading who has it switched on in their ini
keeps it until they turn it off.
If it happens to you, please send the log from %LOCALAPPDATA%\titanfall2vr\ —
this release records everything needed to explain it, which the last one did
not.
Added
- Field of view and Field of view: auto in the settings panel. Both were
reachable only by editing a text file. On one headset the automatic derivation
asks for a view 45% wider than the display can show, which is 5.5 megapixels a
frame of world nobody can see. Note that neither changes how big things look:
a wider view shows more world at the same size, and costs more to draw. - World scale, also under View. Lower it if hands and weapons look
oversized; the depth strengthens as you do, because both come from the same
number. - A Quest 3 seed cache, in
optional\. See above.
Changed
-
The automatic field-of-view derivation now ships off. It produces a value
with nothing bounding it against what the headset can display, and it is the
suspect in the fully-zoomed-in report. -
A third fewer pixels, for an identical picture. The render buffer was
forced to a 16:9 shape to stop the engine letterboxing the world. With the
engine's own letterbox dial armed — now the default — the buffer follows the
headset's lenses instead. Measured on a Quest 3 over Virtual Desktop:
5222x3264 down to 3528x3264, 17.0 megapixels a frame down to 11.5, with the
horizontal field of view landing on the headset's to within 0.01%. No visible
difference, a third less work.The cost is the cropped main menu described at the top.
Fixed
- World scale actually does something. It scaled the eye separation and the
units-per-metre by the same factor, which cancel exactly — the separation in
millimetres never moved at any setting. Only hands and weapons appeared to
respond. - A failed headset-cache write is no longer silent. If the plugins folder
cannot be written — usually because the game sits under Program Files — the
cache never lands, so every launch derives the resolution from scratch and
looks magnified for the first minute, for ever. It said nothing at all. - A failed settings save is no longer silent. The panel's write to the ini
returned a result nobody checked, so on those same machines every change
reverted on the next launch with no explanation anywhere. - The log says which build wrote it. The version line was being filtered out
of every log, so no bug report could be tied to a version. - The log now carries what a zoom report needs — the field of view actually
in use, the headset's geometry against the game's, and the render buffer. None
of it survived into a user's log before.
Known issues
The full list, with workarounds, is in
KNOWN-ISSUES.md.
Worth knowing before you play: the game can lock up and need closing from Task
Manager; 3D cutscenes are locked to your head, so keep your head still through
them; fades and overlays are drawn on your right hand rather than across the
view; and the main menu is cropped at the sides, as above.