Just got a Pimax 5K Super. I'm having a difficult time figuring out how VR works in general with all the "middle-man" programs but I'll try to keep this as specific to RF2 as possible.
1. First off, I'm confused on the resolution. There's the resolution in-game, the resolution in Pi-Tool (the Pimax settings program) then there's the resolution in Steam VR. What is all this? 3 different resolutions that somehow all work at the same time? What is going on???
2. Just for now, I want to run RF2 at native settings for my headset screens which are 2560x1440 each. The problem is, RF2's settings are not detecting the VR headset, instead, they're detecting my monitor and the resolutions and refresh rates are going by my monitor, not my headset. So the max res it shows me is 2560x1440 and the max refresh rate is 240 Hz. How do I set the game to the proper resolution and refresh rate for the headset?
3. I set Pi-Tool resolution to 1.0 which, I'm assuming means native (2560x1440 / eye). However, when I do the same in SteamVR - I set it to 100% - the resolution it shows is 2560 x 2104. So that means SteamVR is going to be messing with the resolution and aspect ratio? I just want to run everything in Native res for now to keep things simple and to avoid image scaling, potential distortions, etc. Other than old-school CRT monitor, LCDs should not be run at anything but there native resolution. Try setting the resolution of your monitor in your Nvidia or AMD control panel to anything but your monitor's native resolution, the image will look like junk.
4. I have Pi-Tool and SteamVR set to 90 Hz but RF set to 240 Hz. How is that possible? Why is RF2 not detecting / knowing that I'm using a VR headset?
5. Pi-Tool and SteamVR are both fairly centred in my VR view but RF2 is on the right-side. So I have to turn my head sharply to the right in order to look straight in the VR world. Why is this happening? How do I fix this?
6. How does the FOV work? Does RF2 automatically detect the VR headset and the FOV I'm using and then auto-adjusts the game's FOV for that particular headset & FOV setting so that it achieves a 1:1 scale with real-life? I want to make sure I'm using the "proper" 1:1 FOV setting.
I feel like I'm not understanding how VR works. It feels like even games with native VR support have only be "hacked" by a modder to get VR to work rather than truly natively. I mean, if VR support was natively built into a game, why do we need Pi-Tool (for Pimax headsets)? Why do we need SteamVR? Why does the game itself (RF2 in this case) not even know/detect I'm using a headset (it's still reporting my regular monitor's compatible resolutions and refresh rates in the games' gfx settings). If a game truly had native VR support, shouldn't we then be able to just boot the game up, select in the graphics options that we're using a particular headset brand & model, select the res/eye, select the refresh and be done?
When I use Nvidia 3D Vision. You still play the game as normal. Set the graphics from the Nvidia Control panel like you normally would, set the resolution and refresh rate from the game like you normally would, etc. etc. Why is it not like this with VR? Why are we setting the resolution from 3 different programs? Lol! I'm so lost...
3 days now I've been messing around and am still completely lost. Sometimes i feel like I should just quit VR, get a refund, and go back to 3D Vision on triple 27" monitors...
1. First off, I'm confused on the resolution. There's the resolution in-game, the resolution in Pi-Tool (the Pimax settings program) then there's the resolution in Steam VR. What is all this? 3 different resolutions that somehow all work at the same time? What is going on???
2. Just for now, I want to run RF2 at native settings for my headset screens which are 2560x1440 each. The problem is, RF2's settings are not detecting the VR headset, instead, they're detecting my monitor and the resolutions and refresh rates are going by my monitor, not my headset. So the max res it shows me is 2560x1440 and the max refresh rate is 240 Hz. How do I set the game to the proper resolution and refresh rate for the headset?
3. I set Pi-Tool resolution to 1.0 which, I'm assuming means native (2560x1440 / eye). However, when I do the same in SteamVR - I set it to 100% - the resolution it shows is 2560 x 2104. So that means SteamVR is going to be messing with the resolution and aspect ratio? I just want to run everything in Native res for now to keep things simple and to avoid image scaling, potential distortions, etc. Other than old-school CRT monitor, LCDs should not be run at anything but there native resolution. Try setting the resolution of your monitor in your Nvidia or AMD control panel to anything but your monitor's native resolution, the image will look like junk.
4. I have Pi-Tool and SteamVR set to 90 Hz but RF set to 240 Hz. How is that possible? Why is RF2 not detecting / knowing that I'm using a VR headset?
5. Pi-Tool and SteamVR are both fairly centred in my VR view but RF2 is on the right-side. So I have to turn my head sharply to the right in order to look straight in the VR world. Why is this happening? How do I fix this?
6. How does the FOV work? Does RF2 automatically detect the VR headset and the FOV I'm using and then auto-adjusts the game's FOV for that particular headset & FOV setting so that it achieves a 1:1 scale with real-life? I want to make sure I'm using the "proper" 1:1 FOV setting.
I feel like I'm not understanding how VR works. It feels like even games with native VR support have only be "hacked" by a modder to get VR to work rather than truly natively. I mean, if VR support was natively built into a game, why do we need Pi-Tool (for Pimax headsets)? Why do we need SteamVR? Why does the game itself (RF2 in this case) not even know/detect I'm using a headset (it's still reporting my regular monitor's compatible resolutions and refresh rates in the games' gfx settings). If a game truly had native VR support, shouldn't we then be able to just boot the game up, select in the graphics options that we're using a particular headset brand & model, select the res/eye, select the refresh and be done?
When I use Nvidia 3D Vision. You still play the game as normal. Set the graphics from the Nvidia Control panel like you normally would, set the resolution and refresh rate from the game like you normally would, etc. etc. Why is it not like this with VR? Why are we setting the resolution from 3 different programs? Lol! I'm so lost...
3 days now I've been messing around and am still completely lost. Sometimes i feel like I should just quit VR, get a refund, and go back to 3D Vision on triple 27" monitors...
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