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Currently, the VR version does not offer a dedicated ingame menu to configure VR-specific options. There are, however, a variety of options you can customize through TDM's CVar config system.
Create a file named autoexec_vr.cfg in your game folder and put the line set com_allowConsole 1 into it. This will allow you to bring down the ingame console by pressing ~ (or ^, depending on your keyboard layout; it's the key to the left of the 1).
You can now influence the value of certain cvars, the name and options of which are listed below, by typing set <cvar> <value> into the console and pressing ENTER. Most of these variables will be saved in your darkmod_vr.cfg, so the game will remember them on restarts.
Alternatively, you can also put them into your autoexec_vr.cfg file, so that they will be automatically set on game start.
There are currently two backends implemented, the first and default is OpenVR for SteamVR. The second one is OpenXR, which eventually is planned to become the default and only backend provided, as soon as SteamVR support for OpenXR matures. You can change the backend with the cvar vr_backend. The value 0 means OpenVR, the value 1 selects OpenXR.
NOTE: this setting cannot be changed while the game is running. Best put this one in your autoexec_vr.cfg.
The UI overlay is the large rectangle placed in front of you that display UI and HUD elements. You can configure its appearance in several ways:
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vr_uiResolution- determines the render resolution for the UI overlay -
vr_uiOverlayHeight- this changes the height of the overlay as it appears ingame (values are in metres) -
vr_uiOverlayAspect- determines the aspect ratio (i.e. width/height) of the UI overlay -
vr_uiOverlayDistance- determines the distance from the viewer at which the overlay is placed (values in metres) -
vr_uiOverlayVerticalOffset- with this, you can place the UI overlay higher or lower from your view point
By default, the VR version renders a small dot indicating where your mouse is currently aiming. You can disable this indicator, or modify its appearance with the following variables:
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vr_aimIndicator- enables (1) or disables (0) the aim indicator -
vr_aimIndicatorSize- determines how large the aim indicator appears in your view -
vr_aimIndicatorColorR- determines the color of the aim indicator. This cvar affects its red channel, values are from 0 to 1 -
vr_aimIndicatorColorG- determines the color of the aim indicator. This cvar affects its green channel, values are from 0 to 1 -
vr_aimIndicatorColorB- determines the color of the aim indicator. This cvar affects its blue channel, values are from 0 to 1 -
vr_aimIndicatorColorA- determines the color of the aim indicator. This cvar affects its alpha channel, values are from 0 to 1 -
vr_aimIndicatorRangedMultiplier- increases the depth range up to which the aim indicator may reach when drawing the bow, to help with aiming -
vr_aimIndicatorRangedSize- determines the aim indicator's size while the bow is drawn
When enabled, a vignette is rendered to reduce FOV and possibly help reduce motion sickness whenever there is artificial movement or rotation in the game.
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vr_comfortVignette- enables (1) or disables (0) the comfort vignette -
vr_comfortVignetteRadius- determines how large the vignette is -
vr_comfortVignetteCorridor- determines the width of the corridor where the vignette is going from black to transparent
By default, only horizontal mouse movements are translated to the VR view, and only if they leave a specified corridor in front of the player. You can configure the behaviour with these cvars:
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vr_decoupleMouseMovement- If enabled (1), vertical mouse motions will not tilt the VR view (default). -
vr_decoupledMouseYawAngle- determines a corridor in front of the player where horizontal mouse movement does not rotate the VR view, but only moves the aim indicator. Only when leaving the corridor is the view rotated. Makes aiming for objects in front of you more comfortable. Increase the angle for a wider corridor, or set to 0 to disable this behaviour.
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vr_force2DRender- if enabled, will render the game to the UI overlay instead of the eye views. Mostly for debug purposes -
vr_disableUITransparency- by default, some UI elements render with partial transparency, which is not visible in the flat game, but unfortunately makes elements harder to read/see in the VR version. This cvar applies a workaround to remove the transparency for UI elements. But it may have unintended side effects, so can be controlled by this cvar. If you do find side effects, please report them as bugs, thanks!