VR
Description:
This fix is a little unusual, because it starts from a full VR conversion. Default setup from the 7z file is to run in VR. It can also use the VR controllers. The stereo is created by the regular Unity pipeline for VR, and after a couple of tweaks is very good.
For 3D use we can use OneUp03's awesome VRto3D driver to convert to any 3D format.
How to install:
- Launch game and set up resolution you want first. 1440p is a good place to start. For VR use, you are better off to use 4:3 ratio.
- Disable TAA, it doesn't work in VR output.
- Download the 7z file, and extract to game directory where "LightmatterSub.exe" resides.
VR:
- Launch game from LightmatterSub.exe to avoid their unnecessary launcher.
- SteamVR will automatically start.
- Install and set up VRto3D using the guide. Ctrl-Home shows menu to choose 3D type.
- Make sure SteamVR is running in 3D with the default background in your 3D type.
- Launch game from LightmatterSub.exe to avoid their unnecessary launcher.
- Use Ctrl-F3..F6 to configure 3D to your preference as usual.
Performance might be a problem. On a decent AMD 7900XT, I needed to turn down the volumetric lighting to use 1/4, as the biggest change, in order to meet 75Hz for BSB headset. If you need higher rates, expect reprojection.
How to play:
Three controllers supported.
Vive VR controllers: (right handed default)
Walk: left pad navigatesTurn: right pad snap turnsAction: right triggerJump: right gripMenu: top buttonSteamVR: bottom system buttonRecenter: hold bottom system buttonBy default right handed, can be swapped in the StereoFix.hands.txt file. Other config parameters can be tuned to preference in those files.Gamepad:
Walk: left stick navigatesTurn: right stick viewAction: right triggerJump: A buttonMenu: Start buttonSteamVR: Guide/xbox buttonRecenter: right stick click- Keyboard+mouse: Walk: WASDTurn: mouse viewAction: mouse click or EJump: space barMenu: Escape keySteamVR: End keyRecenter: Home keyMouse does not work in game menu, use arrow keys.
Remaining Issues:
VR:
This is maybe a little funny because the game originally uses a head pointed cursor for direction. With motion controllers the lamp is in your hand, but aimed by head. There is an experimental setting of carryhand=1 in StereoFix.hands.txt if you want to try hand based carry, but I found head to more naturally fit the gameplay, which is why it's default.
There are occasional image dropouts where the geometry doesn't draw at some angle. Slight movements bring it back. I think this is a Unity VR pipeline bug and don't think it can be easily resolved.
I see occasional stuck pads, where movements stays stuck on, instead of stopping on thumb lift. Rare, but can kill you in-game.
VRto3D:
No problems that I noticed while using SR display with VRto3D.
Tested as working well using AMD 9700 XT.
Feedback would be appreciated, it's hard to know if the defaults work for others.



thank you bo3b.. working nicely with VRto3D on oled 3D TV. i love this kinda puzzle games - a real hidden gem. remind me of portal which is my favorite game ever.
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