Witcher 3 VR v0.9.3 Alpha 2 (HOTFIX) (V1035)
Pre-releaseHOTFIX
This hotfix corrects the subtle fisheye distortion visible during horizontal head rotation with the fullscreen OpenXR projection.
This release aims to fix black bars on headsets, improve performance, and fix regressions introduced in 0.9.1 and 0.9.2.
Highlights
- Reworked OpenXR presentation and the rendering view to make the most of symmetric projection. OpenXR now fills the usable headset view, exposes more FOV and visible pixels, and performs on par with 0.9.0 despite the larger view.
- Added native support for canted displays. Pimax headsets no longer require Parallel Projection.
- Made the HUD fully configurable. Every supported HUD element can be moved or scaled, with two layouts that can be used for both Full VR and Cinema Mode.
- Added launcher controls for HUD/text size and convergence during Full VR and Cinema3D cutscenes.
- Made first-person body rotation while standing still optional.
- The launcher now brings The Witcher 3 to the foreground after starting it.
Fixes
- Fixed additional cases where First Person could incorrectly switch back to third person.
- Recovered around 10% performance in DLSS and No AA modes that had been lost after 0.9.1.
- Fixed stationary first-person turning causing Geralt to move at the end of walking, running, or sprinting.
- First Person now switches automatically to third person while sailing.
- Fixed occasional incorrect thread initialization on hybrid CPUs, which could reduce performance at startup.
- Fixed loading-screen rendering.
- Restored the intro CGI movie.
- Fixed HUD convergence automatically across supported headset geometries, including canted displays.
- Fixed incorrect convergence and independently moving grass or textures in Full VR cutscenes when using Stereo No AA.
Presentation Size tip
Lowering Presentation Size can increase apparent image quality further by presenting the same rendered resolution over a smaller angular area, effectively zooming the scene out. Horizontal and vertical black bands will gradually appear, so choose the lowest value where they are still invisible or acceptable for your headset and fit. This adjustment has no additional CPU cost.
For Quest 3, 0.85 is a good starting point. Unless the headset is worn extremely close to the lenses, the borders are practically invisible.
Known issues
- Far/Distante game camera modes are not yet corrected. Only close/near cameras are currently supported.
- Some rare shadows may flicker in stereo.
- Ray Tracing and Screen Space Reflections set to High are not supported.
Warning
Full VR cutscenes may still suffer from severe culling because the game does not normally render content outside the original cinematic camera. NPCs may freeze or warp when they are visible outside the intended shot.