![]() Less than a week after launch two fixes were released to address 10 of the above 16 items the studio said it was going to fix. We will correct the rendering of the captions in a narrow column.Īnd to the studio’s credit, he reacted quickly to that comeback.We are going to fix the rendering issue when changing the VR render scale in SteamVR settings.We will resolve the issue of orientation of the labels on the screen.We are going to fix the problem of connecting to non-vr multiplayer games.We are going to fix the sticky invitation codes issue.We will study the interaction with the screens without having to enter a seat.We will explore the addition of grip / touch interactions for the wheel / throttle / switches.We will study the improvement of interactions between gimbal cameras.We will add a VR scale slider to adjust the global scale.We will add options to select the position in which the tablet appears.We will add controller binding information to tell players what the controller bindings are for their controller type.We will add an option to not tilt or shift the camera when interacting with a screen.We will add continuous motion / locomotion mode options.We will add a VR settings section for specific VR options.Pretty cool, yes, but no real game to finish.ĬC2 is kind of like that - where's the story/campaign mode?īut still, it's pretty fun for what it is.It took Geometa a day … just one day after launching the game to collect feedback from VR players and provide this laundry list of items that needed to be fixed in Carrier Command 2 VR: Only complaint I have is that it's mostly indie games that don't really finish a game, most just publish it as some sort of framework. It's all about immersing myself in that world. Either handling an aircraft (VTOL) or full on melee combat (Blade and Sorcery), these games make me feel like I'm there. The most fun I have is precisely with VR games that mimic real, motion-based interactions. That may be your wish, but you might be the minority. ![]() Blame the entire VR hardware controller industry for not knowing how a cut a controller in half without losing half the buttons or trying to change the layouts, or giving you things like duplicate button labels in their desperate need to ♥♥♥♥ over the controllers. Originally posted by Mr Eos:Don't blame the developers. I bought into VR for the 3D, not to play Wii garbage. With the ability to play it inside the best Monitor to hit PC gaming I've ever seen. I just want a deep compelling game that isn't trying to bog it down with slow inefficient motion conroller interaction jank. Motion doesn't need to be, and SHOULDN'T be forced for everything.īut then again, OP sounds like one of those people more interested in flipping cockpit switches and wants VR games to all be the equivalent of an A-10 from DCS. It would just be a natrual copy-paste translation with Motion added in where possible, instead of lobotomizing everything to try to force motion for everything. I doubt the translation from Flat to VR in terms of UI interactions wouldn't be half as retarded. Had these motion controllers made a serious attempt to hold parity with a Xbox controller.
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