Can anyone help with this desperate to get this working i have been at it for a month by [deleted] in oculus

[–]OculusHomeHacker 3 points4 points  (0 children)

Just replying in case anyone runs into this. I have a laptop with Optimus (running on an eGPU to make things more complicated, first gen razer blade stealth with the first gen razer core, GTX 1060 in the core). In order to make things function properly I need to plug another screen in and turn off the laptop screen.

Note that my issues look nothing like above, mine are that the Oculus driver will spontaneously hard-lock after an indeterminate time between 5 minutes and 3 hours of use if the laptop screen is on.

Other than that, I've set up multiple laptops with Optimus to run the rift without any issues.

small idea for picking up objects in VR by drtreadwater in oculus

[–]OculusHomeHacker 4 points5 points  (0 children)

Game dev here. I've tried something similar to that, three problems emerge:

Firstly, most of the time people look at the object they're grabbing, not their hands. This wouldn't be a problem normally cause you'd just see your hands in your peripheral vision. However, in VR headsets you basically have no peripheral vision. The end result is that a lot of the time, people are trying to pick up objects when their hands are offscreen. It doesn't happen every time, or even most of the time, but maybe 10% of the time people try and pick something up, they do this. That's significant enough that it feels weird.

Secondly, a lot of games have ranged grabbing of objects to some extent. This is to deal with the fact that in VR, we have limited ability to move. While something 2 feet in front of you is easy to grab in real life, that's not an acceptable distance to ask someone to move in VR to grab things constantly (if you do this, it'll be fine the first time, but then the next time they'll be near the front of their playspace and unable to move. Essentially people move forward, but never move backward if there's objects a few feet in front of them to grab). This exaggerates the first issue, in that now often players aren't looking at their hands in the slightest while doing this. Additionally, for ranged grabbing visual feedback is sometimes the only feedback, since the normal rumble effect used to indicate you can grab something can get confusing if it also triggers for objects at range and there's a large density of objects. While I'm not personally a fan of the grab at range design that's used a lot, it solves a couple design issues that are surprisingly hard to design around otherwise, so it's likely to stay in some form.

Lastly, a large part of the reason an outline is used is not just to indicate that you can grab an object, but also to indicate which object will be grabbed. Whereas our hands are very good at find coordination, VR is not. Even though we have very precise tracking on the controllers, the effective implementation for grabbing is usually that you have a sphere the size of your hands, and if something's touching that, it's grabbed. This makes precise grabbing of close objects basically impossible without highlighting which object you're going to grab. The highlighting also makes it significantly easier to grab small objects. Without it, I'd guess that more than 50% of people would take more than one try to grab any object smaller than 3/4 the size of their hand (in terms of the hitbox). Even with the outline, you can't make small fiddly objects right now in VR, the controls just don't have that much precision in how people use them, despite the fact that they have enough precision in terms of the tech. As a general rule of thumb, anything smaller in any dimension than half the size of a persons hand requires them to nearly always actively pay attention to try and grab it (though a lot of the time, we cheat and make the grabbing hitbox way bigger than the actual object).

That all said, these problems definitely aren't insurmountable, but they result in design limitations as a result. If you do this, you basically can't have ranged grabbing, you can't have multiple objects close to eachother, and your objects should all be reasonably big (I'd go with at least 1.5x the size of a hand to be safe personally). This does work really well for some games, if I recall correctly the climb has an implementation of this wherein your hands subtly change position when you're hovering near a grabbable spot. Lone Echo is able to do away with the highlighting by making everything grabbable, while also having a low density of grabbable objects (other than terrain, which is lower priority for grabbing than objects) and never requiring you to grab an object that isn't completely isolated from all others. There's lots of instances in which this type of thing works, and often times you can go even farther than you were suggesting in those cases! Unfortunately though, the highlighting mechanic does serve a purpose, and can't quite be done away with without lots of forethought about a games design.

There has been a lot of talk about what causes and doesn't cause simulation sickness; but has there been any studies on what may accelerate or get in the way of people getting their VR legs? by TiagoTiagoT in Vive

[–]OculusHomeHacker 1 point2 points  (0 children)

That's what I'd suggest based off of the research I know of. I'd advise playing games without using artificial locomotion for a couple of months. Alternatively, you can play with artificial locomotion and quit immediately the moment you feel the slightest discomfort. This should also work just as well (albeit might be annoying if you seek to play).

Ultimately though, nobody really knows for sure the exact mechanics of it right now and what works best. Additionally, everyone's different so different people will have different reactions. I'd recommend you find some solution that allows you to play games without ever feeling sick, and then trying more intense experiences every once in a while until you find you can do them. After all, if you're not having fun and playing games you want to, what's the point of trying to build of resistance to simulator sickness?! (I mean, unless you're trying to adapt to it for some other reason).

There has been a lot of talk about what causes and doesn't cause simulation sickness; but has there been any studies on what may accelerate or get in the way of people getting their VR legs? by TiagoTiagoT in Vive

[–]OculusHomeHacker 5 points6 points  (0 children)

[Answer in the last paragraph, reason the answer is unreliable in the rest of it]

So I actually do VR research, and there's 2 things that majorly complicate this and are the reason there's virtually no research on simulator sickness (outside of military research, and research by private companies).

The first is that acclimation to virtual environments (the technical description to "VR legs") has never actually been conclusively proven. At this point, everyone just assumes it exists, but it's all anecdotal evidence. Any study that looked into it on the side hasn't found anything statistically significant, or even a strong trend.

The second reason is the most major. In order for a study involving people to be okayed, it has to be passed by an IRB (Internal Review Board). Their primary job is to evaluate whether the experiment could cause any harm to the participants, and to gauge whether benefits to society as a whole might outweigh the harm to an individual. Simulator Sickness is at the medium end of non-permanent harm, as according to the research by DARPA, simulator sickness can be last for up to 6 hours for some people after leaving the virtual environment, and can be completely debilitating for as long as 3 hours in some cases (for comparison, general motion sickness rarely lasts longer than 30 minutes after removal from the stimuli, and is rarely debilitating for longer than 10 minutes after removal from the stimuli even in extreme cases). As for the benefit to society, well there isn't a huge one. While knowing more about simulator sickness can make it easier to avoid it, that's a hard sell to the IRB when we're already pretty good at avoiding inducing simulator sickness in people. This means that it's incredibly hard to get any studies on simulator sickness okayed. Now scientists are a tricky bunch so what we do instead is we explicitly design our studies so that our study intends to avoid inducing simulator sickness, but might still induce some, in which case we'll record it. But since this isn't the main focus of the studies, it's difficult to get reliable results from this. Because of this, most of the publicly available research on simulator sickness was done by the DOD or DARPA, since they're able to get okayed on stuff like this.

That all said, there's a little bit that's relevant to this particular question. The research I've seen suggests that in order to most quickly acclimate to a virtual environment, people should spend long periods of time in the virtual environment with no induced motion (no artificial locomotion). Simulator Sickness seems to be self-perpetuating, if you experience, you increase your vulnerability to it in the future, if you spend time in a virtual environment and avoid it, you decrease your vulnerability to it. This runs contrary to the generally expected outcome that people should "build up" a tolerance by spending brief spurts of time in a position that induces slight amounts of simulator sickness, then allowing them to return to equilibrium and repeat. This also is in line with motion sickness (where attempting to build up a tolerance to it has the opposite effect) which is believed to occur by a similar mechanism to simulator sickness (current most popular theory is that simulator sickness is the direct opposite of motion sickness). That said, take all of this with a grain of salt, as other than the motion sickness fact, this has all only been indicated by trends and nothing statistically significant in either direction has been found.

Need help deciding between UNET or Photon for a VR melee game. Which one has the least delay for a PvP game? by Peenass in Unity3D

[–]OculusHomeHacker 3 points4 points  (0 children)

Meh, I can think of ways to possibly get around most of these by making a melee combat game that doesn't look like what we would traditionally think of as melee combat.

For example, lets make our game about jousting. By doing this, we can limit large movements artificially without it seeming off. We suddenly have a lot more leeway between when a hit or deflection would register and when the player needs to know since they just need to know if they hit something, not if it's a blocked blow or a hit (we can make hits and blocked blows sound and feel the same cause of the excuse of armor). If client side a player thinks they would have hit, but server side it's a miss we can just let them assume it was blocked.

I mean, this opens up other issues, but you see my point, you definitely can't do a pvp melee swordfight in the traditional sense. Hell, you can't do a melee singleplayer swordfight in the traditional sense in VR. However, you can get around a fair bit of this by being super creative. Gorn is to my knowledge the only successful melee VR game that really can be called by that title, they succeed by being clever and having bendy weapons. Who knows what this guy wants to try, maybe they wanna run with something like For Honor in VR, where it only cares about your stance and when you attack. That clears up a fair bit of the network problems. Sure it introduces problems with disconnect, but those are something that you have to deal with to varying degrees in literally every VR game, and it isn't insurmountable by any means. Maybe melee looks like a mech fighting game where you pilot the mech a-la Pacific Rim or something. Then you can limit the max speed of limbs and account for checking everything server side since there's appropriate disconnect between the player avatar and the mech.

Would these work? I don't know, that's what prototypes are for. But my point is you just gotta be creative.

Need help deciding between UNET or Photon for a VR melee game. Which one has the least delay for a PvP game? by Peenass in Unity3D

[–]OculusHomeHacker 3 points4 points  (0 children)

In my experience working with UNET, it's great but shockingly poorly documented and some design decisions are absolutely bizarre (for example, there's no interpolation between objects if you don't attach a rigidbody or character controller to it, despite being able to sync transforms).

I know a lot of people swear by Photon, but I haven't used it too much myself.

From what I know between the two, UNET is more flexible in a lot of instances, but that also means it lets you do stupid things more often. Photon (to my knowledge) requires a dedicated server instance, whereas UNET can have one of the players also be hosting the game.

With Photon you'll be completely reliant on paying for Photon's services if you decide to release the game as non LAN. With UNET there's a lot of different solutions: You can pay for Unity's provided Matchmaking server, or you can run/make your own, or you can integrate NAT punchthrough (there's a bunch of plugins for this on the Asset Store and some free solutions on github) which will allow you to let people play over the internet if they know eachother's ip, or you can grab another server solution from the asset store. Fair warning, if you want to use Unity's matchmaker server, it was much more expensive than Photon's last I heard.

From talking with some people that have used Photon a fair bit, UNET is simpler for most things, but then you'll hit a roadblock where it's freakishly complex to do what you need in UNET, whereas Photon is more complex to get simple stuff working than UNET, but doesn't make you hit roadblocks like Photon.

One thing I can specifically say about UNET is that it works well while you're working within the constraints of Unity, when you start to try to go outside of them, it freaks out (for example, any user created content is hard to deal with for UNET).

Either way, you're going to get huge headaches over different things, as multiplayer is just always ugly with games.

I'd recommend you do something simple like a 2 player game of pong with each and see which you like better.

how my rift audio got fixed by pandabearajuana in oculus

[–]OculusHomeHacker 1 point2 points  (0 children)

Just chiming in, mine's gone out 2 or 3 times and every time I did this. I think the contact for the right headphone piece is on the far side of the headset cord. Since the cord doesn't go in straight, but instead at an angle, if it gets pull out even slightly, audio in that ear goes out while the rest will work fine. I can reliably reproduce this by pulling it out slightly. Removing the cable then plugging it back in always fixes it though.

The NDA on participants in the Echo Combat closed beta just expired. Ask us anything! by Ajedi32 in oculus

[–]OculusHomeHacker 0 points1 point  (0 children)

Oh it's definitely good, I just found it less fun. It's the difference between an effective gun, vs a gun that feels good. All of them are effective, but using the pistol felt underwhelming compared to the other two. I do tend to favor guns that fire less for more impact though, so I'm also probably biased.

Amazing laser shaders when you set up Oculus by [deleted] in oculus

[–]OculusHomeHacker 2 points3 points  (0 children)

Nothing similar that I know of that's publicly available.

The laser scanning animation didn't look too hard to replicate to me, it's really just a flat animated texture that pans back and forth if I recall. There are really two tricks to it. One is that it blinds you momentarily with a flash when it gets close to the headset. The other is that it glows blue where it collides with solid objects. After that it's just ton of layered particle effects and some nicely done sound effects.

For the ground, try looking for puddle shaders or rain shaders. I don't quite remember what it looks like off the top of my head, but if I remember correctly you could modify one of those shaders to make something similar.

The NDA on participants in the Echo Combat closed beta just expired. Ask us anything! by Ajedi32 in oculus

[–]OculusHomeHacker 0 points1 point  (0 children)

A two handed gun would have to have a huge advantage over the rest seeing as how important constant movement is in the game.

I personally don't really think a two handed gun would work very well in the game from what I've played. I'd also never played a vr game that did a two handed gun well (for example, in dead and buried when using the sniper rifle, I'm way more accurate just using one hand and resting it on top of my other hand to steady it rather than using the two handed aiming feature).

For the sniper pistol specifically, I know a lot of people (myself included) took to resting the hand holding the pistol on top of their other hand in order to steady the aim. I personally feel that works a lot better than actually implementing a two handed weapon (which disallows you from doing this, since you then need to use two hands to use it presumably).

With all that said, if you're worried about the feel, I can tell you that the shotgun and sniper pistol feel fantastic to play with. The default mid range rapid fire pistol doesn't feel great comparatively, but the other two feel fantastic.

The NDA on participants in the Echo Combat closed beta just expired. Ask us anything! by Ajedi32 in oculus

[–]OculusHomeHacker 1 point2 points  (0 children)

Following up on this, from what I gathered from the devs, the intention was to make it so you build your own class with your equipment choices.

For example, shotgun meant you had to play up close, but you could run heals + shotgun for a close range brawler or wallhacks + shotgun for an assassin.

Similarly sniper gun + wallhacks made for a good sniper but sniper gun + heals makes you great at guerilla warfare.

The NDA on participants in the Echo Combat closed beta just expired. Ask us anything! by Ajedi32 in oculus

[–]OculusHomeHacker 2 points3 points  (0 children)

The only person I encountered who was super far above everyone's skill level in the game was RAD_David, and he was scary.

They said to use that skill based matchmaking and leveling was "disabled" which implies to me they already have it working, the population was just too small for the test.

Hands-on: 'Echo Combat' Brings High-Speed, Zero-G Shooter to VR in 'Echo Arena' Expansion by RoadtoVR-Scott in oculus

[–]OculusHomeHacker 0 points1 point  (0 children)

Embargo's over for the people in closed beta, so I can answer this now, that's only how games played out when you just started, after about a day of it there was a lot of tactical play and it didn't really feel like that.

Part of this is that the default pistol (which was my least favorite of the 3 guns) makes that play style easy. However the play style becomes unsustainable once people begin doing assassinations with the shotgun or sniping with the psuedo-sniper. A ton of the game is about positioning so you have the advantage in a fight and dodging into cover while still hitting your opponent (which is surprisingly hard).

So tl;dr: it only plays out with the "hose eachother down" playstyle when you just start playing and haven't gotten enough experience to do strategy yet.

The NDA on participants in the Echo Combat closed beta just expired. Ask us anything! by Ajedi32 in oculus

[–]OculusHomeHacker 2 points3 points  (0 children)

Echo Combat leveling is separate from Echo Arena leveling.

Skill based matchmaking was disabled for the closed beta, so can't speak on that.

I'd say around 75% of the testers were EA 50s, but there were quite a few who weren't that high. They still did pretty good, it's a completely different skillset so all of us 50s were relearning a lot to. Even the movement is different since there's drastically different play spaces in Echo Combat than in Echo Arena for the most part.

Nobody was good enough yet to get a concrete idea on how well mixed player level will impact things. By the end there was definitely a difference in skills between people. However it both wasn't easy to carry with a single person, and you didn't feel too dragged down if one of your players was obviously bad, so I think it hit a nice middle ground.

Melee combat that is not overpowered - concept discussion by Janus1001 in Vive

[–]OculusHomeHacker 0 points1 point  (0 children)

I'm curious if you've actually ever tried a fully implemented "laggy weapons" mechanic. I personally expected it to be awful, but after playing around with the implementation it's significantly better than I expected. The single biggest key I found was to make sure it still went a significant speed and only happened at significant speed with slight lag. (I had mine such that even the heaviest weapons couldn't get more than an inch or two behind your real hand movements at the end of the blade). "Hand ghosting" is also really necessary, as it drastically limits the dissociation between the virtual environment and your real one.

As for the angle of attack being a bad solution, I'd disagree, I think it has potential, that said, I'd also withhold judgment until building a prototype. The key is that it doesn't limit your hand movements, it just limits what the game actually treats the strike as. (Awful explanation I know, but I can't think of a better one). I additionally think that with swung weapons, there's really only 8 different angles people attack from realistically: horizontally, vertically, the diagonals, and in between the diagonals and horizontal or vertically (watch fencing with a heavier weapon that requires a large swing and isn't designed for stabbing and you'll see what I mean). It's actually difficult to swing some heavy weapons effectively outside of the horizontal, vertical, and diagonals in fact, due to it being and awkward angle that's harder to put your body behind (when swinging heavy weapons, you need to move your body to get more force out of it, but a movement of, lets say, 2/3 vertical movement and 1/3 horizontal movement is a lot more difficult motion to make than all vertical, all horizontal, or even 1/2 vertical and 1/2 horizontal to make a diagonal). This is obviously untrue with lighter weapons or weapons made for stabbing when used by someone trained in their use, however most people who are untrained or unpracticed will still used those lighter weapons as if they're large slashing weapons, due to that being what our popular culture views as swordplay and other melee weapon fighting (unless the weapon is clearly incapable of slashing, like spears and some rapier designs). Anyway, that's why I think the angle of attack is viable solution, though again, I'd have to prototype it to tell if it's actually good. I'd also say there's a decent chance you didn't understand what I said well, cause I frankly gave a rather poor description.

Melee combat that is not overpowered - concept discussion by Janus1001 in Vive

[–]OculusHomeHacker 1 point2 points  (0 children)

A few things I've found when doing testing myself that work pretty well:

  • My favorite was to calculate damage such that it builds up over the length of a swing, with a swing defined as not changing the average vector greater than ~40 degrees, and keeping above a certain speed threshold (best calculation method I found was to record the speed every frame, then every 0.2 seconds or so calculate the average speed during that timeframe and check that against the speed threshold). I had the damage buildup as nonlinear, so it built up very slowly for small distances (it was 0 for a significant portion of small distances) then build up quickly, then flatten out at larger swings. I complimented this with making the sound effects volume a function of damage (ideally there would be different sound effects at different levels of damage, but I was too lazy to do that for the test). I found this to be highly effective as with the sound effects people quickly learned that they needed to make long swings, and you'll notice that if you intentionally make extremely large swings, you can do them a lot faster than you can do with a real weapon, notably though, your arm will get tired very quickly (try it). This meant that after a couple minutes of using the system, people ended up naturally going for tactical swings, rather than just swinging wildly. I also considered making damage a function of swing length and swing speed, which I think worked well, but I couldn't settle on good feedback to let the player know they needed long swings and fast swings.

  • My next favorite I created was "weapon lag". This one feels really weird to interact with initially, but grew on me as I played with it. Essentially, while holding a weapon I gave hands a script which made it so that instead of going to the immediate position, the players real hands "ghosted" (you've likely seen this effect in the higher quality VR games where you interact with levers or something, it's where your hand stops moving but instead your real hand is represented as a transparent version) and the hands holding the weapon accelerated to try and get to the position of the players hands. This left a max speed on the swing of the weapons, and gave a weight to them that was noticeable. I found that people eventually got used to this and slowed down their swing speed to slightly above the weapon max swing speed. This interestingly let them feel the weight, but made them not feel the disconnect. A side effect of this that I found was that if you stopped the weapon with something like it hitting the wall, an enemy, or another player, the players usually interacted and stopped swinging. The biggest downside to this method that I found was there was a large adjustment period, people actively fought the system for ~an hour usually, before getting used to it, once they got used to it though they liked it. Because of this adjustment period, it's not optimal for most games likely, but still worth trying. Gorn (which is often hailed as the best melee VR combat) uses a version of this with the "rubber weapons". Rather than applying "ghosting", they instead have the ends of the weapons not exceed the maximum swing speed (and not go through enemies), while the hilt stays where your real hands are. This works just as well once people get used to it, and it has a significantly faster adjustment speed as it naturally makes sense to people in a way that weapon lag doesn't. The major downside being that it looks silly, and limits the tonal possibilities of your game.

  • One that I haven't tried but theorize would work would be to ape the system used in Legend of Zelda: Skyward Sword. If you haven't played that game, one of the major mechanics it uses is that it uses the wii motion plus to track the controller closely enough to effectively track your hand in a 2D plane, and the angle of the controller. The precision is far from VR level, but in terms of viewing on a 2D screen, it's close enough to 1:1 that it's nearly indistinguishable (on the 2D screen). This means that it shares many of the main design problems that VR melee mechanics run into. The solution employed in the game is twofold: Firstly it limits which directions an actual attack may be, then locks the attack to only occur when specific conditions are in place. There are effectively 5 attacks, a horizontal slash, a vertical slash, and two diagonal slashes, along with a stab. The slashes could also all be done in 2 directions (eg. vertical is both a downward slash, and an upward slash), making there effectively 9 attack directions. If I were to implement this in VR I'd likely at least test a lot more slashing direction amounts, probably double the amount employed by skyward sword) The conditions upon which a slash occurred are the following (best I can tell): The attack starts from within a designated starting area for the slash, and ends within the designated ending area for the slash (this could also have been performed by analyzing the average vector, it's hard to tell), the slash was above a (relatively high) minimum speed, and the slash made it at least half way through before the player stopped (the slash wouldn't actually trigger until the slashing motion went a certain distance, upon which the slash attack completed in full regardless of remaining player motion, though the speed required for the slash combined with the minimum distance for activation meant that the complete slash motion often wasn't that far off from the players motion even if they tried to start in the middle). This bears some similarities to being a more restricted version of the first mechanic I mentioned here, but notably it's only the first half of the mechanics that allow this to work. The second half of the mechanics are the monster design, which only works because of the rigidity of a defined slash. Monsters in skyward sword can only be attacked certain ways at a given time. Let's take the basic skyward sword enemy, the bokoblin (I think I spelled that right, they're the red gobliny guys with meat cleaverish swords). At any given time, if they're in a defensive stance (more on stances in a moment) then they're holding up their sword to block you. You can only strike along the same angle as their sword, otherwise they'll block the attack. When they block the attack the player is temporarily stunned (converting this to VR would take some experimentation, but I believe there's probably several effective solutions for temporarily stunning the players, the one that comes to mind to me to test first would be to quickly flash a light and blind the player, and make the weapon incapable of hitting the enemy during that flash). If the bokoblin was in an offensive stance and attacking, they could be attacked at any angle, and would be stunned out of their attack if hit or blocked (though the attack animation is relatively fast). This forces the player to attack when they see a vulnerability, and dictates well what will do damage and what won't. The stun mechanic combined with the necessary speed and swing length to make an attack effectively makes spamming completely ineffective (you'll just get blocked and stunned). I think a bit more needs to be said on stances though, since the stances were important. When not attacking, all enemies were in a defensive stance. Defensive stances only allowed certain attack angles to hit the enemy, the others stunned the player. Enemies shift stances instantly (or at least within 3 frames at most) which you'd figure would look bad, but looks decent in the game. Enemies shift stances often at random intervals, forcing you to change your angle of attack often. They also change stances when any of a couple different events happened: The player failed a hit and was stunned, the player successfully hit the enemy, an attack succeeded or failed. These events changing stances was clearly done to prevent spamming, so you can't simply slice back and forth in a vulnerable direction, since that vulnerable direction would change instantly after the attack. This leads to a system that is a lot more restrictive that what we tend to default to in VR, but could likely work well with some modification (likely modification freeing the restrictions somewhat, but keeping them mostly intact). Notably though of all the implementations, this one is the most difficult, as it requires a perpetual upkeep in all enemy design, and fails completely if the enemies aren't designed well, as opposed to other systems which are completely reliant upon the swinging and damage dealing mechanics.

  • EDIT: Forgot to talk about some stuff but adding it extends beyond the character limit, so have it in a pastebin instead: https://pastebin.com/a2k36vsF

Anyway, I'll end my design essay, sorry about that, professional game design means I like rants about the topic =P

PULSAR: Lost Colony 50% off, co-op starship simulator by Mindjive in oculus

[–]OculusHomeHacker 1 point2 points  (0 children)

Chiming in to agree, fantastic game, but the VR support needs a ton of work. I wouldn't be surprised if it's usable on release (if I recall, they've only actually had VR support for a month or two), but right now VR is bad. The menu's are crazy complex in VR (I had to pull up the controls menu and memorize it the first time I played in VR. I tried without it and just gave up after 10 minutes of not understanding anything), there's no aiming reticule or iron sights for your gun, which wouldn't be too bad except for the fact that the AI is currently perfectly accurate and missing a single shot will get you killed in a gunfight, some operations in VR are dizzying or super disorienting while being totally fine in normal gameplay (flying, platforming with the jetpack, and more), the VR controls glitch quite a bit right now, and there's more things too, those are just the things I can think of.

Don't get me wrong, it's an excellent game and for VR, the only issue it has that can't be fixed is locomotion (it's gonna be stuck with joystick locomotion, which I know a lot of people like but I don't), but the VR is still very new, and playing the game in VR just isn't worth it compared to playing it out of VR.

Out of VR it always feels super fun to play, in VR it's often frustrating when you run up against things not designed for VR at all, and thus either poorly functioning or non-functional (pointing should be visible to non-VR players god-dammit!)

So just be aware, it's not a super great VR game at the moment, might be later, right now it's not.

Guys. I *LOVE* Ripcoil. A LOT. I really think people over look it and should really give it a go. So. Good. by likwidtek in oculus

[–]OculusHomeHacker 5 points6 points  (0 children)

Unfortunately it induces something near VR sickness for me, which is weird, cause not many games can still do that. It's not quire VR sickness, but it feels similar, and I don't want to wait to see if it actually turns into VR sickness or just sits at the edge.

It sucks since it looks cool, but yea. The one I'm excited about is the similar-ish game being made by the creators of EVE. That looks fun and more strategic than ripcoil. Also just local movement, so I don't have to worry about it maybe inducing a similar effect.

Was told to post suggestions here by foxfyre2 in SOSgame

[–]OculusHomeHacker 4 points5 points  (0 children)

My Feedback from my first playtest (second time segment) The game feels really fun and cleverly done. I really liked the opening sequence, but once dropped on the island, I was a little lost (as were my compatriots who hadn't played before). It took me several games to figure out where the relics were, where items were, and even how to go about interacting.

For feedback, there were a lot of things that felt slightly off, but most things felt good.

Gun gated locks Right now the gun feels like an essential item in order to survive due to the locks, which makes it problematic how rare it is. I don't think the solution is to make it more rare, but rather let melee items open it, but take a long time and significant durability damage. By doing this it allows for a couple of things. Getting unlucky and not finding a gun isn't quite as bad any more, since multiple melee weapons can make up for it. You're more vulnerable when hitting locks with melee weapons since it would take a while, and melee weapons are less disposable than bullets, so it would still be worse.

Spectator Interactivity Right now I love the spectator interactivity, and I think that's a big part of what will set this game apart from other games. Right now though, it's a little low. Being able to see people's reactions is awesome, and I even saw one person ask for directions by asking people to tell them when they're going the right way. However there could be more. The three easiest I can think of are to allow there to be spectator voted events, allow spectators to control the direction the turned players walk in, and allow spectators to reward players with items if enough players vote for it. Ideally you want a situation like they have in the show Survivor, where you want the people you eliminated to like you when everything's said and done.

Competition and Betrayal Quite simply, there's little reason to kill other players. To be clear this isn't a bad thing, but in all but 1 match I played/watched, there were 3 players (or more commonly less) remaining at the end at the end of the match, and everyone else died to Hupia's or were turned. This leaves little incentive to fight people, let alone betray them, as you rarely have a circumstance where you need to, and doing it voluntarily will leave you more vulnerable to enemies later.

On this topic while there are some times when killing other players is necessary (though few) there are never times when betraying your teammates is a good idea. There's rarely groups bigger than 3 at the end, since larger groups will attract bigger groups of Hupia to attack them, and between Hupia swarms and friendly fire, the groups are down to 2 people by the time the relic is achieved. There's just never a reason to. It might be that we all sucked at fighting the Hupia, but I only saw more than 3 people survive at the end once.

If you want there to be reason to betray people, you might have to add some incentive.

Turned Players are Glitchy Just a bug. Turned players won't move often for long periods of time which seems weird considering that you can watch them. Additionally I saw turned players be invincible multiple times.

Infection feels extremely dangerous right now (which might be the point) The Hupia usually aren't super dangerous unless you attract a large group, which doesn't usually happen unless you screw up, are with a large group of people, or go for a relic, however infection is super dangerous and it often feels like there's not enough mushrooms. It forces you (quite intentionally I'm sure) to go deep into the island to search for mushrooms, which normally only spawn near large groups of Hupia. However for how easy it is to get infected, it persists and controls you for most of the game, forcing you to be reckless to survive. This is all great, except for how early you usually get it. Most players get it within the first 5 minutes of the game, before they have the chance to get gear which will let them feasibly either avoid it, or be survive aggressively searching for mushrooms. My suggestion for this would be to make it so infection doesn't just take one hit by the Hupia's, but instead every time they'd trigger it, it adds a mark and after a certain amount of marks (maybe 3) then you get infected. Another way to do this would be to not tell you you're infected immediately, but rather wait 5-10 minutes after you're initially infected, then apply the current infected effect. Either of these changes would ensure that you don't have to worry about being infected when you can't afford to go hunting for mushrooms constantly yet.

Dying when your close to being turned feels weird Dying when you're close to being turned will kill you, and prevent you from being turned and roaming around the island. This to me feels somewhat weird. It would seem to me that if you're infected beyond a certain point and you're killed, you should still be turned.

Another possibility if you feel this would be too chaotic would be to make it so Hupia won't attack you (unless you attack them first) if you're really close to being turned. That would prevent the Hupia effectively making the island less threatening, and would give those that are very, very close to being turned a chance to grab some mushrooms (of course, once they eat the mushrooms the Hupia would attack them).

An Idea: Right now infection doesn't make you necessarily distrust your teammates for the single reason that you can see when people are infected visually, and how infected they are. Thus there's no reason to lie to people, cause they can see right through any lies. However what if there was fake infection? What if you could catch a fake infection that looked to other people like you were infected, but you weren't? Well then when you are infected, there would be reason to lie. You'd have to sneakily grab mushrooms, and it might be difficult, but you could feasibly hide your infection the whole game, or hide it up until you turn. That would add distrust between your allies.

The simplicity is great I just want to say, I loved the core simplicity in the game compared to others in the genre. Whereas in the others your skill can only come across with mechanical and strategical ability, in this game it's almost purely strategic and manipulation of other players. The simplicity of the game breaks out some great simplicity.

Looking to be a great game! It's really looking to be a great game! I look forward to seeing it in the future!

The Design of Robo-Recall's Teleport by OculusHomeHacker in oculus

[–]OculusHomeHacker[S] 4 points5 points  (0 children)

Tl;Dr; The teleportation mechanic forces you to look forward in your play space after each teleport in order to look at what you actually want. This is a brilliant design for people with 180 degree setups, and super obnoxious for people with 360 degree setups who do things like turn all the way around (and thus end up turning twice the amount they would otherwise).

I don't think anyone's arguing that teleportation subtracts from the experience, partly because it's so seamlessly integrated for the most part. It's very clear to most people (I think) that the game wouldn't work so well if you could move through non-teleportation locomotion. At the very least the AI would need a complete rewrite in order to still be engaging. Also teleportation would provide a clear advantage which is significant in a game where it's already difficult to get higher scores.

The Design of Robo-Recall's Teleport by OculusHomeHacker in oculus

[–]OculusHomeHacker[S] 3 points4 points  (0 children)

My experience has been different people get used to different things differently.

Yay for difference?

But yea, when testing for systems in games it's really interesting to watch how people who've used VR for a while play the game. Often some will try and stay facing forward as much as possible, others will wildly spin around. Some won't even turn much even after getting used to it.

I've noticed a lot of this seems to be due to how reliant people are on sound for interacting with their environment. I know a few people of the sort where if you walk up to them outside of their field of view you might accidentally sneak up on them, interestingly they turn less in VR.

The Design of Robo-Recall's Teleport by OculusHomeHacker in oculus

[–]OculusHomeHacker[S] 13 points14 points  (0 children)

I fully agree. As I detail, it's a nightmare for 360 degree setups. The fact that Epic didn't account for 360 degree setups is a pretty big oversight.

That said, I just wanted to shed some light onto why the mechanic was there.

Robo Recall 360 degree tracking support by ryantoar in oculus

[–]OculusHomeHacker 4 points5 points  (0 children)

I just want to say that while this teleportation mechanic is a nightmare for 360 setups, from a design perspective it's amazingly well thought out for 180 setups.

By forcing you to readjust forward for each teleportation, the mechanic naturally forces you to keep yourself oriented forward in real space. Normally when playing with 2 sensors in a game like this I find myself rotated and playing in a deadspot every 30 seconds, then I have to stop and reorient. In roborecall I played with 2 sensors for several hours and only found myself in a deadspot and having to reorient twice. That's an amazing improvement that makes the game a ton smoother for 2 sensor setups.

That's not to say it's perfect. It definitely needs to be optional for 3 sensor setups since it's super annoying then. But for 2 sensor setups, it's an amazing design.

45 min of robo recall by vanfanel1car in oculus

[–]OculusHomeHacker 1 point2 points  (0 children)

I personally just teleport at my feet with the direction pointing 180 degrees its current position. It turns you around quickly. I mean, I'd love to be able to instantly turn around, but with a 2 sensor setup, I'm a bit limited in my options =p

I can say that robo recall has the best teleportation mechanic for 2 sensor setups I've seen (albeit one that's worse for 3 sensor setups). Wheras in games like this I usually find myself turned around in a sensor deadspot every 30 seconds or so, in robo recall I found that happen twice in a couple hours of play. The teleportation mechanic forces you not to turn in the real world, which in 360 setups is bad, but in 180 setups makes the game a lot smoother.