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It also reset adventure progress (not a big deal for me, but probably will be for others who take a lot longer to finish it).
Gotta say though, the performance increase from U5.4 is great! Even realtime reflections isn't that much of a hog (tho it is still the biggest hog of all the gfx options :P)
When I put on the Vive and press "play in VR" I only get it in some sort of theatre mode and not actual VR. :(
EDIT: Nvm I found out how.
Thought you had to run steamVR and then launch the game from there but you just need to run the game directly with the Vive connected and it automatically goes to VRmode.
Pretty nice I'll have to say but I still experience intense judder, might be because my GPU isn't enough for this tho (AMD 280X).
You may want to try turning off most graphics effects: Motion Blur, Radial Blur, Vignetting, Sunshafts, Depth of Field, Realtime Reflections. This effects add little to nothing VR. You may also want to reduce your Render Scale in VR options.
The only issue I have, and it's not a biggie, is that I need to click the right stick to recenter myself in the car each time I start driving, but other than that, it's perfect.
Great job, Mr. Dev!
First of all thanks for implementing the VR options so quickly. These options are a massive improvement. I am fairly sensitive to simulator sickness and these options help mitigate VR sickness for me.
In order of impact:
So, I actually quite enjoy playing the game in VR and in third person. But currently it is still a little uncomfortable due to the camera location and movement.
Currently, there are two distance setting for the third-person camera. One that is close and another that is a little "less" close. It still feels like I am a bit too close to the car. Regardless, the main source of discomfort comes from the relative motion of the camera to the car. When you start driving the camera starts pulling ever so slightly closer to the car. It would be much more comfortable, if the camera would remain at a static distance and only change the position in respons to headtracking input. Also, whenever you "jump" with the car the camera does a wild rotational movement. It moves from the back of the car above the car and looks down on it. That movement completely disrupts the sense of control the user feels. It basically has the same effect as the "neck spring" in first-person mode. It is just way way way too much.I can jump exactly once and then I have to take the headset off and take a deep breath. Finally, I found that setting the "world-scale" to "0.36" feels really awesome in the 3rd person camera. It is sort-of like driving a RC car around in a tron like world. :) Good stuff.
Suggestions for 3rd person mode
Overall, great job. I can now play this game comfortable in first-person mode and I think that with some small tweaks to the camera, the third person mode can be very fun and comfortable. Seriously, give world-scale 0.36 and third-person a try. It is great.
I switched most blur, vignetting, depth of field etc off and played at 1.5x resolution.
Only thing is maybe that the joystick is too twitchy, but there was a setting for that.
I forgot how to jump from road to wall, of course, but that's my fault.
The one major thing:
Unless you look to the sides, or at the transparent floor, you can't see if the car has transformed or not. How about some visible nose wings?
Everything else worked, and I found it a bit easier to pull off the wall rides in this, as it seemed more intuative which direction I had to go (using an x1 pad for this) Now after about an hours play session I removed the headset and reality is what seems weird, not the game.
Once again just wanted to thank Dev for taking time to implement this, its already shot up to one of my top 5 fav VR experiences.
There's a car icon on the right screen of the cockpit. Wings are shown on that car icon when you have wings open. It also shows what wheels are on the ground and where the car has been sliced.
EDIT:
Screenshots to show what I mean:
On ground: http://imgur.com/PcfRzLn
Wings open: http://imgur.com/80ubMmt
Unless something is different when playing in VR (I don't have a Rift or a Vive, and my machine's not powerful enough anyway), which I doubt, that's how you tell when wings are open when in cockpit mode.
You are correct, I can see this in vr mode, there is also a sound queue when the wings are deployed. I used that little status tracker to also tell when there was damage to some part of the car or another
1.) VR scene started on floor behind me. Couldn't figure out a way to re-home it. Standing up made the scene go away, oddly enough.
2.) Intense flashing of the screen. My hardware is pretty good. Dual 980 Ti's. i7-6700k. 32gb ram. Not sure why that's happening. Made me feel a little sick.
3.) No option to start game from within Steam VR.
Looking good so far.
I must say playing it in VR is so much fun! Thank you for taking the time to add this feature!
Just for that last point, clicking the right stick of xbox controller re centers the view allowing you to adjust where the drivers head/body frame of reference are. Usefull and easily accomplished, I kind of wish something similar was available in project cars where certain sports cars have very low roofs