SportsBar VR

SportsBar VR

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6/30 Build Update
We released a new build today!

The biggest change is a game engine upgrade to resolve the frame lag / 'chaperone swim' problem described here. Because of the excellent community feedback we got in that thread, we were able to provide Epic with the right information for them to find and fix this problem (so all VR games based on the Unreal engine will benefit from this change once they've upgraded to Unreal 4.12.3 or beyond).

Because this change required taking a game engine upgrade we needed some time to sort through the side effects, but we're now in a good position to start issuing updates more frequently. Please don't be discouraged if a promised feature doesn't appear in this update, we simply needed to get beyond this version upgrade hurdle to unblock new feature work.

Here's the full list of changes:

1. Game engine upgrade to resolve the frame lag / 'chaperone swim' problem
2. Embiggened the NPC characters in the bar
3. Fixed the impossible "Bullseye" achievement.
4. Reduced the performance impact of having the application menu open
5. Multiplayer matchmaking fixes
6. Shot timer now works after a rematch
7. Limit bottle spawning
8. Bottles are now breakable in multiplayer matches
9. Performance tuning

Known issues:

1. We're actively investigating an issue where users of particular AMD graphics cards may see a large black stripe across the display when changing to any Graphics level other than "Medium".

For a sneak peek at new features coming soon, please consider trying the beta branch.
Last edited by Perilous Orbit Dev; Jul 7, 2016 @ 12:07am
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Showing 1-15 of 25 comments
tomavaly Jun 30, 2016 @ 4:51pm 
You guys are amazing, thank you for being so close to the comunity.
Ghost☠ Jun 30, 2016 @ 4:59pm 
Great patch loving this game so far :steamhappy:
christianled59 Jun 30, 2016 @ 5:57pm 
Excellent. Wonderful developer :)
gorms Jun 30, 2016 @ 6:11pm 
Thanks for your hard work!
76561198302321268 Jun 30, 2016 @ 11:52pm 
Thanks for the kind words! The positivity we get from this community fuels the late-night development work. Thank you for playing the game and helping to make it better!
Last edited by Perilous Orbit Dev; Jul 1, 2016 @ 2:43am
Corrie Jul 1, 2016 @ 9:49am 
It runs better now but on anything other than medium there are major graphical glitches. A huge black bar in the screen or the screen goes green tinted. I'm on an amd 390
TheWoodster Jul 1, 2016 @ 10:44am 
Yep, I have the black bar with my R9 Nano as well. Fine on Medium but any other setting you get a big black bar right in your face.

To me performance seems a little worse too. Getting the occassional stutter which I hadnt noticed before.
76561198302321268 Jul 1, 2016 @ 11:25am 
Ok, thank you for reporting the graphical glitches. We're going to round up an AMD graphics card and try to reproduce the issue.
Andy Jul 1, 2016 @ 7:19pm 
Uggggg We where sooooo lookin forward to this release and are having the same issue reported on our end. Can only play on medium settings. All other resolutions cause the Black Bar Graphical glitch. Running an AMD Radeon R9 390X on a i7 - 6700 processor. This was me and my twin brother's favorate game..... Please fix :(
We ordered a 390 graphics card to test with, but it's not expected to arrive until July 7. We'll scrounge up a card earlier than that if we can find one, but we're going to try to make progress on this issue right away even though we can't yet reproduce it on our end. Will you please try the 'beta' branch as described here? That branch has some problems of its own, and it's primarily just for early Air Hockey playtesting, but there are some graphics setting differences which might help track this down, so it would be helpful to know if you see any difference with this 'black bar' issue in the 'beta' branch.

Just to make sure I understand it correctly: "Low", "High", and "Ultra" modes all show the same problem, but "Medium" seems to look ok? Does the black bar appear in the application window as well, or just the headset? Will you please capture a screengrab or camera snapshot of the problem and post it online or email it to inbox@perilousorbit.com? Thank you, we'll do our best to get this fixed as soon as possible!
Last edited by Perilous Orbit Dev; Jul 1, 2016 @ 9:57pm
Luuuuuuke Jul 2, 2016 @ 1:26am 
Since the patch, I seem to be getting a lot of glitches which I never had before. The main problem, though, is that the opponent in multiplayer has become really jerky (and I don't mean that he's being a jerk!). I have twin 980ti cards, although I'm not sure that SLI is supported anyway?
Originally posted by Luuuuuuke:
Since the patch, I seem to be getting a lot of glitches which I never had before. The main problem, though, is that the opponent in multiplayer has become really jerky (and I don't mean that he's being a jerk!). I have twin 980ti cards, although I'm not sure that SLI is supported anyway?

Ok, thanks for mentioning that. It sounds like we have more stabilization work to do after the upgrade. I just played a few matches, and my opponent moved smoothly for the most part, and was even cracking me up with some stunts and slapstick maneuvers I hadn't seen before, but every so often seemed to pause and then move quickly as though the movements were coming across the network late and trying to catch up. Does that sound close to what you were seeing?

Also, while I'm holding both grips to reposition, I'm noticing a few frames that seem to pop in the wrong direction, so that's definitely new. I was able to reproduce that on one machine but not another, so I doubt that everyone is seeing it, but that'll be another high-priority bug for this coming week.

You're correct that SLI is not an option, we wish that weren't the case, but Unreal has still been a good engine for us, so it's hard to complain.
Luuuuuuke Jul 2, 2016 @ 3:25am 
Originally posted by Perilous Orbit Dev:
Originally posted by Luuuuuuke:
Since the patch, I seem to be getting a lot of glitches which I never had before. The main problem, though, is that the opponent in multiplayer has become really jerky (and I don't mean that he's being a jerk!). I have twin 980ti cards, although I'm not sure that SLI is supported anyway?

Ok, thanks for mentioning that. It sounds like we have more stabilization work to do after the upgrade. I just played a few matches, and my opponent moved smoothly for the most part, and was even cracking me up with some stunts and slapstick maneuvers I hadn't seen before, but every so often seemed to pause and then move quickly as though the movements were coming across the network late and trying to catch up. Does that sound close to what you were seeing?

Also, while I'm holding both grips to reposition, I'm noticing a few frames that seem to pop in the wrong direction, so that's definitely new. I was able to reproduce that on one machine but not another, so I doubt that everyone is seeing it, but that'll be another high-priority bug for this coming week.

You're correct that SLI is not an option, we wish that weren't the case, but Unreal has still been a good engine for us, so it's hard to complain.
Yes, that is happening too, but mostly he's just moving at like 4 fps. The fps on the game itself seem fine.

PS: When are you going to sort out that flipping 'Tuesday night, Tuesday night' bloke?!
Last edited by Luuuuuuke; Jul 2, 2016 @ 3:26am
Andy Jul 2, 2016 @ 6:13pm 
Originally posted by Perilous Orbit Dev:
We ordered a 390 graphics card to test with, but it's not expected to arrive until July 7. We'll scrounge up a card earlier than that if we can find one, but we're going to try to make progress on this issue right away even though we can't yet reproduce it on our end. Will you please try the 'beta' branch as described here? That branch has some problems of its own, and it's primarily just for early Air Hockey playtesting, but there are some graphics setting differences which might help track this down, so it would be helpful to know if you see any difference with this 'black bar' issue in the 'beta' branch.

Just to make sure I understand it correctly: "Low", "High", and "Ultra" modes all show the same problem, but "Medium" seems to look ok? Does the black bar appear in the application window as well, or just the headset? Will you please capture a screengrab or camera snapshot of the problem and post it online or email it to inbox@perilousorbit.com? Thank you, we'll do our best to get this fixed as soon as possible!

Medium does look ok and it DOES appear on both the application window and the HMD. We are emailing you a screen shot of what we see but if it would help, we could send you our Skype info and you can see what we are seeing on our side.

Here is one thing that is interesting. If we put the resolution on anything but Medium, (Lets say HIGH), we will get the Black Bar mentioned. If we force quit the game and we go back in, the Black Bar is gone on the last resolution (HIGH) but all other resolutions will now generate the Black Bar. If we cycle through to medium, it will then cause the Black Bar to appear on all other resolutions again other then medium. Hope this makes sense.

We are about to install the beta and will let you know how that goes.

Please let us know how we can help further. This is hands down our favorite game on the VIVE.
Andy Jul 2, 2016 @ 7:39pm 
Originally posted by twin:
Originally posted by Perilous Orbit Dev:
We ordered a 390 graphics card to test with, but it's not expected to arrive until July 7. We'll scrounge up a card earlier than that if we can find one, but we're going to try to make progress on this issue right away even though we can't yet reproduce it on our end. Will you please try the 'beta' branch as described here? That branch has some problems of its own, and it's primarily just for early Air Hockey playtesting, but there are some graphics setting differences which might help track this down, so it would be helpful to know if you see any difference with this 'black bar' issue in the 'beta' branch.

Just to make sure I understand it correctly: "Low", "High", and "Ultra" modes all show the same problem, but "Medium" seems to look ok? Does the black bar appear in the application window as well, or just the headset? Will you please capture a screengrab or camera snapshot of the problem and post it online or email it to inbox@perilousorbit.com? Thank you, we'll do our best to get this fixed as soon as possible!

Medium does look ok and it DOES appear on both the application window and the HMD. We are emailing you a screen shot of what we see but if it would help, we could send you our Skype info and you can see what we are seeing on our side.

Here is one thing that is interesting. If we put the resolution on anything but Medium, (Lets say HIGH), we will get the Black Bar mentioned. If we force quit the game and we go back in, the Black Bar is gone on the last resolution (HIGH) but all other resolutions will now generate the Black Bar. If we cycle through to medium, it will then cause the Black Bar to appear on all other resolutions again other then medium. Hope this makes sense.

We are about to install the beta and will let you know how that goes.

Please let us know how we can help further. This is hands down our favorite game on the VIVE.

Hey Dev Team!

So here is another update for you. Good news and bad news.

Good news, we didn't see as many frame rate issues as before. The game is playable on Medium resolution with the 6/30 update alone. Also, the game is fantastic in general.

Here's all the bad news we've found.
1. The game is not playable at all during the beta.
2. When you switch resolutions, you get different variations of the Black Bar issue. During the beta, sometimes the Black Bar appears as a tinted red screen, sometimes a tinted blue and variations in between.
3. The resolution seems fine on Medium, but as mentioned, it isn't playable. You cant pick up the cue ball at all. It will move around the table, but its pinned.
4. The guide on the balls appears as a black dot that is bigger than the balls themselves. You can't really see past it, but it does still work.
5. There are a bunch of issues with the ball mechanics now. Sometimes when you hit a ball, the ball doesn't move. There are other times when you hit a ball and it takes till the end of its animation cycle before you see it move to its new position or in the pocket. Then there are the crazy times when you hit a ball, the ball appears to still be in the same position, but it actually has moved and is now invisible. The mesh of the ball still appears to be in its original spot but you cant hit them. When playing against the AI, the AI knew where the "ghost balls" were, but we couldn't see them. You could only hear the ball being hit and sometimes going in the pocket.

p.s we emailed you this info along with some screenshots. Hope this helps :)
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Date Posted: Jun 30, 2016 @ 4:38pm
Posts: 25