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and now they feel slow and annoying. Like there is noticeable lag in my swings.
youre wrong. https://www.youtube.com/watch?v=cF2kdNweb-Q
Maybe you can't but in the game you're expected to be a fighter who has built up muscles to be fast with their speed. Bear in mind also that the laggy feeling contributes to the nauseousness that users experience when their brain starts to notice their experience of their appendages in the VR world is not represented the same on a physical level.
As a Hema practitioner, the weapons inside of battle talent are weighted incorrectly, while yes swords can be heavy, that weight is all towards the hilt. in battle talent the weight is towards the tip, this means that it is harder to rotate the weapon that it would be in real life. this leads to the weapons feeling slow and sluggish.
If you're going to give weapons weight, you kinda have to bias the weight away form the hand. What feels worse: an inaccurate physics representation of the object, or your hand literally not moving where you've moved it in real life? I think most would agree the latter would feel worse. If you try to faithfully simulate the way weight and velocity impacts directional changes, that's the problem you'll run into.
The only correct answer is to mod out these simulated mechanics and to physically hold an object of the correct size and weight distribution.
I think this might only work for Meta devices though.
So I noticed while playing another hack and slash VR game recently that when the game launches in Steam VR runtime mode instead of oculusVR it feels like there is more lag with the hand tracking.
I advise go to Battle Talent in steam library right click > properties > Launch settings and set to OculusVR runtime, this has improved the hand tracking for 2 games for me now and I suspect it will continue like this for all other games.