HITMAN World of Assassination

HITMAN World of Assassination

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Movement
Is movement really that broken or am I doing something wrong? I prefer head-based movement, but it doesn't work at all. It seems like the game is constantly switching to controller-relative and then back again. But even when I change to controller-relative in the settings, sometimes I suddenly change direction while moving for no apparent reason. And it often gets all jittery. Can someone explain what's going on with those controls? It's hardly playable this way. Does it happen with all controllers or just Index? Is there any fix?
Last edited by Dimwit Donald (very high IQ); Feb 27, 2022 @ 1:57pm
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Showing 1-9 of 9 comments
So, I figured out there's a fixed forward direction that you move in after transitioning from walking to running, ignoring the direction you are holding on your analogue stick AND the direction you are facing with your HMD. You can, however, slightly influence the running direction with the orientation of the left controller, even though you selected head-relative movement, not controller-relative... That's just so bad, why aren't people complaining about it? Running should have the same direction as walking.
cercata Feb 28, 2022 @ 12:32pm 
No, it's not fixed forward direcction, it's controller based direction, but not on one controller, but the vector resulting from adding the direction vectors of both controllers, and then they ignore the vertical part, so if you are aiming down, it kind of stutters.

So you have to point your 2 arms forward horizontally when you run to avoid weird thigs.

This bug should be easy to fix.
How do we even know it's a bug and not a "feature"`...

Don't know how people can play like this. For me it's a total game breaker.
X_X Feb 28, 2022 @ 7:11pm 
Sprinting is tied to which direction the Hitman torso is facing, not your head, even if you have head-based movement direction enabled. I've just been walking through every area to keep the character from bolting in the wrong direction. When I've experienced continuously jittery/glitchy movement it seemed to have been caused by the game not having focus on the desktop.

More tips here if anyone needs them: https://steamcommunity.com/sharedfiles/filedetails/?id=2733945978
With all the VR mods around today for games that were never even made for VR, someone should really make a 6DOF mod, because IOI almost certainly won't. How hard can it be to make the player character automatically move and turn to match the HMD transform?
zhero Mar 7, 2022 @ 6:09pm 
don't hold your breath, Hitman 3 is a guide on how to NOT make a VR game.
ricogs400 Mar 18, 2022 @ 3:49pm 
Originally posted by thetrakynia:
Sprinting is tied to which direction the Hitman torso is facing, not your head, even if you have head-based movement direction enabled. I've just been walking through every area to keep the character from bolting in the wrong direction. When I've experienced continuously jittery/glitchy movement it seemed to have been caused by the game not having focus on the desktop.

More tips here if anyone needs them: https://steamcommunity.com/sharedfiles/filedetails/?id=2733945978
Yep, this is the reason movement is not right for hand or head based direction. I use hand based and if you strafe while moving, it shifts the direction of the body to the side you strafe. This offsets the forward direction and makes you move at an angle. Hence, the constant recentering to set the body straight with your view.
How hard could it be to make the game automatically recenter all the time? Wouldn't that be all it takes to have roomscale aka 6 DOF?
ricogs400 Mar 19, 2022 @ 6:01pm 
Originally posted by Electronic Old Man:
How hard could it be to make the game automatically recenter all the time? Wouldn't that be all it takes to have roomscale aka 6 DOF?
They would need to have everything use the head(camera) as the source of the player's location and direction. VR games use the head, and the body is an appendage connected and following directly below it. Now it seems like Hitman3 uses some combination of head and body, more body, and because of that, the movement and body direction gets confused since they're not together in 6DOF.
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