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You can snap the neck by grabbing the unconscious person to drag and pressing the right trigger (on Q2)
Here is a video of the issues, happens with all NPC's not just the tutorial one
Yeah I'm using a Vive, controls are kinda jank by defualt, its gotta be a bug, no way its supposed to be like this.
So... whether its with the wire or hands, I just do not do that in the game. I knock them out instead... it is faster anyway.
But I have tried with my Quest 2 and Valve Index. First I tried with Airlink on the Quest 2 and it all seemed fine, somewhat. I even strangled the guy without more than him glitching in his animation but no floating away. But I also tried with Virtual Desktop an alternative to Airlink (but has been around much longer)... it is a problem to play with Virtual Desktop as you cannot open the menu. It looks much better than Airlink though because Airlink does not do the compression very well.
So I finally connected my Index again for the first time... over a year maybe... its been a very long time. But even just walking is not working very well... well, that is one of two problems, so its not too bad. One problem is I cannot open the in game menu without opening the VR overlay, but the critical problem is moving where it just moves half a meter and he stands still, then moves another half meter and then pausing again. Not sure what causes it but its pretty annoying.
So I am thinking I might have to just go back to playing with Airlink, or maybe just the USB Link cable. But in both cases I prefer Virtual Desktop so I hope that will get better support, whether it is the game adding better control support, SteamVR adding better support for Virtual Desktop or the Virtual Desktop developer adding better support for Hitman 3.
I just recently tried to use it against on some scientist lady on the 2nd mission in to Hitman 1
The first try failed to do anything except alert her to my presence '?"
The 2nd try was successful but when it finished the physics on the body tried to ram her through the desk making a commotion that alerted all the guards in the area.
It reminds me of Skyrims issues during the intro if you were running higher than 60fps.
Once you pull the wire out, and you have primed it to the point that the left hand has taken hold and stretched the wire out. There is no other buttons to hit. It's all motion from there. You have to really try to stretch forward, slowly move down, the moment it looks like they '?' on you, do a quick pull back motion towards your chest.
My guess is that you're not getting forward enough before bringing the wire down.
Switching between the headsets I now found that I could strange NPCs without any issue at all when I was using my Valve Index... and I had reduced my graphical settings a bit because it helped with another issue in the game, that my movement when among a lot of NPCs would become strange, slowing down and pausing every few seconds. Which it did not do with my Quest 2.
I already suspected that the glitchy strangling behavior had to do with low frame rates, but now I am thinking another problem is when the Quest 2 and such has low framerates but probably also activates Asynchronous SpaceWarp. Which is where the frame rate is doubled and every second frame is the same as the last frame. This way you maintain a stable framerate without the GPU running out of time to render the amount of frames needed. That could explain why the physics are behaving all silly, because they are probably still trying to render at 60 or 90 fps and does not try to take into account that the game no longer actually renders the full set of frames anymore. Which should be possible to fix in the game if they ensure that the physics rendering scales with whatever rate the game renders at.
I am pretty sure the solution is to lower the settings to... a minimum pretty much, until the game plays as expected, and then slowly set the settings higher and higher, until you begin experiencing these issues. Or... play the game at the lowest settings I guess.