RFVR
CoolHandLuke Mar 16, 2023 @ 2:14am
Unable to walk forward (Pico 4)
The demo looks great, but for me right now, it is unplayable as moving in the forward direction is very hit and miss (usually miss). I have seen the problem described by Quest users a year ago, but it is definitely still happening here on my Pico 4.

I push forward on the left thumbstick, and I do not move. I keep juggling the stick, and moving my view, and sometimes I can suddenly move forward, but not with any consistency.
I'm playing the demo using Pico 4 via Virtual Desktop (the Pico store version). The thumbstick works perfectly in all other games.

Dear devs, I hope you can take a look at this and fix it, as it really looks like a game I would like to play, but I quickly got bored of having to run everywhere sideways lol.
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Showing 1-11 of 11 comments
omfgdude  [developer] Mar 16, 2023 @ 10:30am 
Thank you for letting us know, I am checking it out today and hopefully will have a resolution. Join us on discord if you can so we can chat to make sure the issue is resolved, if not I don't mind contacting you here or reddit to let you know when the fix is available
CoolHandLuke Mar 16, 2023 @ 10:32am 
Hi, thank you, sorry to double post on Reddit too. I'm happy to join Discord if you can advise me of a link.
Originally posted by CoolHandLuke:
Hi, thank you, sorry to double post on Reddit too. I'm happy to join Discord if you can advise me of a link.
Hey CoolHand, Here is an invite the the RFVR Discord. https://discord.gg/94y9P4rsNn
omfgdude  [developer] Mar 16, 2023 @ 12:34pm 
Nothing to be sorry for, hopefully it shows you we're watching both places every day ;)
omfgdude  [developer] Mar 16, 2023 @ 12:43pm 
Originally posted by CoolHandLuke:
Hi, thank you, sorry to double post on Reddit too. I'm happy to join Discord if you can advise me of a link.
Go ahead and pull the update I just pushed and lets see if that fixes the issue. I am only able to test on a quest 2 right now but the bindings should be the same going through virtual desktop.
CoolHandLuke Mar 16, 2023 @ 2:03pm 
Just updated and tested the demo. I'm sorry to say it is still doing the same thing.

It's difficult to describe it more accurately but I'll try:
I tested the 4 directions very carefully from a standing position. Left, right, and backward are ok, though I must say you do have to be very accurate with the direction of the thumbstick in order to select each direction consistently, otherwise there may be a momentary stutter before I start moving smoothly.

But for the forward motion, it's almost as if there is only a fraction of a degree where the motion succeeds, and anywhere else it fails, if that makes sense. sometimes, I even felt like it helped to turn my head slightly to the left to get better consistency, but that might just be a placebo effect.

Overall, it is just EXTREMELY difficult to consistently find the forward motion, and even a tiny bit awkward to consistently find the other three directions.

This is compared to any other first person VR shooter that I have, such as Half Life 2 VR, Half Life Alyx, or Skyrim, where the motion in each direction change is immediate.

I hope that is some help.
omfgdude  [developer] Mar 16, 2023 @ 4:11pm 
That helps yes, what I believe is happening is that the movement is enabled based on 'touch' input for the quest2 binding. I think this means that the touch sensor much be active which on the quest 2, the thumbstick itself has the touch sensor built in. I'll keep searching for a solution, and get back with you soon.
omfgdude  [developer] Mar 16, 2023 @ 4:39pm 
Originally posted by CoolHandLuke:
Just updated and tested the demo. I'm sorry to say it is still doing the same thing.

It's difficult to describe it more accurately but I'll try:
I tested the 4 directions very carefully from a standing position. Left, right, and backward are ok, though I must say you do have to be very accurate with the direction of the thumbstick in order to select each direction consistently, otherwise there may be a momentary stutter before I start moving smoothly.

But for the forward motion, it's almost as if there is only a fraction of a degree where the motion succeeds, and anywhere else it fails, if that makes sense. sometimes, I even felt like it helped to turn my head slightly to the left to get better consistency, but that might just be a placebo effect.

Overall, it is just EXTREMELY difficult to consistently find the forward motion, and even a tiny bit awkward to consistently find the other three directions.

This is compared to any other first person VR shooter that I have, such as Half Life 2 VR, Half Life Alyx, or Skyrim, where the motion in each direction change is immediate.

I hope that is some help.

Give it another try when you get a chance, I've updated the bindings again. You may have to exit steam and log back in to get the update
CoolHandLuke Mar 17, 2023 @ 3:06am 
I'm not sure if it has changed this time, because I discovered a bit more. When I play these directional games with a thumbstick, I tend to move the stick by 'pushing' it from the side i.e. I do not put any pressure on the top unless I want to actually PRESS the thumbstick button.

I have just discovered that, in RFVR, If I change the way I use the stick, keeping my thumb pressing lightly on top, then the forward motion definitely works much better, maybe not perfect, but actually becomes playable. So it seems to require a slight downward pressure or activation of the thumb sensor COMBINED with the actual forward movement, to make me actually move forward.

To compare, I then returned to Half Life 2 VR, and yes, the motion works fine without the thumb needing to be on top of the thumbstick. (in other words, in HL2 it is sufficient to push the stick sideways with no pressure on the top).
omfgdude  [developer] Mar 17, 2023 @ 8:55am 
Originally posted by CoolHandLuke:
I'm not sure if it has changed this time, because I discovered a bit more. When I play these directional games with a thumbstick, I tend to move the stick by 'pushing' it from the side i.e. I do not put any pressure on the top unless I want to actually PRESS the thumbstick button.

I have just discovered that, in RFVR, If I change the way I use the stick, keeping my thumb pressing lightly on top, then the forward motion definitely works much better, maybe not perfect, but actually becomes playable. So it seems to require a slight downward pressure or activation of the thumb sensor COMBINED with the actual forward movement, to make me actually move forward.

To compare, I then returned to Half Life 2 VR, and yes, the motion works fine without the thumb needing to be on top of the thumbstick. (in other words, in HL2 it is sufficient to push the stick sideways with no pressure on the top).
Thats is in line with what I believe the issue is, the touch sensor has to be activated in order to trigger the 'touch' binding for controller movement.
I'll research into how other games are doing this without using the touch binding, we use the position binding already for the axis and when I tried to use position for this it broke the movement entirely. Thanks for your patience and glad there's at least a temporary solution even if its not the best.
Xixitron Mar 22, 2023 @ 1:02am 
I also play with Pico 4, but through the default "Streaming Assistant", no problems with movement.
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