Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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
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).
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.