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I dont personally like the way you turn when you move your head, I would prefer a way to look freely and just steer with the thumbstick.
The biggest thing for me though is the camera placement is too close. Its impossible for me to focus on the animal and the world as im moving so I either look at the animal or look forward to where I am going. Its worse with some animal compared to others like the Humming Bird is really bad where you cant even see it when your flying around. I would much prefer to move the camera further back so I can see the animals clearly when im running and flying through the levels.
Other than that its a pretty good VR version of the non VR game.
Same it is uncomfortable.
- The VR port is very good for the most part . With some extra polish it could be even better.
- The 2D cutscenes should not be fixed to the headset . They should be fixed within the world like you are looking at a virtual screen.
- The movement should be like Hellblade . Where movement directions are relative to the in game character NOT to where you are looking. I have got used to the controls and the current system is ok . It just makes it difficult to look around while moving.
- I don`t mind the camera distance as it is but it would be great to have some other camera adjustments.
Issues i so far noticed on my side with RIFT S
2D Scenes
The 2D Scenes are way too near in front of my eyes and the screen is too tiny.
My eyes do squint here since its obviously wrong eye alligned too near.
Starts with the prologue screen
My IPD: 64mm
GPU: RTX 3080
Latest Nvidia Drivers
Windows 10 64 Bit latest.
Changing anything in game like resolution does not fix that.
Resolution:
I do not see any difference changing the resolution from 2540x1440
in game to 1920x1080 or whatever.
Main Camera
The camera could be placed a bit more away from the character.
A in game camera distance option for this would be great.
https://www.youtube.com/watch?v=WVbahjmKZdc
- Please devs watch that german review -
The 2D Intros / Videos issue has also been confirmed here as it has been by others already.
In Video Minute: 02:06
Controller / Gamepad buttons displayed to be used are wrong displayed in game:
In Video Minute 02:23
Gamepad Buttons are entire wrong displayed in game although correct displayed in game gamepad controller button overview.
Partly Issues with wrong 3D Display:
In Video Minute 11:19 mentioned
Wrong shaders / reflexions with mountains / hills
VR Controllers do not work stable ( RIFT S ) or are not detected:
In Video Minute 01:41
Game won't accept VR controllers ( infoscreen that gamepad has to be used )
It is advertised as being supported on the game info page at steam
In Game overlays are too near:
In Video Minute 04:35
In game overlays are always way too near and cannot be read / cause distraction /squint
I can confirm all that button / 3D grafic / overlay behaviors with RifT S and Quest 2 too.
Regarding VR Controllers:
The RIFTS Controllers are detected though but do not work stable in game.
After a minute or so the Rift S controllers just stop working.
I use latest oculus firmware and drivers ( beta subscribed)
and latest steam vr software (beta subscribed) with no tweaks for vr or nvidia gpu
You basically have to try to keep your head as still as possible, which is impossible, by the third cut scene I had enough and shut the game down.
It has potential but till the cut scene work a little more like the main menu when you start the game (freedom to look around) I my self won't touch it.
That is what I love about it - the "roller coaster" feeling from jumping over the waterfall (for example).
Just imagine how a fish must feel experiencing that for the first time ! :)
I hope that option is added . But it really is not that bad for a game like this, I have now completed the game and it really did not bother me after the first hour. Considering the quality of the experience on offer here I would say it is worth putting up with even if it doesn`t get fixed.
It took me 4 hours to beat the game.
After playing this in VR, I don't know why you'd want to play it in flatscreen. It's absolutely a joy to see in VR.
Rule of thumb in VR : Don't move the camera if the player didn't move his head.
• The 3D cinematics have all camera motion, and you can't look around during those if you try it recenter to the focus point, they can also be tilted sometime. Super uncomfortable and freedom killing.
• The 2D cinematics are a plane sticked to your camera axis with a few frame lag. So it's shaking and you can't focus on specific part other than the center of the plane.
• The ingame camera change world position when looking left or right, like it is on a spring stick.
The rendering resolution seems to be quite low.
So no, the VR implementation is wrong.
Then I tried my great old Rift CV1 - it's like a night and day difference. The game supports native Oculus drivers and integrates into Oculus Home. Using ss 2.0 with the Oculus Tray Tool - now the game didn't look blurry at all but quite sharp. Touch worked perfectly, no need for a gamepad. Got solid 90 fps with ss 2.0 (that's 17 mill pixels per image for both eyes - much similar to Valve Index res 200%).
Setting the brightness, using Index the "barely visible" symbol could not even be seen before changing the slider, but was easy to see with the Rift CV1. Looks like this game was made for oled hmds - like the Rift CV1.
Choose your hmd wisely with this game - the game is unplayable with the wrong hmds. Index is not supported even if it says so on Steam, you need the Rift CV1 for this game - there's no blur at all with the Rift CV1, it's like magic :winking_face:
So my ratings: Valve Index = 2/10. Rift CV1 = 8/10.
This is a game which should just have been in the Oculus Store, in its current shape it's an Oculus-only game, it should not be on Steam. I believe the lack of Meta support for PCVR forced devs to release this Oculus game on Steam.
Btw, I took a few screenshots with the Rift CV1, find them here;
https://forums.oculusvr.com/t5/Games-and-Apps/Lost-Ember-VR-Edition-has-just-launched-and-looks-awesome/td-p/940524