Dream
F-Tang Keiros Feb 10, 2014 @ 12:45pm
Decoupled aming method?
Is there a way to decouple the aiming? (So you don't walk where you look, you walk where your virtual body is oriented). I somehow managed to do it the cube hub area, but it re-coupled in the desert in act 1. Decoupled is a much nicer experience in VR, would be nice to know if it's a bug or what have you.
< >
Showing 1-7 of 7 comments
AshStancill  [developer] Feb 10, 2014 @ 1:41pm 
As of right now there isnt. I will look into this some more.
The hub world shouldnt have done that :S So ill look into whats causing that too

Thanks
F-Tang Keiros Feb 10, 2014 @ 9:34pm 
No problem. I'll be sure to post any and all bugs and oddities I come across.
Last edited by F-Tang Keiros; Feb 10, 2014 @ 9:34pm
xhonzi Feb 11, 2014 @ 12:20pm 
Here's another vote for decoupled aiming. I know it's probably going to involve semi-serious code changes, and that there is discussion in the VR community whether it's actually better or not... but I definitely prefer it.
F-Tang Keiros Feb 14, 2014 @ 11:52am 
Originally posted by xhonzi:
Here's another vote for decoupled aiming. I know it's probably going to involve semi-serious code changes, and that there is discussion in the VR community whether it's actually better or not... but I definitely prefer it.

Yeah, I feel it's much better. When, in real life, do you always go where your looking? You don't. Else we would constantly be walking into walls.
Herstal Feb 16, 2014 @ 2:56am 
One more vote for decoupled aiming, really needed for proper immersion imo.
Humbug Mar 15, 2014 @ 9:28pm 
+1. Playing with a keyboard it is even more important, because my keybaord is fixed facing "forwards" in relation to my VR (and real) body.
budwheizzah Mar 24, 2014 @ 9:54pm 
+1 on that :) de-coupled is awesome (HL2 uses *partly* decoupled aiming and I've had a much better experience)
< >
Showing 1-7 of 7 comments
Per page: 1530 50