The 7th Guest VR

The 7th Guest VR

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Keton22 Oct 19, 2023 @ 10:44am
Is it in good enough technical state?
Or there are bugs and I should wait for patch? Really want to try it but got burned too many times with how broken PC ports launched this year.
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Showing 1-7 of 7 comments
Nonexistinghero Oct 19, 2023 @ 11:05am 
Can't say I've noticed any bugs so far and I've solved a few rooms. A few things are a bit finnicky in terms of interaction, but nothing game breaking or too annoying. Maybe if you try really hard you can break the game like Half-Life Alyx and pass through walls.
Rune Oct 19, 2023 @ 11:34am 
Yes, it's in a great state. Looks good. great performance - I got 80 fps in 80 Hz with maxed in-game settings and Index res 400% (but 2xMSAA might be optimal not 4xMSAA outside the mansion). For 90 fps I'm using res 350% inside the house - with an oc'ed RTX 3090, Win10, i9 10900K, 32GB.

Find my screenshots here:

https://steamcommunity.com/app/2456960/screenshots/

Lighting, textures, dynamic shadows, polygon levels - everything is fine/great.
Last edited by Rune; Oct 19, 2023 @ 11:36am
lokiss88 Oct 19, 2023 @ 11:42am 
SSD required: why and what for?

Obviously i have one, but practically everything i play is dumped on the storage drive.

Essential? It's the only thing that's stopping me hit the buy button.
sune.joergensen Oct 19, 2023 @ 1:02pm 
So far no problems and good performance with highest settings and 90 fps.
I do suspect is does shader compilation every time you start (the blue butterfly) ?
Last edited by sune.joergensen; Oct 19, 2023 @ 1:04pm
Baggy MacDouche Oct 19, 2023 @ 4:15pm 
I think I'm at about 45% completion right now and taking a break. haven't really encountered any real bugs so far. Performance seem pretty decent on my mediocre(now) system(i9-9900k/2080ti/32gb PC3600/M.2 SSD install).

My only real qualms are similar to a lot of games that use the Index controllers for gripping/interacting. So often they include the capacitive touch threshold instead of just pressure. This causes a lot of unintentional interaction/grabbing due to the way my hand fits the controller. I've tried adjusting but hasn't helped. Next step, like I've done in other games, is to adjust the controls themselves to see if I can just trigger off of pressure threshold.

I've already modified it a bit so that Run is now triggered by holding the right A button(was duplicate of right trigger for lamp anyway). I hate when run is set to a joystick button click. Fastest way to wear it out IMO.

I also feel the seated position height isn't quite high enough for me. I could probably adjust in OVRAS, but haven't yet. Not a big issue, just took a bit of getting used to.

So far, I am enjoying the game. I haven't played it since the original way back when, but from what I remember, they definitely did not just redo it for VR. Most, if not all the puzzles so far are different, or inspired from old ones(I think). They aren't terribly hard either though. And you can collect coins to help solve them, but I haven't even felt the need to use the hint system yet. I feel like I'm burning through it, but the story, solving, progression is still all very much in line with how the original played. I'm glad they didn't stray from that, but if you haven't played the original or appreciate the era in which it was release, you might not fully appreciate what they've done. I dunno.
iNCEPTIONAL Oct 19, 2023 @ 4:48pm 
Honestly, I'm running this on a 64-bit Windows 10, GeForce GTX 1060, i5-7500 3.4GHz, 16GB RAM, installed on a 250GB SSD, which is actually below the minimum specs in some areas, and then through the official Oculus Link cable to my Quest 2, and it runs more than well enough with all the in-game settings on full for me to enjoy it. I can imagine it must be much better running on a native PCVR headset and will also be better on Quest 3 native too (which is also going to get a proper update to take advantage of the extra power over Quest 2 there soon). The visuals, audio, and general atmosphere and stuff are all great imo, and no real bugs I've noticed. Other than a bit of fiddling with the hand interaction at times, none of which is a major issue, it's pretty great for what it is imo. Only thing I wish they'd add is an option to have the map and torch physically down by your sides so you just grab them directly with the grip buttons to use them like anything else in the game, which would leave the index fingers free for general pointing and stop me pressing the wrong buttons constantly when I just want to use the torch or map. Just a quality of life improvement I'd like to see there really.
Last edited by iNCEPTIONAL; Oct 19, 2023 @ 5:12pm
Rune Oct 21, 2023 @ 2:44am 
Originally posted by iNCEPTIONAL:
Honestly, I'm running this on a 64-bit Windows 10, GeForce GTX 1060, i5-7500 3.4GHz, 16GB RAM, installed on a 250GB SSD, which is actually below the minimum specs in some areas, and then through the official Oculus Link cable to my Quest 2, and it runs more than well enough with all the in-game settings on full for me to enjoy it. I can imagine it must be much better running on a native PCVR headset and will also be better on Quest 3 native too (which is also going to get a proper update to take advantage of the extra power over Quest 2 there soon). The visuals, audio, and general atmosphere and stuff are all great imo, and no real bugs I've noticed. Other than a bit of fiddling with the hand interaction at times, none of which is a major issue, it's pretty great for what it is imo. Only thing I wish they'd add is an option to have the map and torch physically down by your sides so you just grab them directly with the grip buttons to use them like anything else in the game, which would leave the index fingers free for general pointing and stop me pressing the wrong buttons constantly when I just want to use the torch or map. Just a quality of life improvement I'd like to see there really.

The game uses OpenXR, so Meta users should get same awesome performance as for example Index users.
Last edited by Rune; Oct 21, 2023 @ 3:05am
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