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翻訳の問題を報告
Okay, that sounds frustrating. Thanks for reporting back!
Really only issue is the performance. Not sure how much more the game could be optimized, but I had to crank the DLSS to either Performance or Ultra Performance to get a solid 75hz at a reasonable resolution on the Bigscreen Beyond using a RTX 4090.
With that said, very well done! There's always the next generation of GPUs to help out ;)
Hope to see more levels supported soon :)
Edit: I'd also like to see controller-oriented movement over the default head-oriented.
I've also noticed a wobbling/puddle effect while playing. I'm not sure if its an issue specific to the PSVR2, but its extremely distracting and I haven't been able to get past a 10 minute play session.
Regardless, Im still excited about getting the play this in VR!
- disabled ambient occlusion post processing effect - is baked into lightmaps already
- changed lit shader mode to forward rendering
- disabled lighting quality slider from graphics options - defaults to "Minimal" mode with baked lighting
- fixed a bug where FSR and DLSS upscaling were not fully active in VR mode
- added a toggle for bloom image effect
- toggle mode doesn't change when pause menu is open
- run toggle is set to off when player stops moving
Update is now live for owners of the full game - demo version will be updated later today
There were a few minor issues I noticed: First is that I had to reset the SteamVR position, otherwise I was spawned a little below the floor. The other issue was that my graphics settings were not being saved on game close (at least, DLSS settings always default to off when starting the game).
Can't wait to try more levels!
According to multiple reports now, it seems that there is some issue preventing players from starting the VR mode on a Pico 4 headset. We don't have one of those devices available for testing at this moment, but we hope get this issue fixed before the full VR mode is released. Thank you for letting us know about this problem!
That's great to hear!
I've logged those problems you mentioned. Maybe the first one could be fixed by somehow commanding the VR headset to perform a recenter when the VR player avatar is activated in the game. We'll have to investigate. Thanks!
First of all, it looks incredible in VR, the illusion of presence and the world around you on scale, it is even more disorientating.
Kudos on the visuals, with VR those are extrapolated !
About the performance.
Using I7 + RTX3080 + 16gb + Win10 + Quest 2.
I had to play it with AA OFF, lights on minimum, FSR 60 Sharp 60, everything else max value, to play decently.
Now regarding the gameplay, I was getting bored at some point...but I got the feeling that it was unfair... because I thought I lost the game when jumping.
I had to check the forums to understand that actually ... I won.
and that BETA only covers the first maze
However, there is a CRASH! sound when after falling, as if the character crashed on the floor....
When going back to the menu there is no clue that I won finding the exit.
PS:
Is there any horror content on further levels or gameplay is just this?
I suppose there should be some swimming parts as well?
Once again, incredible how it looks in VR,
On max settings FPS often dips below 45, but even that is tolerable. When upscaled from 0.5 game is very smooth and still looks OK. Aliasing is noticeable, TAA helps, other methods not so much. Reflections cause huge FPS drops when a lot of water is displayed. Disabling or lowering their quality makes game look worse everywhere, and it still stutters, just a bit less. Maybe it can be adjusted automatically depending on the current frame rate?
Movement across stairs is too jerky, especially while running. I would prefer them to feel like a continuous ramp. Smooth turning does not feel smooth either. I think it is just a sequence of fixed-size small snaps. Would be better if it worked like a mouse turning does, but with a controller touchpad (drag a finger and world starts rotating with it). Or like a controller joystick - snap size is proportional to the distance from the touchpad center. Walking/running speed could be made proportional too.
Hands are always in your face, at least in the sitting mode. Only time you need them is while climbing ladders, maybe they could stay hidden until a grip button is pressed. Also both hand models are ugly and don't really fit in the setting. Different hands would be an improvement. They don't have to look like realistic human hands, stylized transparent "gloves" will do. I would still prefer prettier human hands though.
There is a big gap in the floor near the top of a spiral stairs, I think it was not supposed to be there.
In general game looks very good, better than most VR games I played. Really looking forward to a full VR version.
Noticed high GPU usage at 96%
Interesting. I have a 3060 and it had no trouble running this in VR.