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I have tried to ask devs about graphics settings in VR but for some reason they refuse to answer.
I paid for this product anyway!
1) You are playing on an Oculus DK2. ADR1FT does not officially support that HMD in any way. The game is optimized for HMD's of Oculus CV1/HTC Vive quality (or higher). It's no surprise you aren't happy with the fidelity on that hardware. It's just never going to look or perform the way it's intended to on a DK2. Saying the game "visually sucks" based on you playing it on non-supported hardware has very little merit or value unfortunately.
2) The reason we do not allow users to change the video settings on ADR1FT VR is because a) we want global visual fidelity for all players and most importantly b) performance.
The absolute most important technical element in a VR experience is performance. Everything else is secondary. We have to maintain the highest frame rate possible at all times (which is very hard) in order for the VR experience to be as comfortable as possible for everyone who plays it, no matter what. Really, with VR, nothing else matters.
Allowing users to change the video settings would affect the game's performance, result in lower frame rate overall and make users uncomfortable, which we have no interest in doing whatsoever.
Amateurish work? I'd have to disagree with that statement completely. Thanks for the feedback, though.
2a) So basicly you are saying that game should look the same for GTX970 and GTX1080 owners?PC gaming has never been like that and never will.
2b) Read 2a for this.
No offence but shouldnt be that hard to open graphics settings and let player decide what is best for him/her.
Orthy should I have this with my hardware? I have an i7 5930k at 4.5 GHz.
Development on ADR1FT is complete.
Our contract with our publisher is satisfied and we are no longer being paid to continue to develop ADR1FT, which we couldn't do anyway because we are making a new game now (and have been since January 2016) that requires our entire team's focus and attention.
Aside from bug/crash fixes and possible performance improvements as the engine is updated and improves over time, ADR1FT's current features are locked.
I'm sorry if this is disappointing, but there comes a time with every project where you have to move on. We are very satisfied and proud of ADR1FT and we appreciate the feedback you guys have given us.
- Orthy
I can understand not entertaining new features but I consider this a major issue which you appear unwilling to resolve.
I'm really sorry if you are "very satisfied and proud of ADR1FT". I don't know who you are trying to fool. Your game is a dissapointment and you should be ashamed for making a statement like that. 3 hours to finish your game. I also feel sorry for anyone who bought this full price. Last time you got my money for sure.
P.S Really nice attitude towards your paying customer... Keep it up ...
I'll never be ashamed of being proud of the game we created.
I know you have not yet directly replied to me, but I find it disheartening that when a customer is telling you that your software does not function properly despite me having hardware well above your posted minimum requirements, you respond with a statement that you have no intention to resolve it. That tells me that you are not concerned with ensuring Vive users have a good experience with your product.
That is why I have requested a refund. If at some point in the future you change your mind and address the Vive performance issues I will reconsider purchasing this game. The visuals are impressive but it is more critical to keep the frame rate at 90 with the Vive.
Basic GPU settings in UE4 is a developement case of 30 minutes!
Bind key "1" -> "execute console command" -> set scalability "1" -> "hmd sp. 90".
Copy/paste this 4 times...done!
Yeah, this is not the best implementation you can get but it works well and already provides a huuuge (yes, 3 u's) benefit!
What are you talking about horrendous implementation costs?
Even a simple INI file would do it!
This should go as a free service for your future customer base! What developement image are you trying to building up?
You talk about performance?
A 4790k + 980 is not nearly able to run this game smooth, there's 90% of the time reporijection on! So what are you talking about?
Sorry to say that, but this turns me somewhat down!
I can tell you that this game looks much better in Rift than Vive. I tried "renderTargetMultiplier" : 2.5 on gtx 1080 on Vive and it appears to do nothing. Rift however is crystal clear in the display using a setting of 2.0. It's noticably better than Vive with regards to image quality. Not the case in most titles, but definitely with this one. Night and day.
From what Orthy was saying this doesn't seem like intended behavior, if the idea was to prevent users from fiddling with VR settings and impacting performance.
Meanwhile performance does kinda suck on my 980ti regardless of settings so...
Would love to take my 1080Ti GPU to the max on this beautiful game and hate to settle for something global made to include GTX 970 or something.