SEGA Mega Drive & Genesis Classics

SEGA Mega Drive & Genesis Classics

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Quinners May 29, 2018 @ 8:34am
VR Support for the new update
With today's update (29/5) they added VR support. The product page only lists HTC Vive and not Oculus Rift. My friend is borrowing my Rift atm so can anyone test out and report back if it works with Rift? Thanks in advance!
Last edited by Quinners; May 29, 2018 @ 9:25am
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Showing 1-14 of 14 comments
UncleBabyBilly May 29, 2018 @ 8:59am 
Nah, I couldn't get in game with the Rift.
I got into the game with Rift, and could look around and stuff, but selecting stuff was weird, and it would like highlight stuff I wasn't even touching among other things.
Quinners May 29, 2018 @ 9:24am 
Damn, thanks guys. That's disappointing
James_UK May 29, 2018 @ 9:34am 
Just tried the VR support myself (Rift CV1) and aren't too keen on the way the game forces perspective changes when you select certain things. This becomes more predominant when you start playing the game at the TV and it lowers your perspective to TV level. (I'm assuming this was engineered as a purely seated VR experience) It'd be nice if there was a "true room scale" option so there'd be no need for it. I mean it's literally a room so true room scale should've been a no brainer really. :P
Originally posted by James_UK:
Just tried the VR support myself (Rift CV1) and aren't too keen on the way the game forces perspective changes when you select certain things. This becomes more predominant when you start playing the game at the TV and it lowers your perspective to TV level. (I'm assuming this was engineered as a purely seated VR experience) It'd be nice if there was a "true room scale" option so there'd be no need for it. I mean it's literally a room so true room scale should've been a no brainer really. :P

+1 for this, an option for "Perspective change - ON/OFF" would be nice.
James_UK May 29, 2018 @ 9:53am 
Furthermore when standing after entering the "main menu hub", the perspective/scale seems very off which leads me to believe this is purely a seated experience. Please add true Room Scale into this as it really could really do with it.
nabeday May 29, 2018 @ 10:50am 
Just tried this on the Oculus CV1 and it worked great as a seated experience with an Xbox 360 controller. I would like the ability to move a little closer to the TV and Games as you are a bit far away from them. Overall, it is nice to see this get VR support and I'm looking forward to seeing some futher improvements.
Ernie May 29, 2018 @ 12:31pm 
Sadly none of my controllers are recognized. I've tried my Touch controllers, Xbox-Gamedpad and even the Rift remote. Tried any button, but i can't select anything.
James_UK May 29, 2018 @ 12:40pm 
Originally posted by e.r.n.i.e:
Sadly none of my controllers are recognized. I've tried my Touch controllers, Xbox-Gamedpad and even the Rift remote. Tried any button, but i can't select anything.

Selecting things in the menu hub is "gaze controlled". If you look over the menu elements, you see a white glow around them and you select it with the A button on the X-Box pad.
Ernie May 29, 2018 @ 12:47pm 
I see the glow, but no button works, including the A-button.
James_UK May 29, 2018 @ 1:07pm 
Is it a 360 Pad your using or the X-Box One pad? Although they're both fundamentally the same, I wouldn't be at all suprised if the VR software layer or Windows itself interacts differently with the two pads (Using X-Box One pad here)
Ernie May 29, 2018 @ 1:09pm 
Well, tried it again by pressing buttons on my wireless XboxOne-controller while the intro movie was running. Now it works.
Last edited by Ernie; May 29, 2018 @ 1:10pm
Quinners May 30, 2018 @ 9:18am 
There was another update today (30/5) and now Rift DK2 appears on the product page, it may have properly been added with the new 100-something mb update
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Date Posted: May 29, 2018 @ 8:34am
Posts: 14