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I too am here about proper rift support.... i am contemplating picking up in this weeks humble bundle but no point if touch wont work properly.
thanks
He's asking about the Touch controller in particular.
Of all the "Vive only" games with motion controls that I have played with Oculus I'd say about 30% or less play properly with Touch controllers. The rest either don't work at all or is the motion controls are badly implemented (actions are not mapped, there's no way to open menus, controls are "rotated", etc.).
Most of them are/were like that because they were developed before the Touch controllers were released or the developers simply don't own Touch controllers but I believe this one in particular may actually have some sort of (temporal?) "exclusivity agreement" with Valve.
I'll guess we'll just have to wait to find out.
As for Vive exclusivity, I doubt it, Valve is a distribution platform more than a developer now, their main income is the % they get from game sales, so holding back compatability deliberately would only hurt themselves.
Besides, OpenVR is ... Open. Oculus can implement it in their driver/runtime just the same as everyone else, and nobody is stopping them.
...well, except Google being silly about GEVR, but I don't think that's spreading.
Bottom line is: Don't pre-order games. Wait for release and see what is actually on offer before shoveling shekels.
The Touch controllers respond as you'd expect input-wise, but the simple fact is that YOUR HANDS ARE NOT BEING TRACKED LIKE THEY SHOULD BE.
I did note that I got a second "Please wait..." screen upon launching it, which implies native LibOVR support - something that's baked into Unreal Engine 4, which John Wick Chronicles runs on. Supporting Touch should have been trivial.
Here's the thing: Raw Data also runs on UE4, doesn't officially claim Oculus support, and yet it works JUST FINE with Touch there, down to analog hand grip animations on the grip triggers (something you can't do with the Vive wands).
In fact, most OpenVR/SteamVR games work with Oculus Touch by default, more or less; you have to go out of your way to break things, like Google did with Google Earth VR. That's what makes this particular case so baffling.
I sincerely hope this is not a matter of developer laziness and that they'll get around to supporting Oculus Touch later, as this is going to make for a lot of fellow Humble Starbreeze Bundle buyers feeling equally burned.
Look at Ubisoft: I can play Werevolves Within together with people owning a HTC and a PSVR. Thats the way to do it.
I wouldn't call this "perfectly fine".
While I'd agree with you, I can confirm it works. Game runs perfectly for me using a rift and touch. All I had to do was run the game in Windows 7 compatibility mode, as suggested by System_Smoke. It's weird, but it works. I was going to ask for a refund until he made that suggestion in a different thread.