CAT Interstellar

CAT Interstellar

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IonizedGames  [developer] Oct 1, 2017 @ 9:34am
VR Support Thread
Thank you for your patience with this.

To access this go to your Steam Library, Right-click CAT Interstellar and select Properties. Inside the properties window select the BETAS tab. You Should see a drop down with vr_alpha – VR Testing. Select this and the game should start to update on its own. Once the download is complete you’ll be able to play.

This is the first version of CAT Interstellar VR and I’m really interested in what you think about the perspectives. The game should be played sitting or standing in place and I highly recommend using a gamepad.

The VR mechanics were rebuilt from scratch and any feedback on the controls or perspective would be greatly appreciated.

Next Patch Priority:
Loading screen
In-game menu
Move build to separate DLC Branch.

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Showing 1-7 of 7 comments
Kris.vdv Oct 6, 2017 @ 7:00am 
First of all, thanks for the VR version!!

Some feedback..

- Free movement (with gamepad) is very smooth

- When you look around by turning your head physically, it's like the world around moves too. It's not like that in other VR games.

- When you start the first chapter, you are *inside* dog, so you see the inside of its 'body'. As a consequence, it's very difficult to see in front of you. Recentering doesn't help.

- Graphics are good but a bit too blurry. Most VR games offer supersampling (SS) to sharpen the graphics. I think we need that.

- I think the scaling is a little bit off, the entire world (androids, walls, doors, panels) look too big. I know I'm lower to the ground than androids, but I'm not talking about the height, it's about the sense of scaling.. it looks like I'm in a world of very, very big people. The androids look like they're 3m tall. I know of other VR games that had to adapt this too.

- When I pressed the menu button of the gamepad (to look at possible options), the game was closed (no error).

That's all I could notice. If these would be solved, I'd play the game completely in VR!



Last edited by Kris.vdv; Oct 6, 2017 @ 7:00am
Roadfighter Oct 7, 2017 @ 8:10am 
I heard just now about VR version and I thank you for this. I'll send feedback as soon as I run the game a lot with my Vive. \o/
FictionX Oct 9, 2017 @ 4:30am 
I see you're using the UE engine... Does the vr_alpha build work with Linux?

FictionX Oct 11, 2017 @ 1:12am 
.. turns out I actually owned the game (I thought I remembered it from somewhere :-) ), so why don't I just answer my own question:

No - the vr_alpha build does not work with Linux. It downloads, but the VR components just aren't there.

I think the UE version supports it, though, so feel free to give it a shot, dev.
almostpilot Feb 28, 2018 @ 3:01pm 
VR support will be improved? Any news?
sbenrap Apr 13, 2018 @ 3:39pm 
Thanks for the VR build.
I played on Rift + Gamepad with no issues.

For the most part it was good up till the cat part, I believe having the camera float over the cat would have been a better design choice (since the way it is currently implemented is disorienting and too close to the fur to see, so I had to stand up in that section).

Other than that - a nice VR experience for those who do not have motion sickness.

I also suggest adding the VR tags to your game so that this will be visible, I didn't realize there was a VR build till I read about it on your site.
pharmako_dynamis Sep 13, 2018 @ 3:36pm 
Any updates on this? Wondering if it would be compatible with mobile VR headsets, e.g. Gear VR (via riftcat for example). If the mouse and keyboard stay functional I don't see that being a problem, but other SteamVR games I've tried (Obduction) doesn't recognize Gear controller, and M/KBD controls are deactivated even if selected in settings. I guess my best bet for now is just to play on a virtual massive screen, but eventually I hope this game and other exploration games become more easily streamed or otherwise interfaced with mobile VR systems, as it is viable at least as far as head tracking goes, and much much more affordable than a full-on VR kit. Still, this will be awesome on a huge screen, but I can't wait until I can play games like this, ABZU, Obduction, etc in full 360. I don't mind buying a compatible controller for that, or even texturizing my keyboard so I can use normal controls "blind."

I digress, but awesome game and, since Gear is based on Oculus, I'll report back if I have any results with vridge + riftcat (but so far I have not had luck with them on anything - like Obduction launches but I can only look around, not move etc).
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