Hot Dogs, Horseshoes & Hand Grenades

Hot Dogs, Horseshoes & Hand Grenades

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[RUST]Grumplestiltskin  [developer] Nov 28, 2016 @ 4:44pm
Oculus Rift + Touch Users PLEASE READ THIS
*Last Updated 12/23/18*

Howdy Folks!

We're frequently asked if the game supports the Oculus Rift. The answer is 'mostly'. This post is here to let those of you with Oculus Touch setups know up-front what the level of support is for H3, what works perfectly, and what's a little kludgey, so you can make an informed decision on whether to buy H3. This is broken down below into several topics

Front-Facing Only Users:
H3 is designed from the beginning as a 360 degree roomscale game, and generally assumes this configuration from the user. There ARE options for front-facing-only users, but this does restrict which locomotion options are available.

If you are using a front-facing configuration, you have several options:
- Your A and X buttons are mapped to Snapturning 45 degrees (the amount is configurable in the Options Panel -> Movement Options -> Global Movement Options.

or

- Open the Options Panel in game (found in the wrist menu). There is now a Robo-Recall style teleport available. Go to the Movement Options, then pick the bottom option.

or

- Go to the Movement Options, and then the advanced settings for teleportation. Enable Front-Facing mode. This makes the teleport a two-stage action, where you pick a point, and then pick a direction.

Tracking System Setup:
Some modes in H3 assume that your tracking volume allows you to kneel, bend down to the ground, and lay out on the ground without loosing tracking. These are currently the Meat Grinder horror gamemode and the Sniper Range (which is designed partially for prone shooting). For Oculus users, it is recommended that you get your cameras as high up as possible, and angle them steeply downward to ensure your floor is within the detected tracking space.

Controls:
As Firearms are complex devices, and H3 was developed first for a Vive game, the trackpad is used in a four-quadrant configuration for most objects. This includes touch events, 'clicks', 'swipes' and combinations of these. Sadly, a joystick makes a terrible trackpad, so certain types of actions will always feel a bit cumbersome, or require some practice to feel natural when using the joysticks of the touch controllers. This is something that is unlikely to change in the near-term, as there are not enough alternate buttons/states in an alternate mapping to absorb necessary input commands for the most complex firearms.

So, given all of that, I hope you have enough information to make an informed purchasing decision. If you have any other questions, regarding using Touch with H3, please feel free to post them here, and I will be happy to answer to the best of my ability.

Cheers!
Anton
Last edited by [RUST]Grumplestiltskin; Dec 23, 2018 @ 6:06pm
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Showing 1-15 of 338 comments
Kerjack Dec 1, 2016 @ 5:58pm 
Thanks for this, as I soon to be touch user I'll keep my eyes on this :)
metroidmen Dec 2, 2016 @ 7:28pm 
Good news! Haptics are now supported natively through SteamVR! I've been playing a little bit with my Razer Hydras and other than making sure the sensors are set correctly, I don't see it being a huge issue!
Webhead Dec 4, 2016 @ 1:32am 
As haptics are now supported, that would be good to fine tune with the touch, have you gotten a pair of oculus touch's to test with?
[RUST]Grumplestiltskin  [developer] Dec 4, 2016 @ 12:44pm 
I will not be doing any touch specific haptic work. It will simply respond to the standard unified haptic calls being sent through the SteamVR API.
Palidore Dec 6, 2016 @ 10:20pm 
Is there a way to switch up the button mapping so that we can grab objects with the grip button instead of the trigger? I'm not sure how it works with the Vive, but all the native Rift apps seem to use that side grip button for grabbing/holding, so it feels a bit unnatural doing the opposite for H3VR.

Other than that though, very impressed with H3VR with Touch so far!
Last edited by Palidore; Dec 6, 2016 @ 10:22pm
[RUST]Grumplestiltskin  [developer] Dec 6, 2016 @ 10:33pm 
Hi @Palidor I'm going to be patching in a control option for it either tonight, or tomorrow for it! I need to re-arrange a couple things in my hand-code to allow for it, as objects in H3 already have two different 'pick up' modes, one for guns, one for everything else, so I need to carefully bypass that behavior without breaking anything. I will update this post accordingly at the top when it's in and confirmed working.
Palidore Dec 6, 2016 @ 10:52pm 
That's great to hear, thanks! One of the biggest reasons H3VR was one of my day-one purchases upon getting Touch was because of how active and receptive you guys were online with your Vive community. The fact that I got a reply not even 15 mins later with plans for a patch is awesome, yet not at all surprsing, based on what I've seen :P .

Money well spent; thanks again!
REAPER Dec 7, 2016 @ 8:43am 
Played last night with the touch, was a blast. You were 100% right on the high mount solution, and it did need some settings in steam vr and rift adjusted to get height and center positioning corrected. I did run a 2 camera setup with a USB3 extension on one camera to achieve a diagonal layout, that was key to get the 360 tracking working with touch controllers smoothly while centered (get close to a wall or edge of playspace and camera losses tracking). But a 3rd camera would definitely be the best option for optimal performance.
Ruin4r Dec 8, 2016 @ 6:55am 
Hello Anton,

I just want to say thank you for doing what you can to support the Touch. As a Rift and Touch owner who share similar sentiments to your own regarding Palmer's actions I really, really was scared that some devs would leave us customers in the cold. Please remember the consumers who have Touch and were blindsided with Palmer's actions are in a pretty crappy situation, it's not like most of us can afford to drop another $800ish on another VR setup. But again, I very much appreciate your dedication to making the Touch work as well as you can because H3 is an amazingly awesome game, which I have been quite vocal about loving to my gaming/VR circle. Keep up the good work and I very much look forward to the Touch improvements.
Last edited by Ruin4r; Dec 8, 2016 @ 6:57am
[RUST]Grumplestiltskin  [developer] Dec 8, 2016 @ 10:32am 
No probs :-) Also, I'll have that touch control switch in soon for the grip buttons (will update the post above when I do). Still testing it.
Guygasm Dec 9, 2016 @ 12:21pm 
I'd just like to voice my request that you support the native Rift SDK and launch on Oculus Home. Thanks!
[RUST]Grumplestiltskin  [developer] Dec 9, 2016 @ 1:25pm 
@guygasm It will not be happening. Due to how and when the core of H3's systems were coded, and the restrictions Oculus has for titles on their store, it would be man-months of work/redesign.
Last edited by [RUST]Grumplestiltskin; Dec 9, 2016 @ 1:29pm
Smokey Dec 9, 2016 @ 3:42pm 
I cannot for the life of me get my players height to change. im 5'10" but in the game i have to around 3 feet tall. Cameras are up high and no other games i play have this issue. A control scheme option would also be nice since i see no where telling me what controls do what.
Palidore Dec 9, 2016 @ 3:48pm 
Tried out the new controls, and overall it works great! Really appreciate you patching it in so fast. It feels a lot more intuitive now :) .

Just a couple points of feedback:

1) The Touch control option doesn't seem to save upon exiting the client, so you currently have to toggle it on everytime you restart the game.

2) I noticed that with the new Touch controls, you have to perma-grip all interaction points now, including gun handles. Now, I actually like it better this way, especially because I don't have to press a button to disengage when I'm fiddling with various parts of a gun anymore. Just didn't know if it's intentional is all, as I remember you saying somewhere that you put guns on "perma hold" for the sake of ease. By all means, leave it that way though, because I prefer it lol.

In any case, thanks for addressing it quickly!
Palidore Dec 9, 2016 @ 3:50pm 
@SmOkEY - Did you go through SteamVR's roomscale setup specifically? As a Rift user, I had the height issue across several SteamVR games as well, but using Steam's roomscale setup software and calibrating everything there fixed it.
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