Hot Dogs, Horseshoes & Hand Grenades

Hot Dogs, Horseshoes & Hand Grenades

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Quest 2 optimisation
I know it's just come out and you're probably already thinking about this or even already working on it but I thought you might appreciate my feedback on this.

I just got a Quest 2 and will continue to test with the game with the Quest 2 (rather than my Rift) so I can give you feedback on this.

Here are my issues so far with the Quest 2 controls:

- Reloading us very difficult as the rings on the Quest 2 are on top of the controllers rather than below them and collide very easily during reload maneuvers

- The shoulder slots are very difficult to use aswell due to tracking coming off the headset

- I haven't tested the backpack but it's obvious it will be rendered useless
Last edited by Tickle Me Elmo; Oct 30, 2020 @ 9:42pm
Originally posted by [RUST]Grumplestiltskin:
- I will be tweaking the position of the interaction sphere as soon as SteamVR actually detects the Quest 2 being used, and the driver provides me with a controller mesh. Until that happens, I can't do anything. I have no idea when that will be. In general though, all Oculus Controllers have crap ring placement for fine handgun manipulation. Them's the breaks.

- The shoulder slots are huge. If the tracking FOV is somehow worse on the Quest 2 than the 1 such that you lose tracking contacting them with your hand (which i find hard to believe given they are the size of giant beach balls), well.. that sucks, but I'm not changing how that works to accommodate the device.

- The Backpack functionality has been functionally unusable since the introduction of the Rift S, and I am no longer working on that feature, or considering it core, because there is -no- solution for HMD-based tracking like all modern Facebook/WMR products.

(also, just FYI, because I see folk over-use the term, that's not what 'optimization' means in regards to game development. Optimization refers to refactoring systems to get the results of some computation with less computation time. That's all).

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Showing 1-11 of 11 comments
Xieken Oct 27, 2020 @ 3:13am 
You upgraded from the CV1 to the Quest 2 i assume? My first headset was also a CV1 and I sidegraded to the Rift S which also uses tracking rings facing upward, I can confirm that the backpack works fine with no tracking issues whatsoever, I also have zero issues with the shoulder slots, reloading is ok with me but racking the slide for pistols can be difficult. Im assuming it may be a software issue that Oculus needs to address with the tracking like how when the quest 1 and rift s first came out
The author of this thread has indicated that this post answers the original topic.
[RUST]Grumplestiltskin  [developer] Oct 27, 2020 @ 11:58am 
- I will be tweaking the position of the interaction sphere as soon as SteamVR actually detects the Quest 2 being used, and the driver provides me with a controller mesh. Until that happens, I can't do anything. I have no idea when that will be. In general though, all Oculus Controllers have crap ring placement for fine handgun manipulation. Them's the breaks.

- The shoulder slots are huge. If the tracking FOV is somehow worse on the Quest 2 than the 1 such that you lose tracking contacting them with your hand (which i find hard to believe given they are the size of giant beach balls), well.. that sucks, but I'm not changing how that works to accommodate the device.

- The Backpack functionality has been functionally unusable since the introduction of the Rift S, and I am no longer working on that feature, or considering it core, because there is -no- solution for HMD-based tracking like all modern Facebook/WMR products.

(also, just FYI, because I see folk over-use the term, that's not what 'optimization' means in regards to game development. Optimization refers to refactoring systems to get the results of some computation with less computation time. That's all).

Last edited by [RUST]Grumplestiltskin; Oct 27, 2020 @ 1:23pm
Captain Flappy Oct 27, 2020 @ 1:15pm 
Originally posted by RUSTGrumplestiltskin:
- I will be tweaking the position of the interaction sphere as soon as SteamVR actually detects the Quest 2 being used, and the driver provides me with a controller mesh. Until that happens, I can't do anything. I have no idea when that will be. In general though, all Oculus Controllers have crap ring placement for fine handgun manipulation. Them's the breaks.

- The shoulder slots are huge. If the tracking FOV is somehow worse on the Quest 2 than the 1 such that you lose tracking contacting them with your hand (which i find hard to believe given they are the size of giant beach balls), well.. that sucks, but I'm not changing how that works to accommodate the device.

- The Backpack functionality has been functionally unusable since the introduction of the Rift S, and I am no longer.

(also, just FYI, because I see folk over-use the term, that's not what 'optimization' means in regards to game development. Optimization refers to refactoring systems to get the results of some computation with less computation time. That's all).
The tracking FOV is the same on quest 2 as on 1, feels fine for me using shoulder slots, only issue I have is the rings on the controller which clearly isn't your fault.
Xieken Oct 27, 2020 @ 8:37pm 
is it really that much of an issue for ppl? tbh I have no issues with using the backpacks and shoulder slots, rings on top of the controller is a problem for every VR game i play, not just H3, but i consider it a design compromise for inside out tracking and that i just need to deal with it, its just a minor inconvenience for me, annoying, but minor
Tickle Me Elmo Oct 27, 2020 @ 10:51pm 
Originally posted by RUSTGrumplestiltskin:
- I will be tweaking the position of the interaction sphere as soon as SteamVR actually detects the Quest 2 being used, and the driver provides me with a controller mesh. Until that happens, I can't do anything. I have no idea when that will be. In general though, all Oculus Controllers have crap ring placement for fine handgun manipulation. Them's the breaks.

- The shoulder slots are huge. If the tracking FOV is somehow worse on the Quest 2 than the 1 such that you lose tracking contacting them with your hand (which i find hard to believe given they are the size of giant beach balls), well.. that sucks, but I'm not changing how that works to accommodate the device.

- The Backpack functionality has been functionally unusable since the introduction of the Rift S, and I am no longer working on that feature, or considering it core, because there is -no- solution for HMD-based tracking like all modern Facebook/WMR products.

(also, just FYI, because I see folk over-use the term, that's not what 'optimization' means in regards to game development. Optimization refers to refactoring systems to get the results of some computation with less computation time. That's all).
Ok thanks :)

Maybe it's just me with that other stuff.... But if it's not an issue for others then that's good! I'll just get used to it LOL!

Yeah I did know that somewhere in this pea sized noggin of mine about optimisation but forgot since I've never had to refactoring in my programs and games as they are quite small. #learningdeveloperlife
Captain Flappy Oct 30, 2020 @ 3:06pm 
Originally posted by FiddyDidds:
Only issue I have is remembering to take the damn things off safety,

Every damn time. lol.
Crow Oct 31, 2020 @ 9:16pm 
Originally posted by RUSTGrumplestiltskin:
- I will be tweaking the position of the interaction sphere as soon as SteamVR actually detects the Quest 2 being used, and the driver provides me with a controller mesh. Until that happens, I can't do anything. I have no idea when that will be. In general though, all Oculus Controllers have crap ring placement for fine handgun manipulation. Them's the breaks.

- The shoulder slots are huge. If the tracking FOV is somehow worse on the Quest 2 than the 1 such that you lose tracking contacting them with your hand (which i find hard to believe given they are the size of giant beach balls), well.. that sucks, but I'm not changing how that works to accommodate the device.

- The Backpack functionality has been functionally unusable since the introduction of the Rift S, and I am no longer working on that feature, or considering it core, because there is -no- solution for HMD-based tracking like all modern Facebook/WMR products.

(also, just FYI, because I see folk over-use the term, that's not what 'optimization' means in regards to game development. Optimization refers to refactoring systems to get the results of some computation with less computation time. That's all).


In regards to the backpack, i found looking down and putting it in my torso as a viable way to mount it, maybe there could be a system where theres an invisible-ish slot on the top-right of the fov that you can put the bag in, then there will be a miniature bag in a small slot that you can grab. similar motion to putting it over your back (or even making it able to go on one of the shoulder slots, removing one usable slots in exchange for a lot more storage)


it would still be nice to have an ammo can in T&H, a box where you can store stacks of ammo but you have to haul it around. reminds me of range day :eaglegag:
1uploop Nov 2, 2020 @ 11:34pm 
WMR user here, the shoulder/backpack slots can be tricky and take a little getting used to, but I assume since they are both inside-out tracking they work the same. Basically you have a couple seconds window before the headset "forgets" where your hands are, and in that window they still track based off inertia on the gyroscope. So basically, as long as you're quick/accurate about it, you can plop it in pretty easy once you get the muscle memory down.

Also I find it helpful to grab it after to test everything went through. My usual motion is [pick up gun > drop in shoulder > lock > grab > drop and see if it snaps back]. It may take a couple tries, but its pretty easy once you get the hang of it.
Dumbledude Sep 19, 2021 @ 11:04am 
Yeah, the controllers on the Quest 2 don't seem to work too well. I tried looking at controls, but that didn't help. Although I might be replacing it sometime soon, but I don't know which headset would be best for this game.
[RUST]Grumplestiltskin  [developer] Sep 19, 2021 @ 12:10pm 
@A Simple Spy: Just select streamlined controls in the lobby. It was literally designed FOR controllers like the Quest 2's
Captain Flappy Sep 19, 2021 @ 12:12pm 
Originally posted by RUSTGrumplestiltskin:
@A Simple Spy: Just select streamlined controls in the lobby. It was literally designed FOR controllers like the Quest 2's
Can confirm (not that you need me to) that the streamlined controls work perfectly for quest 2.
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Date Posted: Oct 27, 2020 @ 12:36am
Posts: 11