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Hopefully that helps!
Our goal with the teleport to ball feature was to allow users to basically stand in one place for the duration of the round. If you teleport manually over to your bag, select a club and then use the teleport to ball feature, you should be in a pretty decent position to just swing and hit the ball. Like I noted above, some adjustments may be required since the medium (the user) is 100% unique in each case. And the ball is offset to keep the users optimal swing location centered in roomscale.
This is not a flawless system. It never could be without the inclusion of some extremely deep and painfully boring configuration customization that would require precise end user participation. And it's accuracy would be dependent on the user's interaction with the system because the subject would be required to do everything precisely - which is not something most people would do or want to be bothered with when launching agame for the first time. This has been the case with the sheer number of users who have powered through our extensive tutorial and missed how to use a number of features. It's quite common. Hagerau, you've mentioned a few times throughout the forums that we should provide a manual explaining how to play the game, but aside from golf carts and how to navigate the menus, all of our gameplay features exist in the tutorial.
If you stand in the center of your roomscale and strictly teleport for movement (both manual to select a club and to ball with a club) you're physical/manual teleport adjustment should be quite minimal.
Why is it so hard for you to make a guide or manual?
I don't understand your question, they do have a guide, it's the tutorial. You mean you want them to add driving a cart in it? Or how to play golf in general?
Quite a few things are not covered by the tutorial and not everybody is a former TGC player.
The "missing guide" is just an example for my feeling the game's being unfinished in current state. Instead investing countless hours in a largely useless simulator in game, they could have made a comprehensive manual on about an afternoon.
Out of curiosity do you have async reprojection enabled in steamVR? If yes, disable it so that the oculus version (ATM/ASW) gets used instead of the steam version. Maybe a bug has crept in that is affecting tracking
Finally Are you using the beta of steamVR? If yet, disable it as it's more unstable. If not enable it, they continuously fix stuff that may be affecting this game's tracking
Note that as identified elsewhere in this forum, there are other oculus users having other issues with oculus games running on steam. This is why I really hope this game gets released on oculus home as well, the experience likely may improve without having to deal with the steam layer
Note that I am not crapping on steam or oculus here. I also own a Rift and love it, but so far my personal experience has been that I get a better experience playing rift games on home.
Non beta steamvr (coming from beta) here and (with settings maxed out, on gtx1080) sometimes kicked in ASW (which is noticable through specific artefacts).
An OcHome release would perhaps be helpful but asCraigC said, it's not something they are actively pursuing.
All the testing I've done on Oculus, I've never encountered any issues Teleporting to the ball. I've played countless rounds standing in one spot, Teleporting to the bag, picking up a club and Teleporting to ball to address.
I'm not suggesting you're experience. But the cause is unknown since we cannot reproduce it.
Apparently, for some other cause, myself, and several other users, are not having the same experience. For that reason, I still believe it would be beneficial to have a Touch button or combination of buttons, assigned to recenter the ball/player position as detected by the tracking.
Craig or devs, please check it out when you can because I now support fleahead's concern.