The Golf Club VR

The Golf Club VR

Fuzzy Wuzzy Jan 19, 2018 @ 11:14am
A few issues
I am not sure if devs still regularly check this, however I am having problem with pathing and club head speed. I am a 6 handicap real life golfer, and just recently got the rift and bought this game as I love golf and cant play it in the winter where I am at. I am having a few issues the graphics seem very pixelated for me to start and I cannot see very far in the game. My setup entails an i7 6700K skylake with the GTX 1070 video card. SS is set at 1.5 and MSAA at 2 with settings on low, medium and high all of the same quality issues.

As for in game play, I may just need to reposition my sensors again as I sometimes have a blind spot at the peak of my backswing. Regardless, I swing the club very hard in real life and average over 280 on my drives, my clubhead speed is close to 110 in real life. In this game however, I average a 60MPH clubhead speed and my shots go terribly short, longest drive is 230. In real life I hit a 75% 9 iron for 150 yd shots, in this game I cant even get a 4 iron to go 150. Not to mention my path is way off, I am always swinging outside of the ball, to the point of making 0% contact about 90% of the time.

I am guessing the club head issue is that I swing too hard for the sensors to properly track it. Perhaps a USB 3.0 driver issue? As for the pathing issue, I really dont know since I have a pretty good swing path in real life. Any ideas on how to improve graphics, pickup club head speed and alter my pathing would be greatly appreciated!

EDIT: I want to add I am a left handed golfer. And also it seems as if this game encourages a slice swing path to actually make contact with the ball, (out to in)
Last edited by Fuzzy Wuzzy; Jan 19, 2018 @ 11:18am
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Showing 1-15 of 15 comments
hb_CraigC  [developer] Jan 19, 2018 @ 11:42am 
Hey George, I try to check these pages every now and again. I'm not sure what the pixelated issue is, since your set up is almost identical to one of our test stations and that's not something we've experienced. Each quality setting should improve the visuals, and with an SS of 1.5 it should be quite clear. Perhaps your SteamVR and Oculus drivers are out of date?

Our custom swing tracking solution tracks swings that translate to a club head speed of up to about 140mph accurately, so long as the cameras/lighthouses can see the entire swing path. If you're experiencing any camera/lighthouse occlusion, even for a single frame, this can totally throw off our tracking calculations.

Personally, I swing around 98-103mph and through all my oculus testing (designer here, so it was a lot... lol) a clear camera set up always returned very accurate results.

We had 2 lefties on the dev team, so that shouldn't be an issue. Regarding the swing path your suggesting we encourage, that may again be your tracking. Hitting the ball is all down to physical contact with the club head and the ball in 3D space, just like IRL. How the club head gets there doesn't matter when it comes to "making contact". Now making good contact does encourage a nice straight/square swing path.
Last edited by hb_CraigC; Jan 19, 2018 @ 11:43am
Fuzzy Wuzzy Jan 19, 2018 @ 11:49am 
Thanks for the quick reply! Absolutely love the game, but all these missed swings are really taking its toll on my body hahahah I am sore AF today! I will try to update all drivers, reinstall the game and maybe try mounting my sensors to the ceiling. I will update when I get home from work and try all of this. Thanks again, and awesome game, my roommate and I are enjoying it. Since there is no local multiplayer we just switch on and off for a round and see who is more over par :P
The Loafer Jan 19, 2018 @ 2:52pm 
Hi George. I am not a dev, just a fan but allow me to offer to ask a question and offer some suggestions.

- Although I have a rift it's not set up ATM so I cannot test. However I can tell you many rift users indicated tracking was improved (not necessarily for this game but generally speaking) when the cameras were located above their heads pointing down towards the middle of the room. Some other suggestions:

- Are you using 2 or 3 camera setup? For the vive, I found the best tracking within TGCVR was when one of the sensors was to the left of me while the other to the right, with me steping back a bit so that the two sensors "target" where the ball would be on the ground. If you are using a 2 sensor setup, a similar setup may work as well.

- For the Rift cameras to be able to see the entire range of movements, you may need for them to be a bit further away that your present set up. If you are using a 3 sensor set up, this may alleviate things however most people follow the "2 front sensors connected to USB3.0 and the lone 3rd sensor connected to USB2.0". I have no idea if this USB 2 vs USB3 handshaking for the tracking affects anything, I'd say probably not because I don't think anyone's mentioned any negative towards this

- Good advice to ensure all your drivers are up to date

- You mentioned average club speed is only 60, does that indicate that sometimes the shots are accurate? If yes, what is the percentage of accurate shots versus failed shots?

Rob
Fuzzy Wuzzy Jan 19, 2018 @ 3:35pm 
Thanks for your suggestions on fixing tracking. I will work on that! Im mainly concerned about the quality. Is this really how pixelated the game is or is something wrong with my video settings?
https://imgur.com/a/RXA8j
hagerau Jan 22, 2018 @ 11:07am 
Your screenshot shows nice jaggies. ;) Make sure MSAA is at 4. Picture Quality is an issue with TGCVR, unfortunately. Even with best settings (high gfx and msaa x4, ss 1.5) distant scenery isn't clear. What we need is higher res hmd and a more vr optimized game engine to make a golf game really shine. Good tracking necessarily needs 90hz constantly. I assume your rig is not powerful enough, as mine (rift+ gtx1080) can't cope with 4msaa and 1.5 ss. ASW always kicks in and destroys tracking.
dogbite Feb 5, 2018 @ 3:42pm 
Hi George. Rift user here. Can't offer much on improving your visuals. I run a 1080ti and found it bately lets me turn up everything. Even at that, as said the resolution in distance is only going to be fair, (nature of 1st gen VR and games not made from the ground up for VR). For accuracy, I found I needed to set up Steam VR's roomscale once to get the floor heigth right. I use 2 sensors (1 behind and 1in front 12ft spread 7 feet high) I set them for this game in opposite corners. This gives me an 8x10 play space. Another thing I have found is that i have to make my swing arc a little more shallow than my real life swing. ymmv. Hope that might be of some assistance.
jgentry30 Feb 5, 2018 @ 6:38pm 
I'm having the same problem (although I'm not nearly a six handicapper) with my swing not tracking well. I'm using a golf club mod posted on the forum (the one with the pvc pipe attached to a cutoff club near the grip), and since then when I swing more than about half speed the sensors completely lose my controller on the downswing and don't pick it back up until the followthrough. If I swing about half speed, it tracks just fine.

I've got three sensors, two in the front, one back right (if you're facing the front). The two in front are about 5 ft high, the back about 7 feet and all pointing down.

I've tried shortening the club mod to slow the speed down, but that only helped marginally. And my irons and woods are all 50-75 yards shorter than IRL because I'm only swinging half speed.

Any ideas? Think this is related to sensor placement as well? I've redone setup in both systems already, but haven't moved them around any yet.
hb_CraigC  [developer] Feb 6, 2018 @ 4:32am 
Hey jgentry30, I can't say for sure, but 9.9 times out of 10 it's a set up issue. First I would see if you have these same issues without the controller mod attached to the controller. If this issue is not present without the mod attached, then chances are that controller mod you are using is occluding your controller from your satellites/lighthouses during that specific portion of your swing.

We playtested with one of the 3D printed controller mods one of our early access users posted on the forums (he was selling them on etsy), and implemented the club offset feature in the settings because of how much the mod improved the feel of the game. Between myself, and the others on the TGCVR team, we never had any issues with tracking using that specific mod. I average around 98mph swings, our Producer swings around 105, and one of our testers was upwards of 120mph (never threw a controller though!). Tracking was not an issue for any of us. Chances are you aren't swinging 140+mph and this issue can be resolved with some (painfully boring) set re-adjustments.

So try again without the mod and if the issue persists, then try adjusting your sensor position and angle.
Last edited by hb_CraigC; Feb 6, 2018 @ 4:37am
d3adcell Feb 6, 2018 @ 3:47pm 
I am recently having trouble as well with oculus. I am a 12 hdcp and I can get my 3 iron to give fairly accurate distances in the game (about 5-10 yards shorter than real life), but the 4 iron and below all go the same distances, can't get any of them to go over 150 yards. Even with 95% contact/path and 90+ mph swing speed.

Is there a reccomended way to setup the cameras for best results in this game? I have a 3 sensor setup.
jgentry30 Feb 6, 2018 @ 6:43pm 
Thanks Craig... I did as you suggested and was getting into the 90s-110mph range overswinging with just the controller, so sounds pretty logical that it's setup-related.

I've read higher is better, would that hold true for this since it's also trying to 'see' ball impact at the floor level as well? I've been looking for an excuse to move my two front sensors higher anyway...
jgentry30 Feb 7, 2018 @ 6:05pm 
Quick update, it does indeed appear that it was the sensors. I downloaded an app called deskscene that gives you a real-time view of your sensors and what they're coverage is like, and the problem was I had them tilted too far down and they were losing the controller at the top of my backswing.

Tilted them all up just a little in real-time, went through the sensor setup again in Oculus and Steam and I have swing speeds in the mid-90s :)

Thanks for the suggestions and help... hope this helps someone else having similar issues.
hb_CraigC  [developer] Feb 8, 2018 @ 4:33am 
Great! Thanks for the update. It's always helpful for others to know there are solutions out there and that it's not an issue with the game. Unforetunately, the current gen VR tech is still quite cumbersome. Looking forward to what the future generations of VR can do to improve the accessibility of the platform.

Happy golfing!
Last edited by hb_CraigC; Feb 8, 2018 @ 4:33am
neonskunk Feb 18, 2021 @ 6:10pm 
Is there any fix for quest 2? It has internal sensors so can't be adjusted. Same problem, I swing slow and it tracks fine but anything above 90kph and it just doesn't track as a swing.
Tristan Mar 7, 2021 @ 5:46am 
Unless something has changed recently the developers abandoned this game a long time ago. It's a shame really as it's a great golf club game, just needs a bit of TLC to fix a few issues, including the one you highlighted and the tree in the Pro Tee Simulator.
Ghal Maraz May 12, 2021 @ 11:43am 
Originally posted by Tris:
tree in the Pro Tee Simulator.

This has been talked about OVER and OVER. The devs no longer have the licence to use the Pro Tee Simulator and placing a tree in the way was the easiest way to "remove" it.
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