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The pointer in menus emulates pointing a finger, not aiming a gun. It's natural for hand position between the two to differ. I'd much prefer that the position of the grips line up so that the physical presence and shape of the gun is better represented.
In the menus the pointer is perfectly in line with where a [shot]gun barrel would be relative to the grip when you hold the controller naturally if it were in fact a [shot]gun (and I say shotgun because that's the angle the controller's grip is at, or would be on a real shotgun, rather than the angle the grip would be at on a pistol).
So, by trying to align all the in-game gun's grips with the Touch controller's grip as though it were in the same alignment as a pistol is completely and utterly wrong. They have to align all the in-game gun's grips as though they Touch controller's grips is in the same alignment as a shotgun, which it is, and that means the grips actually shouldn't match position at all (except if the in-game gun happens to be a typical/traditional old-school shotgun), but the barrels should point forward when you hold the controller in the natural and comfortable position. That's the most important thing here: Lining up the in-game gun's barrel and trigger correctly relative to how you hold and point/aim the Touch controller in the real world naturally and comfortably. Matching the grips is not the correct solution (again, unless the in-game gun actually happens to be an old-school shotgun).
This means, when you hold the gun in the game, your Touch controller should still be held in the exact position I showed in those images, and that's is simply not what many of these developers are doing. They are instead making you tilt the controller up more than natural and indeed comfortable to try and match the angle as though it were the same as a pistol's grip, which it simply is not.
Again, the pointer in the menus gets the position you hold and point the Touch controller perfect, and the in-game guns should be positioned to allow you to maintain that real-world position for both natural and comfortable and indeed realistic aiming.
It's not Oculus fault that it made the grip position like a shotgun, as it's very comfortable like that, but it is the developer's faults who don't realize this and incorrectly think of it like you're holding a normal pistol, which has a totally different grip angle and forward alignment to the Touch controller.
What these designers need to do above all is to have the player hold the real Touch controller in the correct and natural and comfortable position it was designed for when aiming/pointing/shooting forward perfectly, which is like you're holding a shotgun (which is how it is in the menus), and then you make the barrels of the guns in-game point in the correct position relative to that--even if the in-game and real world don't actually match each other by precisely where the grips on each are.
Again, whatever gun you are holding in-game, you should ALWAYS be holding the Touch controller like it's a shotgun, because that is LITERALLY the position the grip on it is in.
Imagine if someone gave you a shotgun in real life and told you that you have to tilt it 30 degrees up just to fire straight....
It would be both totally un-intuitive and uncomfortable on your wrists.
Well, that's what's happening with these shooters that get it slightly wrong (although not quite as obviously to most of you because most of you never check your real hands when playing to see what's happening or even question why the aiming seems just that tiny be less intuitive than it should). But it is wrong, and I think it needs to be addressed for the sake of all great VR fps games going forward.
Expecting the same grip angle regardless of whether you're using a Remington 870 or Mauser C96 is absurd.
The physical Touch controller has a physical real world design that is supposed to be held and gripped and pointed in a particular way so as not to cause discomfort, to feel natural, and to actually let you point at something accurately and intuitively without having to constantly think about and double check you're tilting it in just the right position, which in this case is like it were a shotgun. In the image below you can see that just like the Touch controller, a shotgun has a grip with a much lesser angle than on a regular pistol:
https://gunfire.com/eng_pl_MAD-MAX-Sawn-Off-Replica-1152214904_1.jpg
As soon as someone creates an in-game gun (other than a traditional shotgun) that ignores the Touch's default and natural and correct hold position, by incorrectly trying to match the grip angle between the two rather than the barrel and trigger angles, then it literally creates a conflict with all of that, so aiming is always ever so slightly off when you do it without that extra bit of pausing to double check where you are pointing the in-game model is correctly aligned (or use an in-game laser sight to basically make up for the error), even though you were originally pointing perfectly correctly when you intuitively flicked the Touch controller up into where you thought it should be based on how you are holding it and where the grip and barrel and trigger are on it, etc.
Put simply, you can't naturally and comfortably, and indeed correctly, aim these incorrectly positioned in-game guns properly unless you compensate by tiling the Touch controller to a slightly unnatural and uncomfortable hold position that it wasn't designed to be in--and that's not good and is just bad design.
Best solution, rotate the angle slightly when on Rift using Touch, or let the players do so via an in-game option. And those who don't know any better or just don't care can leave it as is if they choose.
Your repeated insistence that I don't understand the issue is also getting tiring. I understand that the natural controller pointing grip angle differs from the grip angle of some weapons. They should.
I'm fine with this. Argue that it should be made configurable, sure. Options are always nice to have. Don't present your opinion as if it's the only correct choice.
If the physical grip aligns to the virtual weapongrip it is perfect. I can feel and see the grip in the correct position. My bodys sensomotorics therefore functions perfectly.
When I see my digital hands in the menu and they align with my real hands in to most degree, same thing, it works perfect.
Both works in alyx, case closed. wtf
(but havin options to adjust is fine, fair point there)
EDIT: I have the Rift S, idk what you use
If the gun's normal grip angle was backward then sure, that'd be fine. I certainly wouldn't expect this gun[www.thefirearmblog.com] to fire in the direction the controller was pointed, which is the ad absurdum conclusion of extending your argument to all cases.
People complaining about grips not aligning in Arizona Sunshine: https://steamcommunity.com/app/342180/discussions/2/1457328927825874221/
User begging developers to use actual gun grip angle: https://www.reddit.com/r/Vive/comments/4fxvg8/developers_please_fix_your_gun_angles_it_affects/
Dev asking for input on grip angle with all responses requesting the angle matches the guns: https://www.reddit.com/r/oculus/comments/8a7yc7/seeking_opinions_on_oculus_weapon_gripping_angles/
Complaint about FO4 grip angles matching the controller instead of the gun: https://www.reddit.com/r/fo4vr/comments/7kn28n/gun_angle_fix_vive/
Yours is not the only correct opinion.