Serious Sam VR: The First Encounter

Serious Sam VR: The First Encounter

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Tenka Dec 25, 2016 @ 4:18am
Best implementation of VR Controls so far!
Loving this game, a big thank you to the devs for not wussing out and letting us play with full free locomotion and smooth turning. This is the best implementation of VR Controls in any first person shooter yet.. I just hope other devs take note, because this is how you do it!
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Showing 1-13 of 13 comments
AlenL Dec 25, 2016 @ 7:07am 
Thanks! We are aiming to further improve the movement options and implementation. Please let us know if you find bugs or other problems with it. (Although a long list of potential improvements was already collected from feedback on this forum, and we are working down it. But if you have anything new, let us know.)
Have fun playing!
Mane Vr Dec 25, 2016 @ 8:14am 
Yes i believe after this u guys will have a leg up on other dev team and can be the premier vr fps dev team others will follow ur lead if they are smart.. this is the halo moment for vr cause it was when bungie released halo with their control setup that showed the other devs how to make fps on console's gamepad. That is what u guys r doing now as u refine the controls for this game.
grunt 117 Dec 29, 2016 @ 3:46pm 
Originally posted by Mane Vr:
Yes i believe after this u guys will have a leg up on other dev team and can be the premier vr fps dev team others will follow ur lead if they are smart.. this is the halo moment for vr cause it was when bungie released halo with their control setup that showed the other devs how to make fps on console's gamepad. That is what u guys r doing now as u refine the controls for this game.

I hear what you're saying but Timesplitters definitely did that type of movement before Halo. There might even be an FPS before Timesplitters that does it too.

It doesn't really matter either way but I felt a compulsive urge to nitpick that.

Edit: and yes, this game is awesome.
Last edited by grunt 117; Dec 30, 2016 @ 10:03am
razorirr Dec 29, 2016 @ 9:55pm 
I am loving the full motion on here. Please let me know early if you are going to do Talos Principle. I'll happily claw my way through any alpha or beta of it, but need to know so i can redo my basement in easy to clean linoleum. As a famous spaceship captain once said "The spirit is willing, but the flesh is spongy and bruised"
Moh989 Dec 30, 2016 @ 1:00am 
Hi! Totally agree that SSVR TFE has the best FPS controls! In other games movement can be awkward & weapon selection counter intuitive. Not so with Sam! Thanks again for making my favourite FPS VR game! Wishing you all the best!
Mane Vr Dec 30, 2016 @ 10:06am 
Originally posted by Macdermoot:
Originally posted by Mane Vr:
Yes i believe after this u guys will have a leg up on other dev team and can be the premier vr fps dev team others will follow ur lead if they are smart.. this is the halo moment for vr cause it was when bungie released halo with their control setup that showed the other devs how to make fps on console's gamepad. That is what u guys r doing now as u refine the controls for this game.

I hear what you're saying but Timesplitters definitely did that type of movement before Halo. There might even be an FPS before Timesplitters that does it too.

It doesn't really matter either way but I felt a compulsive urge to nitpick that.
I know i was just saying halo help make it a standard for console fps they get the credit for it so that why i use them in my example
Shinigami Dec 30, 2016 @ 12:37pm 
How can I get free turning in my game? Mine only jumps around in one of 4 directions, and it drives me mad, as I have no way to see behind me :(
AlenL Dec 30, 2016 @ 4:49pm 
There's an option in the Motion Sickness options, to choose 90/45/smooth.
RMS-099 Rick Dias Jan 1, 2017 @ 11:30am 
I also agree, the VR controls here are great and I had fun! Stopped just a bit short of finishing the game (had my fill of the action), but it was enjoyable.

While the devs are checking this thread out though, I have a question. Is it possible to shoot truly behind yourself? BESIDE yourself seems to work. Around corners relative to where Sam is also works.

What I can't be sure of is whether shooting truly behind myself, such as flicking the controller over my shoulder and firing that way, works. It SEEMS to, but when I turn around there are no bullet holes in the wall I was aiming at. Can I hit foes behind me?
AlenL Jan 1, 2017 @ 12:56pm 
Yes, you can hit foes behind you. :)
I thought that was what was happening. Weird that bullet holes aren't rendering, but I knew I was nailing foes behind me when I tried it. Thank you for the response! And for one of the more fun romps I've had in VR.
AlenL Jan 1, 2017 @ 2:01pm 
Bullet holes have specific optimizations because you can't have too many at the same time, lest the performance would suffer. So they have some logic that removes those you can't see. I'm not 100% sure off the top of the head, but it could be this that's hiding your bullet holes.
What's certain is that if there's a bad guy, you'll hit him - no optimizations there. ;)
cercata Nov 4, 2017 @ 9:49am 
When I fire weaponsI jump also :(

I'm with Oculus touch
Last edited by cercata; Nov 4, 2017 @ 9:51am
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