Serious Sam VR: The First Encounter

Serious Sam VR: The First Encounter

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Tenka 25 DIC 2016 a las 4:18 a. m.
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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Mostrando 1-13 de 13 comentarios
AlenL 25 DIC 2016 a las 7:07 a. m. 
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 25 DIC 2016 a las 8:14 a. m. 
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.
Best Diver 29 DIC 2016 a las 3:46 p. m. 
Publicado originalmente por 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.
Última edición por Best Diver; 30 DIC 2016 a las 10:03 a. m.
razorirr 29 DIC 2016 a las 9:55 p. m. 
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 30 DIC 2016 a las 1:00 a. m. 
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 30 DIC 2016 a las 10:06 a. m. 
Publicado originalmente por Macdermoot:
Publicado originalmente por 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 30 DIC 2016 a las 12:37 p. m. 
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 30 DIC 2016 a las 4:49 p. m. 
There's an option in the Motion Sickness options, to choose 90/45/smooth.
RMS-099 Rick Dias 1 ENE 2017 a las 11:30 a. m. 
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 1 ENE 2017 a las 12:56 p. m. 
Yes, you can hit foes behind you. :)
RMS-099 Rick Dias 1 ENE 2017 a las 1:16 p. m. 
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 1 ENE 2017 a las 2:01 p. m. 
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 4 NOV 2017 a las 9:49 a. m. 
When I fire weaponsI jump also :(

I'm with Oculus touch
Última edición por cercata; 4 NOV 2017 a las 9:51 a. m.
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