Pavlov VR

Pavlov VR

GreiBush Oct 31, 2024 @ 7:06am
two-hand grips break the game
Using one's off hand to grip a weapon breaks the game.

(1) How it works versus real-world objects:
With a real-world object, the direction each hand is pointing, and the direction created by drawing a line between your hands, they're the same thing. They can't disagree with each other. But with VR controllers, those directions can be different. If you aim your trigger hand toward a target, but then grip the weapon with your other hand and move that second hand to the left, your aim will shift to the left while you feel like you're still pointing at the target. Both hands could be pointing at the target, but if they're not perfectly aligned and perfectly steady, the aim doesn't work.

This is exacerbated by the fact that both hands are unstable, shaky even. It makes it so difficult to use a scope, that it's awkward and uncomfortable at best. At worst, it just doesn't work well enough to use.

(2) Current solutions:
How do players typically work around this? One can try to buy a real-world object, and snap the controllers to it. In my experience, that creates a new problem. Snapping and unsnapping to reload weapons or do anything other than aiming, that adds difficulty and an inevitable small delay, and it's barely more comfortable than the shaky aim.

I haven't tried this second method in Pavlov, only in Half-life 2 VR, but if you hold your off-hand close enough to your trigger hand, you might be able to steady one against the other. This however is still at least a little uncomfortable at best.

(3) What does a two-hand grip even offer us?
Does it add realism? I'd say no, it doesn't. Not even close.
You'd need to grip a lot of real-world weapons with two hands, yes, but there's nothing realistic about the wobbly weapon angle resulting from using VR controllers. It 100% breaks the immersion, and it's not similar to real life at all. No one will say "Wow, this is so much like real life." Most people who haven't talked themselves into liking it will say "Wow, this is annoying. I hate this already. How does anyone play a game this way?"

Does it add more fun?
Definitely no.
Wobbly aim is not fun. Adding a ton of extra hand motions to reload when getting jumped by 5-10 zombies isn't fun. Buying a real-world peripheral to fix the in-game problem, and then finding out it isn't as helpful as you thought, that isn't fun either.

(4) What to do now?
(a) You could add the option to allow a pistol grip on any weapon.
(b) You could make the grip requirement optional.
(c) You could invent a peripheral that actually works, like something that uses pressure of your off hand (not the controller) to hold the off hand controller against the real-world prop. That would be expensive, but it would work with any FPS with this problem, so there's that.
(d) All of the above.
(e) Something I haven't thought of, which you guys could suggest here.
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Showing 1-4 of 4 comments
Orgvi Oct 31, 2024 @ 7:58am 
(f) Learn to aim.

Most long time VR-FPS players have enough experience with two handed guns it becomes easier to aim than one handed. Pavlov also has a good virtual stock option to assist. You can't immediately expect to have perfect aim.
Last edited by Orgvi; Oct 31, 2024 @ 8:58am
Azuma Oct 31, 2024 @ 8:40am 
have you tried turning virtual stock on?
DsP Oct 31, 2024 @ 5:38pm 
Any-weapon-pistol-grip just sucks.
And yes, vstock exists.
BASE Nov 1, 2024 @ 1:16am 
I suggest buying a gunstock. a physical gunstock with magnetic grips solves all your problems and adds a huge ammount of realism in Pavlov VR.
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Showing 1-4 of 4 comments
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