VR Dungeon Knight

VR Dungeon Knight

Sirulean Jun 24, 2019 @ 3:01pm
Back inventory slot issues using Rift S
First off, this is an amazing game. Still a little rough around the edges, but so far its the best dungeon crawling experience in VR that i have seen available or played. With a little more polish on the enemy spawning and ai behavior you will have a great gem, but thats not what brings me here today.

I own an Oculus Rift S. Its the only vr headset i have used to date. I cannot grab anything from my back inventory slot. Occasionally i can place a shield or quiver onto my back, but getting arrows or re-equiping the shield seems impossible. I realize the Rift S has issues whith tracking the hands behind the headset. So am i just really bad at this, is there a specific issue with the Rift S, or can we implement some kind of non spacial input to access the back on a Rift S?

I really want to continue to play this game, and hope that someone has advice on how to reach the back inventory slot.

Please help, any advice is appreciated
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Showing 1-15 of 18 comments
Sirulean Jun 24, 2019 @ 5:52pm 
ok, after even more futzing with it, i think i discovered my problem. You have to aim the touch control almost straight down when grabbing anything from your back. I was too focused on where i was reaching and pushing the button and wasnt paying attention to the controller position. I think it could be relaxed a little so you dont have to point the controller straight down, but maybe this messes with swing mechanics. I hope this helps someone besides just myself. It was couple of frustrating hours this first few times i played before i figured it out.

And bravo on the sense of claustrophobia and darkness that this game projects when you are in the dungeons. Keep up the good work.
RobertDole Jun 24, 2019 @ 6:06pm 
I have the Rift S as well, and it took some getting used to for Back equipment. Nowadays I'll just run with a potion there (or whatever least-used item you carry works, too). I either won't need the potion, or pop at the end of a dungeon to get a guaranteed 1/3 unlocks for the bonus room.

I have had no problems grabbing the back piece, after a while.
Bunzo Jun 25, 2019 @ 2:31pm 
I share the issue with the rift S and the backpack slot. I found out that one has to move the arm very precisely to reach the back slot. I am still not perfect with it. This problem could need some fixing or workaround (the tracking abilities of the rift S device are good but not perfect..)
Skidrow Jun 28, 2019 @ 5:46pm 
Same problem... but I'm not even able to put something on my back......... so no idea how "easy" (or not) it is to get an arrow. Don't know if this is a problem caused by the inside-out tracking of the Rift S (no tracking to the back)... but there are a lot of games with similar mechanics (Dead Effect 2 VR for example) where this works like a charme.
It is also a torment to open doors. In 19 out of 20 cases, "using" a door is simply not recognized.

Sure...... it's Early Access... but this both probs make this game nearly unplayable for me.
Last edited by Skidrow; Jun 28, 2019 @ 5:49pm
Bunzo Jun 29, 2019 @ 5:44am 
Just an idea: try to experiment with the lighting in your gaming area.

I showed the game to a friend last night. During this session I was nearly unable to use the back slot. I remember game sessions where I had no problems at all. My gaming area is naturally much darker in artificial light as in daytime (who guessed it..).

I will try today with differend lighting and post my results later on here.

The current game version was released before the rift s hit the market. The oculus drivers, firmware and Steam VR undergone a lot of updates the past two weeks. Btw.: I had oher problems with other games too, some are meanwhile solved. Consider that we are all beta testers for the drivers too ;) Lets see what comes from that side.

The game developer seems to be very interested in any issues. Giving feedback here is our best chance to get the problem solved one day.
Bunzo Jun 29, 2019 @ 7:59am 
Back with results with my Rift S illumination test. But others than expected..

I removed and added light to the room and tested what happens. Within a large range of illumination there is no effect on the reactions of the game. The Belt slots always were (with few exeptions) working fine (about 99% I would guess). No effect on the usability of the back slot.

Then I discovered something interesting. When storing items in the back slot with the right hand it was nearly impossible. When using the left hand to store the item (reaching over across with your left hand to your right shoulder) it worked nearly perfect. Grabbing the item stored in the back slot was possible with both hands good (about 90% I would say). I tried differend locations (rooms) and differend items. No change on the result.

Can someone verify this?

How about adding a soft vibration to the controllder while the hand is in the rigtht position to grab/ store an item and maybe a confirmation signal (audio or vibration) when the grab/store operation is successful.

Hope this helps somehow. BTW: I really like the game, hope we get this issue fixed soon. It already cost me some virtual lives..
Skidrow Jun 29, 2019 @ 12:44pm 
Originally posted by Bunzo:
Can someone verify this?

Yes.
But now I got the same prob with the arrows. No chance to grab one from the quiver on my back.
Cyda Jun 30, 2019 @ 11:06am 
Make sure you opt in the the latest Oculus beta 1.39, it improves the tracking dramatically. I've been pulling arrows from a rear quiver whilst playing today using the 1.39 update. Give it a try see if it helps.
Skidrow Jun 30, 2019 @ 1:14pm 
Originally posted by Cyda:
Make sure you opt in the the latest Oculus beta 1.39, it improves the tracking dramatically. I've been pulling arrows from a rear quiver whilst playing today using the 1.39 update. Give it a try see if it helps.

The update improves the inside-out tracking, yes.
But it has not a single tiny effect on this specific prob here.
At least we can now be quite sure, that it's not a inside-out-tracking prob caused by the Rift S itself.
Last edited by Skidrow; Jun 30, 2019 @ 4:37pm
Dave-B Aug 17, 2019 @ 11:01am 
I have the same problem with a standard Rift C1
Doc Rick Aug 27, 2019 @ 11:07am 
I too have this issue, maybe three Dev team could increase the size of the hit box area for triggering this? It would certainly help
buttmunch Aug 28, 2019 @ 5:38pm 
Same with WMR.
TheOrigin Aug 28, 2019 @ 8:36pm 
I have to reach really far down behind my neck to get the back slot. I mean really really down.. good stretching exercise though... :/
Dave-B Aug 29, 2019 @ 12:14pm 
Yeah, it doesn't work in the heat of a battle. So I don't use it much....shame
Dave-B Sep 1, 2019 @ 2:36pm 
It's still worth buying. I find it great fun with sword and shield and gun on belt and then maybe a spell book on my back for when I have time to mess around trying to find it.
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