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Rapportera problem med översättningen
Go to the graphics options and set the resolution multiplyer to 2x (the max)
(Yep, IMHO the game needs a little update to just support detection of native resolution and have some graphic options for that)
It's also with the original Vive controllers, I have to switch them from left to right (but with the vive controllers it's just the same controller so no difference to left and right, I think with the Cosmos controllers it is actually left and right..
Except for physically switching controllers I have no solution for that (quicklook in some of it's configfiles might have an option for that, but I haven't checked the cryengine settings documentation yet).
Another topic says something about first switching on the right, start the game so it detects it, and then switching on the left.
(Yep, this is also something they should fix, even with the original Vive controllers it seems it was just quickly added and not properly tested, tracking is also sometimes not so good).
The is a setting for that, and interacting with stuff is mostly using the UP button on the right hand controller (at least on the original vive controller pushing the upper part of the makes it interact).. On the original controller (right) the small button above the touchpad will show you an overview of the controller buttons)..
(Yep, this is also something that is really awful, no clear documentation or (replayable) tutorial on actually how to use the controller, mostly you have to figure it out by just pressing some buttons and hoping it works)
Once you know all the buttons, the game is actually very playable.. but again, I really think they just added vive support very quickly without decent testing.
Well, the problem is, it's a game from the early days of VR (2017) and sadly even for an Engine builder like crytec they don't seem to want to spend even a little time on supporting newer headsets, even though the engine is their bread and butter and so it would make sense for them to use this game as a game to enhance the VR-capabilities of their engine..
It's already one of the better VR-games I've played, but the resolutionmultiplyer instead of native resolution, and the bad controller support, make it a hassle to actually play the game.
Now is their chance to update their game to natively support headsets like the Vive Pro, Vive Cosmos, Valve Index, HP Reverb G2, hell even the Oculus Rift S/Quest. If people can just start the game without any problems and use the controllers without having to have an adventure itself to actually find out how they work, the game would probably still sell a lot of units as it's still a prime VR example which should be part of any VR-library..