McOsu
odd135 Dec 18, 2017 @ 9:41pm
How does VR McOsu work compared to standard osu?
I noticed that, when playing McOsu in VR, sliders and hit circles only require the controllers to be in their same general location, where the normal version seemed to require greater accuracy. Also, where normal osu requires you to click on these elements, at exactly the right time, the VR version here doesn't reqire any clicking. As a result, playing a couple of the starting beatmaps feels a little like I'm getting a really high score by just flailing my controllers around. I can tell that, in the difficult beatmaps in the developer's videos, this gets a lot harder, but it still seems odd to me that the smaller sliders appear to complete themselves, and the hit circles don't require any accurate rhythm of clicking. Having said this, I wanted to know the developer's vision and reasoning behind this; was it to make it more like other rhythm VR games?
Last edited by odd135; Dec 18, 2017 @ 9:42pm
Originally posted by McKay:
Clicking is simply too hard in VR. Even primitive stacks would destroy your fingers and controllers. It's unplayable and not fun at all.

No, lowering the required timing accuracy does not fix anything, and makes gameplay feel even worse due to increased slack between hitsounds/vibrations and the music.

The slider follow circle radius is exactly the same size as it is in the 2D game. I've been a bit hesitant with changing game rules for VR, since the idea is to keep it as close to the original as possible, and it works pretty well so far. Don't forget that your hand is not a pen, and pointing at something with a fist doesn't work the same in VR as it does on a Wacom tablet with a mouse cursor.
Sliders are generally very forgiving, exactly the same as in the 2D game, except when they aren't[osu.ppy.sh].

Fun in VR for this game comes down to physical activity/movement. You have to create your own challenges, so here are a few pointers:
  • Play harder beatmaps (6 stars and up)
  • Go for a 99,9% full combo. Anything below that counts as a fail, since VR does make it easier.
  • Increase the size of your playfield so that you can barely reach the edges with both arms stretched out in parallel. Example.
  • Turn it into a full body workout. Actively crouch/jump while keeping your head level, make fancy skill moves, never stand still.

Playing easy beatmaps will be boring of course, what did you expect. [Insane] diffs also count as being easy in VR. There will be a list for challenging VR beatmaps, but no eta on that yet.
Try to full combo this beatmap in one session, without pausing to catch your breath: https://osu.ppy.sh/s/336414
< >
Showing 1-2 of 2 comments
A developer of this app has indicated that this post answers the original topic.
McKay  [developer] Dec 20, 2017 @ 9:56am 
Clicking is simply too hard in VR. Even primitive stacks would destroy your fingers and controllers. It's unplayable and not fun at all.

No, lowering the required timing accuracy does not fix anything, and makes gameplay feel even worse due to increased slack between hitsounds/vibrations and the music.

The slider follow circle radius is exactly the same size as it is in the 2D game. I've been a bit hesitant with changing game rules for VR, since the idea is to keep it as close to the original as possible, and it works pretty well so far. Don't forget that your hand is not a pen, and pointing at something with a fist doesn't work the same in VR as it does on a Wacom tablet with a mouse cursor.
Sliders are generally very forgiving, exactly the same as in the 2D game, except when they aren't[osu.ppy.sh].

Fun in VR for this game comes down to physical activity/movement. You have to create your own challenges, so here are a few pointers:
  • Play harder beatmaps (6 stars and up)
  • Go for a 99,9% full combo. Anything below that counts as a fail, since VR does make it easier.
  • Increase the size of your playfield so that you can barely reach the edges with both arms stretched out in parallel. Example.
  • Turn it into a full body workout. Actively crouch/jump while keeping your head level, make fancy skill moves, never stand still.

Playing easy beatmaps will be boring of course, what did you expect. [Insane] diffs also count as being easy in VR. There will be a list for challenging VR beatmaps, but no eta on that yet.
Try to full combo this beatmap in one session, without pausing to catch your breath: https://osu.ppy.sh/s/336414
Last edited by McKay; Dec 20, 2017 @ 9:58am
odd135 Dec 20, 2017 @ 7:18pm 
Thanks for the response! I'll try these ideas out; I noticed that increasing the playfield size made a big difference yesterday.
< >
Showing 1-2 of 2 comments
Per page: 1530 50

Date Posted: Dec 18, 2017 @ 9:41pm
Posts: 2