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I guess you need it close to aim with the eye...
Which we can do on CV1 and Vive.
Rift S and Quest have no such option. It's a complete oversight given that so many of the games on the Oculus store use archery.
The same issue is with scopes on guns in FPS VR shooters. But some titles put a hotfix in that helps, but is not ideal. Snaps the scope to your shoulder and takes all skill out of it.
It's pretty bad.
Oculus is also deleting any posts about it where they can.
So yeah it's not good.
Plus there is an influx of new VR users that are drowning out the problems and defend their first time VR experience.
I'm returning mine and getting Index at this point.
I have zero issues with Rift S.... Owned CV1 I think mostly the tracking is better, but of course there's dead zones directly behind you & in right in front of your face. Tho no game has given me issues so far, imo most of the issues people are posting about tracking are software related and will be fixed down the road think about this headset as a new "console" release that needs patches too...
I have mild issues with archery in this title, but I feel like this the devs fault & just lazy to support this game anymore with the newer headsets in the future like this one....
Tracking, when controllers are seen, is WAY better than CV1 for sure.
And I agree the screen on Rift S is WAY better. It's not just a resolution bump. It's god rays are 90% eliminated. Sweet spot lets you look around with your eyes for once.
But man what a ball drop on the deadzones being an issue with so many game types.
Bottom line, if you play nothing but space sims and racing, Truck simulator, etc, then Rift S will be perfect entry level and last you years.
It's also ok for Beat Saber if that's your thing.
What am I on about?
Trigger warning lot of f-bombs for any Oculus fanboys.
https://youtu.be/P1UBlJTSU_4?t=14
All of these issues are universal for archery because it's about the dead zones. So if you have no problem with archery, then you are just flinging sticks and likely holding it wrong.
Dead zones.
They cause problems.
Stop your sophism. I get it your Rift S is your first VR experience and you have to defend it with all the other new VR users. That's great. But it doesn't do anything about the problem.
The only archery that is viable currently is if you fling sticks like Lars Anderson.
Which is great if that's your thing. It's not mine.
EDIT: And please don't show me the video of the "archer" in Rift S pulling a string behind his ear. Because yes it tracks there barely. And that is how you cut your ear off in reality.
And forget aiming like that. You might as well be hip firing.
That's like telling a sniper that it works perfectly by no scoping.
What is that guy doing there with his hands on his head then? You gonna tell him he's doing it wrong or should I?
https://www.youtube.com/watch?v=DQ4P1ySqbLg
Your lack of skill and inability to see issues due to that does not represent mine or my experience.
And once you start using an ad hominem then you already lost what you perceive as an argument.
You have to work within the controllers limits. Rather than the controllers allowing you to do what you naturally would, and could, on the CV1.
These new "doubled down first time to VR" users don't want to see any problems at all on their precious downgraded Rift S. How DARE you say it doesn't work.
Didn't tihnk this would happen by just asking for INI settings to fix the problem.
Going to snap shot these posts to for reddit. Will make a nice laugh where a number of people are posting about the issues in Rift S.
You guys have fun now flinging your sticks in a panic and calling yourself Legolas.
Don't shoot yourselves in the knee.
One person put it as the trick Han Solo pulled when he flew his Millenimum Falcon so close to a Star Destroyer it looked as if the ship had vanished when it was just too close for their radar to detect it.
There is a problem. Perhaps they`ll fix with a software update if that is possible.