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The window in space (if you're talking about the hitbox) is actually bigger than the cube itself, which helps even more with A/V delay issues. As for time, to have actual data we'd need to test this, as I don't think there was any tests for that, but to me, someone who has been playing rhythm games for 20+ years on various systems and games, the margin of error seems exceptionally large compared to any other games I've played, for both the physical cut and the timing of the cut. It's so big people have been manipulating it to get easier 100+ scores (i.e. hitting with the tip of the saber for example).
Anyways, my initial response was to the comparision of Beat Saber and Audica, and I stand by my point, if you compare both, A/V delay really doesn't matter on Beat Saber. You can just take a look at the stat screen after beating an Audica song to have a proof of that.
The only thing though is that I think the window to hit the cube changes depending on the NJS, I might be wrong on this, but it seems like it. I think more testing is needed for actual data. The problem with testing this with Beat Saber is that you can't really bot it, unless I've been living in a cave and someone actually botted Beat Saber... Without botting, it's difficult to really know the time we have to hit the cube, at multiple NJS settings.
Also, I just want to point out that your doodle doesn't take in consideration the actual hitboxes. Here is a cube with the correct color hitbox (the big one) and the wrong color hitbox (the smaller one) https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32055887/bc0c6daf850a5ab458e0b8df99f9de3c60433e89.png
This hitbox picture is from the devs found here: https://steamcommunity.com/games/620980/announcements/detail/1708450266985625131
As for the hitbox, what you're saying is simply not true. IDK about you but when I play a rhythm game, I aim for the time, not for the visual itself. Even if the tip of your saber touches the hitbox at the very front end the block is going to be cut and you don't notice the difference if your saber was there or directly on the visual block, so yes, the lenght of the hitbox really matters here, if it didn't the devs wouldn't have made the hitbox significantly longer, I'm pretty why it's done this way it's compensate for the low lag of every supported headset, which is point: there is no settings because this game is meant to be played on specific hardware, and that includes audio from the headset, not from a wireless headphones setup or USB or whatever else someone might use for the sound. I understand that for some people it may be more convenient to use something fancy (aka, not stock HMD audio), but I doubt the devs will do anything for that any time soon as this post is the only place where I've really seen this discussed for this game and the devs do no roam around this forums, and two, I'm pretty sure the game is intended to play on stock hardware as this is still in early access, and three, score does not depend on time precision.
Yes, your score is based on the angle. The easiest angle to hit the block is based in part on it's distance away from your body., which is impacted by latency. It seems clear that you are not one of the many people suffering from audio latency issues, so why are you sitting here telling us what is or is not a problem for us? Maybe you should ♥♥♥♥ off instead of trolling people.
I do not care why you want to compare these 2 games, nor is Audica at all relevant.
You, saying that what I said about hitboxes is not true, is false. It is subjective what is important to you, so it can be important to everyone but you. Your point here is also is irrelevant.
This option would fix Issues I had in the past, but currently do not have, so I am not hugely invested in it, but I also see no reason why you should be opposed to it, as it would not hurt you at all. I also do not care about score. I am telling you that it is a comfort and QOL issue for some people, and you will not be able to rationalize away peoples preferences. Arguing that devs are unlikely to care is silly. There are other discussions about the issues this would fix, and they seem involved enough to likely have noticed, which is proven by some of the changes they have made already.
I never said I was opposed to it, I just tried to explain why it is this way, it's not about preference. Any rhythm game should have this setting, but in this game it's not particularly necessary unless you're not using stock hardware. And I'm not saying the devs won't care, I'm saying the devs simply does not frequent these forums at all. If you want to reach them Twitter or even the modding discord is a better place, since they are actually roaming around these platforms. Please don't twist my words.
I'm just saying Audica has a legit reason to use these settings. Beat Saber was obviously meant for stock VR hardware, and these have low latency enough that using a big enough hitbox on the cubes is enough to go around the small differences between headsets, and since it doesn't use time for scoring, you don't need to precise to the milisecond. If it was necessary to play this game, this setting would have been there from the start.
I didn't say the opposite, if you have a big enough lag, it can't enjoyable (I can't remember where I said the opposite, can you quote me?), but this also means you're probably not using stock audio equipment, or maybe something else to add latency to your VR setup, and if you are using stock equipment I would suggest to directly report the bug. Calling me a troll and twisting my words doesn't add anything to the conversation.
I'm getting insulted because the devs do something and I'm simply saying facts? Wow. I didn't know that saying facts was antagonizing people. I'm sorry? All I've done is stating your options. I guess I'll never state anyone's options again.
Again, the initial argument was about Beat Saber and Audica comparision, so you can't do that without talking about both games.
The other dude pretty much admitted that he's not using stock hardware, so you can see why I mentionned this, noticeable latency is in pretty much all cases (I'm not saying there's not a very fringe (and when I say fringe I mean extremely rare) case with stock VR equipment that experience latency) using some sort of other audio system or maybe USB/HDMI extensions (though, I doubt this one would cause much latency, but you never know), this is a fact that was discussed alot in the modding discord, this is not something I believe out of nowhere.
And there there is such thing as stock VR equipment and it is very simple: Only use equipment that came with your VR setup and maybe extra sensors, but no fancy audio systems or extension cords or anything else like that. Using the headset to output sound is the same for any mobo since you're not using the mobo sound chip, but the headset's one. If you're connecting very fancy audio headset on your HMD through 3.5mm jack might also cause delay, but this is extreme cases, 99% of them should be latency-less.
As for being in a request section, sure we are, but this thread is not read by the devs so it is practically useless, and therefore more like a wish section.