Blade & Sorcery

Blade & Sorcery

Illuminum Jul 1, 2024 @ 12:18pm
2
swinging a sword
When I swing a sword or any weapon it's like there's no power behind it, I can see it more when entering slow motion, the weapon seems to lag behind my wrist, like I have weak wrists, what could I be doing wrong?
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Showing 1-15 of 27 comments
worm_master Jul 1, 2024 @ 12:23pm 
u could allways try adjusting ya arm length in the setting, asides from that, your doing nothing wrong, all VR is like that, remember it's tracking the motion via ya controllers.

Boneworks is a excellent VR game, and even that, when swinging a sword, or a baseball bat, it's incredibly ungainly, I've tried lobbing a can, and hitting it with a baseball bat, the bat moves like it's in jelly, an all outta proportion to how i actuality moved my arms.

Make no mistake VR is generally very good at what it do's, but it's still fairly new technology, we have to learn to accommodate, things like this. I have no doubt in the next 2 or 3 years, we'll see properly defined, Real Time motions.

BTW those vids u might have seen, were most likely preformed, by those with hundreds, if not thousands of hours of practise, it might have taken them 6h, just to get that perfect 2 min vid. (I should know) ;-)
Last edited by worm_master; Jul 1, 2024 @ 12:39pm
Illuminum Jul 1, 2024 @ 12:43pm 
Originally posted by worm_master:
u could allways try adjusting ya arm length in the setting, asides from that, your doing nothing wrong, all VR is like that, remember it's tracking the motion via ya controllers.

Boneworks is a excellent VR game, and even that, when swinging a sword, or a baseball bat, it's incredibly ungainly, I've tried lobbing a can, and hitting it with a baseball bat, the bat moves like it's in jelly, an all outta proportion to how i actuality moved my arms.

Make no mistake VR is generally very good at what it do's, but it's still fairly new technology, we have to learn to accommodate, things like this. I have no doubt in the next 2 or 3 years, we'll see properly defined, Real Time motions.

BTW those vids u might have seen, were most likely preformed, by those with hundreds, if not thousands of hours of practise, it might have taken them 6h, just to get that perfect 2 min vid. (I should know) ;-)

Thanks for your reply :) I just tried the punching technique to throw daggers, that seemed to work a treat :D rather than it falling 2 feet in front of me :D
Shy Jul 1, 2024 @ 12:48pm 
There should be a setting in there somewhere called spring multiplier or something, I usually set all those to 1,45 because the default setting feels as you said, a bit too laggy.
worm_master Jul 1, 2024 @ 1:01pm 
Yeah I've noticed that in Boneworks too, why I dont use swords or throw things, way to frustrating, instead, I put a bullet up their nose,
hollowFoLLow Jul 1, 2024 @ 5:07pm 
Cause its physics
draeath Jul 1, 2024 @ 9:07pm 
What sword? The larger ones do that unless you use a second hand. Smaller weapons should be nice and snappy one-handed.

(pull out your inventory crystal while holding it, you can see the name and stats. Look for "handling")
Cirno Jul 1, 2024 @ 9:23pm 
If it's a 1 handed weapon, maybe your controllers are a bit out of sync, or something is going on.
It does have a delay for the tracking to work, but shouldn't be much, although, I don't know which one you use. Could be arm length indeed that isn't matching yours.

There is a ad thing with 2 handed weapons which makes it feels like there is a rock attached to their tip if you use them with 1 hand, it isn't as bad as other games thankfully, but stops when you 2 hand them.

I use Quest 2, and on wi-fi for some reason at higher connection speeds, my arms becomes bugged and lag behind, but at lower connection speeds 80~120mbps or so, it works fine and follows my arms properly. Works normally when using cable thou.

Also, make sure no sun light is hitting your VR cameras, it will cause it to un-sync like crazy and not know what is going on.
Flashgod_VR Jul 1, 2024 @ 9:40pm 
The lag is part of the physics simulation. Every item in the game has mass, if you would just stuck them on your hands and you would start wiggling them around they would develop a huge unrealistic amount of force through mass and acceleration because in the real world you are just wiggling the light VR hand controller. Since the game world is full of physics everything would react accordingly to your super power inputs and everything would go nuts. The trick with the rubber-banding ensures that you only can move stuff as fast as you could in the real world.
Hevnoraak Jul 2, 2024 @ 3:44am 
why so weak?
HamBunger Jul 2, 2024 @ 3:54am 
what swords are you using? if its a two handed sword thats your answer but if its a type of shortsword yeah i agree thats not meant to happen
Bookhead Jul 2, 2024 @ 2:49pm 
have you tried w+m1?
SmallbutDeadly Jul 2, 2024 @ 3:50pm 
You could always give Hellsplit Arena a shot, that game has got some of the best physics-based weapon handling I've seen in a VR game
Illuminum Jul 3, 2024 @ 12:06am 
I always use the small swords, maybe it's my technique, it does feel like there's a stone on the end of the weapon.
what i found for myself to make the weapons feel more snappey and less "draggey" is going into the sandbox settings (available in crystal hunt aswell) and in misc turn rotation mode to rigid, the two spring multipliers to 2x and the two damper multipliers to 0.5x

For me personally, that makes things like Hand and a half swords and long-swords still mostly manageable with one hand (as they would be irl) but still give a clear and undeniable benefit to two-handing them. Also, setting the two handed mode thing to "position" in one of the other settings somewhere...

Do experiment with the values tho. these settings made stiff like piepops handle-ability mods completely unnecessary for me

Here's a picture of the menu: https://imgur.com/a/hwDCQo3
Last edited by Khaziir Everflight; Jul 3, 2024 @ 4:05am
Illuminum Jul 3, 2024 @ 4:27am 
Originally posted by AuDHD Khaziir Everflight:
what i found for myself to make the weapons feel more snappey and less "draggey" is going into the sandbox settings (available in crystal hunt aswell) and in misc turn rotation mode to rigid, the two spring multipliers to 2x and the two damper multipliers to 0.5x

For me personally, that makes things like Hand and a half swords and long-swords still mostly manageable with one hand (as they would be irl) but still give a clear and undeniable benefit to two-handing them. Also, setting the two handed mode thing to "position" in one of the other settings somewhere...

Do experiment with the values tho. these settings made stiff like piepops handle-ability mods completely unnecessary for me

Here's a picture of the menu: https://imgur.com/a/hwDCQo3

I'll give that a try, thanks :)
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Date Posted: Jul 1, 2024 @ 12:18pm
Posts: 27