DOOM VFR

DOOM VFR

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Gun angle, wrong?
So apparently the way you hold the controller does not match how you would hold a gun, whereas many other VR games get this right.

Is this recognized as an issue, any word or hope of it being addressed by Bethesda?

I don't have the game, I expect to pick it up at some point, but this sounds like something that would bug me after all the otehr VR games.
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Showing 1-12 of 12 comments
Radical Russian Jan 1, 2018 @ 10:57am 
No news from bethesda since release. Probably won't be fixed, it's made for the wand controller on PS:VR where that aim would feel natural. PC version is mostly just a very poor port.
Raging Beard Jan 1, 2018 @ 1:56pm 
Ah I see, makes sense.

Worth it in a Steam sale?
Radical Russian Jan 1, 2018 @ 2:03pm 
Honestly I can't recommend the game due to the terrible 3D resolution and the lack of free locomotion. It might be better once VR goes wireless since you will have enemies at more angles.

Sometimes you will encounter the "steam VR" loading room when teleporting which breaks immersion. This happens even running on an overclocked 6700k, 16gig ram, gtx1080 and game on SSD.

Honestly I would just buy DOOM 3 BFG and download the VR mod for that. I know it's not nearly the same type of game, but it's a lot more polished and super easy to set up. Features free locomotion, teleportation and so on. Can be found here: https://github.com/KozGit/DOOM-3-BFG-VR

Tutorial to install here, same for vive and oculus. https://www.youtube.com/watch?v=Cgwes2c_KK4

I would recommend NOT getting the high def graphics pack though. It makes the game crash a few times on level change and in some of the boss fights. The developer is trying to fix that for the next version of the mod though.
Jdove Jan 1, 2018 @ 3:12pm 
i wouldnt recommend any game ported from ps4 to pc beacuse they are unoptimized ♥♥♥♥♥♥ ports that are just a cash grab for developers to cut thier loses on. If skyrim VR is ever released for pc i would expect the same kind of ♥♥♥♥ from that game.
Caldor Jan 2, 2018 @ 8:44am 
If you want a good VR FPS game that is similar to Doom, get one of the Serious Sam VR games. They have a lot of very nice options for the controls, like full locomotion and such. When you buy these games its not some 5 hours experience, but the full Serious Sam games made for VR.
just got the game and to be honest not realy haveing any problems with aiming with the vive and as for not going to get patchs is utter bs
Last edited by [-THEMIGHTYBOOSH-]; Jan 4, 2018 @ 6:11am
Caldor Jan 4, 2018 @ 11:38am 
Originally posted by -THEMIGHTYBOOSH-:
just got the game and to be honest not realy haveing any problems with aiming with the vive and as for not going to get patchs is utter bs
Huh? How can you call bs on the game not getting any patches when it has not gotten any patches? When was it patched?

Yes, some are reporting that they dont have any issue with the angles of the guns, in fact on my Rift it does not seem to be a problem, ironically enough.
Last edited by Caldor; Jan 4, 2018 @ 11:38am
not_amused Jan 10, 2018 @ 12:21am 
Legit quirk of this game. Hope they patch it, however it's easy to get past and didn't deter my enjoyment after I adjusted.
proci85 Jan 10, 2018 @ 7:32pm 
the gun angle is bad (it follows the HMD and not the iron sight), the movement is non-intuitive and there are a lot of graphic artifacts.

I don't have any problem with teleportation, however the dash doesn't quite work. the gun angle problem is actually worse than it sounds, it practically means that you need to look where you are shooting, which is the other way around with every other game which doesn't use the xbox controller.

and there are artifacts and performance hickups, but those are just bugs and not design flaws, e.g. they are easier to fix.

I'm hoping for a patach too meanwhile but on release, I actually asked for a refund because the game simply wasn't working.
Caldor Jan 11, 2018 @ 3:45pm 
Ahh... now the problem makes more sense to me. So its that the PSVR version did not have to take the HMD location into consideration much, so they probably missed this during tests because it was mainly tested on PSVR so the users would not get to experience this problem?
proci85 Jan 11, 2018 @ 4:46pm 
Originally posted by Caldor:
Ahh... now the problem makes more sense to me. So its that the PSVR version did not have to take the HMD location into consideration much, so they probably missed this during tests because it was mainly tested on PSVR so the users would not get to experience this problem?

probably. with the PSVR using the controller, it is logical to shoot where the user is looking. so it presumably worked there well. same with the dash and the badly implemented teleport, I'm pretty sure that it worked there. a shame, really.
Caldor Jan 11, 2018 @ 11:18pm 
Originally posted by proci85:
Originally posted by Caldor:
Ahh... now the problem makes more sense to me. So its that the PSVR version did not have to take the HMD location into consideration much, so they probably missed this during tests because it was mainly tested on PSVR so the users would not get to experience this problem?

probably. with the PSVR using the controller, it is logical to shoot where the user is looking. so it presumably worked there well. same with the dash and the badly implemented teleport, I'm pretty sure that it worked there. a shame, really.
Worked as well as FPS games usually work on a console I guess... :P Does not take much to be a major improvement over what it was the last 10 years.
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Date Posted: Jan 1, 2018 @ 6:10am
Posts: 12