Bugsnax

Bugsnax

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Luthyr  [developer] Nov 11 @ 12:14pm
Bugsnax VR FAQ
Previous thread discussion for the beta period can be found here.

What is Bugsnax VR?
Bugsnax VR is now available through a FREE update on the Steam Windows version. It allows you to play the entire game in virtual reality, with the option to seamlessly switch back to a flatscreen (non-VR) playthrough at any time using your existing saves.

What is supported by Bugsnax VR?
The game was primarily tested using Quest 2/3, Valve Index, and PSVR2 along with their respective controllers. For Valve Index and HP Reverb G2, please ensure the community button mappings are applied. Vive wands and WMR controllers are not yet natively supported, though you may test them in the beta branch (details in link at top). Gamepad support is available for those who prefer to play without motion controllers.

The game offers both teleport and continuous movement options, as well as snap camera rotation with customizable degree settings. It can be played seated or standing, in room-scale or stationary setups. Left-handed mode is also available.

What are the controls?

Left Hand:
A - Place Teleport (Valve Index only)
B - Pause Game
Shoulder - Tool Select Wheel
Grip - Place Teleport / Sprint (while Walking)
Stick - Walk / UI Navigation
Stick Press - Journal

Right Hand:
A - Interact / Menu Confirm
B - Menu Back
Shoulder - Tool Primary Action / UI Click
Grip - Tool Secondary Action / Confirm Teleport / Jump (while Walking)
Stick Left/Right - Rotate Camera
Stick Up - Jump (while Walking)
Stick Press - Snaxscope

Will Bugsnax VR be coming to other platforms?
There are currently no plans for other platforms, including PSVR2, Meta Quest standalone, or Apple Vision Pro. Bugsnax was created using a custom game engine, making full porting time-consuming. We intend to update the Windows version of Bugsnax on Epic Games Store to include SteamVR support at some point in the future. There are no plans to update the Xbox/PC version at this time.

Which VR platform are you using?
We developed this off and on for a few years using OpenVR, which is the API developed for SteamVR. We have not switched to OpenXR, so running SteamVR is a requirement.

I have a Meta Quest, how can I play the game through SteamVR?
You can connect to SteamVR through:
Steam Link
Oculus Link[www.uploadvr.com]
Virtual Desktop[www.vrdesktop.net]

Steam Link is the easiest to setup, but you may notice more micro stutters under some PC/WiFi configurations.

What are the system requirements?
A high-end Windows gaming desktop PC with an NVIDIA 3000 series graphics card or newer is recommended for best performance. A 10th generation i7 or similar CPU (released 2020 or newer) also recommended. If you play the game with teleporting, you may find that the game plays comfortably with lower end hardware using reprojection.

Where should I leave feedback about the VR update?
Please post issues in this thread. Keep in mind that this release is feature-complete and that we do not intend on doing any large-scale additions. Please include the headset and controllers you are using and any other relevant specs.
Last edited by Luthyr; Nov 25 @ 7:39am
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Showing 1-15 of 31 comments
btw thanks for fixing the bugsnax vr for intel gpu support. it works now
Bede-x Nov 12 @ 2:47pm 
Just bought it, because of the VR support. Great to see!
Quolio Nov 12 @ 11:48pm 
"For Valve Index, please ensure the community button mappings are applied."
How do I apply them? The only option in the change bindings tab is some emuvr config which makes the character jump when I touch the joystick. With the default bindings there is no way to scan the Strabby.
Luthyr  [developer] Nov 13 @ 4:50am 
Originally posted by Kompozitor:
"For Valve Index, please ensure the community button mappings are applied."
How do I apply them? The only option in the change bindings tab is some emuvr config which makes the character jump when I touch the joystick. With the default bindings there is no way to scan the Strabby.

Even with no bindings activated, it should still be possible to scan the strabby. It's clicking in the right controller joystick to toggle holding the Snax Scope, then you need to bring it to your head and hit the right controller bumper (R1) to scan.

Otherwise, the binding is supposed to be applied automatically since I set it in Steam's backend. It should be the one with my username.
wahyu915 Nov 14 @ 8:07pm 
Quest 2 > Virtual Desktop > SteamVR

The Steam video recording feature is recording the game at a weird aspect ratio where everything is stretched.
wahyu915 Nov 14 @ 8:09pm 
Originally posted by wahyu915:
Quest 2 > Virtual Desktop > SteamVR

The Steam video recording feature is recording the game at a weird aspect ratio where everything is stretched.
I'd love to share some screencaps of the video recording, I would love to share your work to my friends and family.
Last edited by wahyu915; Nov 14 @ 8:10pm
Agalondia Nov 16 @ 12:31am 
Guys, the shadows still looks terrible in VR, pls double the resolution for the ultra settings.
Luthyr  [developer] Nov 16 @ 4:52am 
Originally posted by Agalondia:
Guys, the shadows still looks terrible in VR, pls double the resolution for the ultra settings.

I will look into this again. I had run into a wall previously with the OpenGL version but should hopefully be fine with the switch to DX11.
Luthyr  [developer] Nov 16 @ 7:35am 
Originally posted by Agalondia:
Guys, the shadows still looks terrible in VR, pls double the resolution for the ultra settings.

The next patch will have double resolution for both cascade map implementations (High, Ultra), and will have a tighter sampling bias for sharper shadows. You can opt into the beta branch with password "virtualreality" to receive the patch sooner (probably later today), otherwise I expect to put out another public patch on Monday.
Originally posted by Luthyr:
Originally posted by Agalondia:
Guys, the shadows still looks terrible in VR, pls double the resolution for the ultra settings.

The next patch will have double resolution for both cascade map implementations (High, Ultra), and will have a tighter sampling bias for sharper shadows. You can opt into the beta branch with password "virtualreality" to receive the patch sooner (probably later today), otherwise I expect to put out another public patch on Monday.
thanks bro
Bede-x Nov 17 @ 6:31am 
It seems to work well. Two smaller things I'd like to see improved if possible:

1: An option for smooth turning. If snap turning is disabled it only turns smooth a little and then snaps anyway, which doesn't feel good.

2: An option to be able to move and not change direction, when moving your head, so it's just the stick deciding where you move. Otherwise it's actually difficult to look around while moving, because the game keeps changing direction, as you change your head/look direction.

EDIT: I'm on the Quest 3.
Last edited by Bede-x; Nov 17 @ 6:34am
Luthyr  [developer] Nov 17 @ 7:01am 
Originally posted by Bede-x:
It seems to work well. Two smaller things I'd like to see improved if possible:

1: An option for smooth turning. If snap turning is disabled it only turns smooth a little and then snaps anyway, which doesn't feel good.

2: An option to be able to move and not change direction, when moving your head, so it's just the stick deciding where you move. Otherwise it's actually difficult to look around while moving, because the game keeps changing direction, as you change your head/look direction.

EDIT: I'm on the Quest 3.

Could you elaborate on these items a little more?

1. For this one, there may be a bug on the live build that causes some jerkiness. If you are subscribed to the beta branch (password "virtualreality") this bug may be fixed already. Otherwise, what is the actual sequence you are experiencing? That you move your camera, let go, and it adds an extra jump on top of that? Does this happen while moving, standing still, both? Or is it something else?

2. What is the expected behavior here, that once moving has started, the direction is fixed? Is the initial direction forward still tied to head/look direction when first starting to walk? You ask for an option, but do other games even give this option, or is what you describe how most other VR games do it?

Or is it based on room/seated forward entirely? I could also generate a forward direction based on the positions of the held controllers in relation to the HMD position. Or even simpler, the forward direction is the direction of the left hand controller.

Thanks.
Last edited by Luthyr; Nov 17 @ 10:21am
Luthyr  [developer] Nov 17 @ 10:32am 
Right now, for walking direction I will probably implement it as an option with three choices:
  • Head - Forward determined by HMD direction. Current behavior.
  • Controller - Forward determined by left controller facing direction.
  • Body - Forward determined by controller positions in relation to HMD position.
Body is probably going to be the new default implementation for tracked controller play since it feels the most natural.
Last edited by Luthyr; Nov 17 @ 12:32pm
Bede-x Nov 17 @ 1:24pm 
Originally posted by Luthyr:
Could you elaborate on these items a little more?

1. For this one, there may be a bug on the live build that causes some jerkiness. If you are subscribed to the beta branch (password "virtualreality") this bug may be fixed already. Otherwise, what is the actual sequence you are experiencing? That you move your camera, let go, and it adds an extra jump on top of that? Does this happen while moving, standing still, both? Or is it something else?

Ok, I haven't had a chance to try the beta yet, but in the live build, when snap turning is disabled, when turning the game will rotate smoothly for a set number of degrees, then snap for a set number of degrees, the rotate smoothly, then snap etc.

Originally posted by Luthyr:
2. What is the expected behavior here, that once moving has started, the direction is fixed?

Expected behavior will probably depend on who is playing, since some people like the direction to change, when keeping the stick in one direction and moving the head. Otherwise they get motion sick. Other people don't get motion sick when decoupling head direction changes from the movement direction.

It's typically an option like here in Metro Awakening:

https://imgur.com/Mn4OnZJ

Where stick orientation can be head or left stick (determines what reference point is used for moving forward when pressing the stick up, as it says in the bottom of the picture).

If it's set to head and you hold the stick up, you move forward, but if looking in a different direction, while moving, you will also start to move towards the direction the head is looking. Bugsnax works like this currently.

If the option is set to stick instead and you move in a direction, only the stick will determine where you move. Looking in another direction while moving, won't change your direction at all. This can make some people motion sick, but it's a nice option for those that don't get motion sick, because you can look around while moving, without constantly changing direction.

It sounds like you're already implementing this in your second post though, which is just awesome. Thank you and if it's too difficult to get working, it's no biggie. Just having a VR mode is great!
Last edited by Bede-x; Nov 17 @ 1:27pm
orbies Nov 18 @ 7:56pm 
Originally posted by Luthyr:
Right now, for walking direction I will probably implement it as an option with three choices:
  • Head - Forward determined by HMD direction. Current behavior.
  • Controller - Forward determined by left controller facing direction.
  • Body - Forward determined by controller positions in relation to HMD position.
Body is probably going to be the new default implementation for tracked controller play since it feels the most natural.

The best VR games I've found have a mix (H3VR, Half Life 2 VR mod, obviously Half Life Alyx, etc), and I always end up going with controller orientiation for the primary direction, where the joystick north is the north orientation of the controller, and any offsetting is done naturally with the joystick or just rotating the controller around in space. To me it feels more natural to decouple my head from where I'm moving, especially if I'm often holding something up in front of me. Body direction can be very finicky with unintended or unexpected movement (and feel more restrictive than the other two options since they are no longer fully decoupled in a sense) unless you're actually supporting Full Body Tracking like VRChat, which would be amazing (since in this case you would have either a chest tracker or a hip tracker you could then use as your north if so desired).

Something that will stop me from playing a VR game is if it has unique functions based on left and right hands, but does not include left-handed mode toggle that supports the bindings and any relevant UI to swap your dominant hand. I'm left handed so if a VR game requires shooting with the right hand for example, I just won't play it.
Being able to choose which hand is specifically the locomotion hand is also a massive quality of life boost for someone like me.

Also when it comes to interaction, physics is king in VR so if possible, it's always preferential to either allow grabbing or interacting with objects via direct collision with some feedback (the object moves with your hand, place into a backpack behind you to loot, etc), and/or mimic the Alyx physics grab/pull arc feature (and there's many resources out there now that do this well that devs can start with or use their components and code as reference). Implementations of a laser pointer to click interact where the item instantly disappears are immersion killers in VR, ease of implementation be damned.
Last edited by orbies; Nov 18 @ 8:03pm
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