Phasmophobia

Phasmophobia

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Play seated (VR)
People in wheelchairs like VR too. This game can fully be enjoyed seated, except for those single times you need te be standing to grab something in the van.

Suggestion: make it playable seated with a button to crouch/stand up.

Note: I am not in a wheelchair, but that is not the point.
Last edited by -- scippie --; Dec 11, 2023 @ 11:37pm
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Showing 1-15 of 17 comments
DuckieMcduck Dec 9, 2021 @ 11:48am 
Is it not possible to regulate the headset so you're rendered higher, or does it not work well?
https://welens.helpsite.com/articles/2777-steam-vr-room-configuration
Last edited by DuckieMcduck; Dec 9, 2021 @ 12:00pm
-- scippie -- Dec 9, 2021 @ 12:06pm 
Then how will you reach the floor?
Also: I only want it in this game.
Note: I am not in a wheelchair, I just like to play seated and this game is 99% playable seated, so why not make it 100%?
Neopatra Dec 9, 2021 @ 7:50pm 
Originally posted by -- scippie --:
Then how will you reach the floor?
Also: I only want it in this game.
Note: I am not in a wheelchair, I just like to play seated and this game is 99% playable seated, so why not make it 100%?

I wouldn't mind seeing this in other VR titles in general. Fingers cross the developer consider it as a future update :cute:.
Nefrai Dec 9, 2021 @ 7:54pm 
Oculus games actually force you to have a 'force pull' in your games, for issues like this. I made a small game with friends, and we had to find a way to implement force pull before Oculus would approve it. I think there should ALWAYS be a force pull, such as 1 foot or 2 feet. The reason Oculus did this, is because using the older Rift systems it was really hard to reach the floor (because of their camera setup).
Neopatra Dec 9, 2021 @ 7:56pm 
Originally posted by Nefrai:
Oculus games actually force you to have a 'force pull' in your games, for issues like this. I made a small game with friends, and we had to find a way to implement force pull before Oculus would approve it. I think there should ALWAYS be a force pull, such as 1 foot or 2 feet. The reason Oculus did this, is because using the older Rift systems it was really hard to reach the floor (because of their camera setup).

Am new to Oculus and VR in gerneal myself what do you mean by force pull?:bird:
Nefrai Dec 9, 2021 @ 8:02pm 
force pull is just if something is out of reach, you point at the object and usually it will highlight. Then you just hit the 'grab' button, and it yanks the object to you. It generally has a range limit, but Oculus at the time, told us it was to allow people to pick items off the floor without have to hit their controller on the ground to reach it, and because their cameras early on didn't 'see' the floor. The Quest with inside-out tracking wouldn't have the floor limitations, but I think Oculus still requires it.
Neopatra Dec 9, 2021 @ 9:30pm 
Originally posted by Nefrai:
force pull is just if something is out of reach, you point at the object and usually it will highlight. Then you just hit the 'grab' button, and it yanks the object to you. It generally has a range limit, but Oculus at the time, told us it was to allow people to pick items off the floor without have to hit their controller on the ground to reach it, and because their cameras early on didn't 'see' the floor. The Quest with inside-out tracking wouldn't have the floor limitations, but I think Oculus still requires it.
Thank you for telling me that too bad oculus 2 headstrap is meh but a good vr overall :cute:
Last edited by Neopatra; Dec 9, 2021 @ 9:30pm
Knave Skye Dec 9, 2021 @ 11:03pm 
Look into using OVR toolkit and set up buttons that allow you to play space drag, then you can just hold a button and drag yourself higher or lower as needed. This has the benefit of working in all games and is a mainstay for anyone who has played a fair amount of VRChat.
-- scippie -- Dec 10, 2021 @ 4:53am 
Force pull would be great. I hope they implement it.
-- scippie -- Dec 10, 2021 @ 4:54am 
Originally posted by Knave Skye:
Look into using OVR toolkit and set up buttons that allow you to play space drag, then you can just hold a button and drag yourself higher or lower as needed. This has the benefit of working in all games and is a mainstay for anyone who has played a fair amount of VRChat.
Didn't know that existed. Where should I search for such functionality (in my case Vive Cosmos)?
Knave Skye Dec 10, 2021 @ 5:23am 
https://store.steampowered.com/app/1009850/OVR_Advanced_Settings/

It is a free thing you can get on steam, configuring it just look for playspace mover on youtube..here is a basic explaination https://www.youtube.com/watch?v=5sMNBCwSLD4

To clarify, this uses the steam vr environment so as long as you are running that, the specific headset or application you are running should not matter.
Last edited by Knave Skye; Dec 10, 2021 @ 5:24am
Pwincess Dec 10, 2021 @ 8:56am 
I usually play standing, but have similar issues - a crouch toggle would be awesome, particularly for hiding behind couches and stuff (my hips/back do not like long-term crouching). Plenty of VR games have that.
Thundercracker Dec 10, 2021 @ 12:38pm 
Originally posted by -- scippie --:
People in wheelchairs like VR too. This game can fully be enjoyed seated, except for those single times you need te be standing to grab something in the van.

Suggestion: make it playable seated with a button to crouch/stand up.
seated VR is something dknighter has said he wants to implement into the game.
-- scippie -- Dec 10, 2021 @ 12:49pm 
Originally posted by Terrorsaur:
seated VR is something dknighter has said he wants to implement into the game.
Awesome!
Kai Dec 10, 2021 @ 12:59pm 
A range of 1 meter to 'force pull' items directly into your empty hand would be good, and it should check for a line of sight that needs to be kept aimed at the item in a direction.
To force pull you need to hold the interaction button while you aim at the item until it starts moving, then you can move your controller in any direction and it'll still fly to it so long as the button is held.
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Date Posted: Dec 9, 2021 @ 11:20am
Posts: 17