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Just an update on my issue. If you have black borders on the bottom/top, change your screen settings from borderless windowed to windowed.
Additionally, the "Insert" menu didn't disable any graphical settings on my end - I had to do it manually myself. Turning down everything such as particle vfx, bloom, etc, the game was playable.
Absolutely terrifying in VR.
To those that are struggling to find the run button, it's a thumbstick click on the left control.
TL:DR The motion controller standard is still centered around a Vive wand and an ideology that less buttons = more VR. It is the sole cause for any jank involved for secondary interactions in this VR translation.
I just wish the 3rd person perspective would lock down Y Rotation of the camera and turn it into the "periscope" camera that it should be. Look to Luke Ross HZD mod for an example of the periscope camera effect.
I just wish that motion controllers had learned how not to delete half the buttons in the process of making a set of motion controllers. Because this is another example of a VR Modded game that could have taken advantage of something like a D-Pad AND LB + RB buttons.
Any issues with controls or bindings. Falls squarely on your shoulders Valve for pushing that ♥♥♥♥♥♥♥ Vive wand for the first motion controller. For pushing your ♥♥♥♥♥♥♥ touchpads.
This problem is Quest 2 controller specific.
I'd like to point out the importance of proper button labels.
You'll notice that this Mod developer decided that X is B, and B is Y and Y is X.
I wonder how much of this is due to the Index controller button labels.
Think about that the next time you think you need 2 sets of A buttons and 2 sets of B buttons labels. You completely screwed any attempts at creating a standard with these experiments. A Standard that was already there, ready to pick up.
But Oh god. we can't let people press buttons in VR to interact. That's not VR enough.....
Notice on the quest 2 controllers, if you removed the worthless Thumbrest spot that does nothing in any games, you could have fit 2 more buttons, or a full sized d-pad. Yet, all they are doing is trying to hold parity with a Vive wand rather than an Xbox controller. Because you all deemed that buttons are not VR enough. Less buttons = More VR. It's a stupid stance.
To put it more bluntly, I hate the bindings for motion controllers. To get away from that, I have to go back to a regular flat controller, that has all the proper buttons still on it and in the proper locations. But the downgrade is the Y camera rotation. I actually prefer the 3rd person perspective in VR.
Just can't win.
It truly is sad that these HMD's are being gatekept by lobotomized motion controllers.
IF you really wanted to make VR gaming enticing for everyone, instead of just people who didn't want to camp out for an Xbox/PS5. You'd learn how to make a set of motion controllers that is literally a flat controller cut in half, with nothing else being changed or deleted from the controller.
Had you done that. Most of those Luke Ross Mods might have had SOMETHING of motion added to them. The lack of a d-pad and RB, LB buttons holds vr back.
Just to head off the inevitable, Real estate matters. The Location of the Grip buttons, is not a substitute for the presence and location of where RB + LB are on a modern gaming controller. Its called muscle memory and your willful ignorance of it.
Incredible. This is so good. It's a literal dream (well nightmare technically) come true.
It's so scary. Runs perfect on my Reverb G2.
Perfect timing to pick up both RE2 and 3 for under 30 bucks/
THANK YOU MR MOD MAKER.
EDIT,
OR MS MOD MAKER
EDIT 2,
fresh underwear standing by