RUMBLE
DrBomb Jul 7, 2023 @ 7:27am
Is Rumble's move positioning too focused on Quest users?
I haven't played a lot first of all. Just some matches with a friend but I've noticed something on our last session. It seems like for moves to actually register properly, they need to be done on the visual periphery of the VR headset. My friend does have a Quest 2. But I am an Index user.

For example, pillar is a straight up punch, so I gravitate to starting position then moving the arm instantly up a la super mario jump. But if the arm is too away from the VR FOV it is not registered.

I noticed it when I started making the movements on a fictional box on my FOV that they started registering. So I wonder if this is due to the camera tracking on quest.

Of course, it is understandable if that's the case. It is one of the most popular VR headsets. But I would like some confirmation if that's how it works.
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Showing 1-8 of 8 comments
<#090>BIVN Jul 7, 2023 @ 10:40pm 
You may be right in terms of design, in that the poses are positioned within a reasonable space for your arms to reach and not be a pain to preform.

For how the game detects that you've done a pose right is being in range of the corresponding hand pose and withing a fair enough rotation of your hand in relation to how the pose is displayed by the ghost hand.

While the pose wont go off if you are looking where the upper hand is positioned, you can at least see that it will be registered at a comfortable height when the ghost hand reacts to it.

All this however is based on how you calibrated. Your arm span and height at the time of calibration. So if you calibrate with your hands close you instead of in a T-pose, the upper hand for jump will be closer. As well as all other pose hand positions.

Hope this helps! o/
JohnTravoltage Dec 26, 2023 @ 12:19am 
Originally posted by DrBomb:
I haven't played a lot first of all. Just some matches with a friend but I've noticed something on our last session. It seems like for moves to actually register properly, they need to be done on the visual periphery of the VR headset. My friend does have a Quest 2. But I am an Index user.

For example, pillar is a straight up punch, so I gravitate to starting position then moving the arm instantly up a la super mario jump. But if the arm is too away from the VR FOV it is not registered.

I noticed it when I started making the movements on a fictional box on my FOV that they started registering. So I wonder if this is due to the camera tracking on quest.

Of course, it is understandable if that's the case. It is one of the most popular VR headsets. But I would like some confirmation if that's how it works.
The only thing I can think of is if you are trying to look beside you while doing poses in other directions.

The game cannot infer your chest position and let you do poses with your your head facing one way and hands facing another.

If you look up or down it becomes pretty hard to tell where the pose positions are, and there is a limit to how high/low you can do poses, aka you can't do a straight directly upwards, or really upwards that much at all.

It is not because it is made around quest tracking, though conveniently the poses do work mostly within the confines of the quests tracking for the most part.
♛KeVolf♛ Dec 27, 2023 @ 8:46am 
I use Quest 2, and rumble has disappointed me. I execute the disk and push techniques perfectly, but the pillar technique rarely works. Even during training, there have been instances where I hear the sound indicating a correct execution of the move, and yet the pillar doesn't appear.
Esau Dec 28, 2023 @ 8:39pm 
Originally posted by ♛KE-VOLF♛:
I use Quest 2, and rumble has disappointed me. I execute the disk and push techniques perfectly, but the pillar technique rarely works. Even during training, there have been instances where I hear the sound indicating a correct execution of the move, and yet the pillar doesn't appear.

The last part of that is odd, I can’t explain that. Sounds like some wild glitch. But as someone who’s really struggled a lot with the pillar, I’ve found that concentrating on making sure my main hand’s knuckles face directly up at the ceiling when rotating helps immensely. Brought my success in use from like 30% to 90% doing just that.
TrueWOPR Dec 29, 2023 @ 10:17pm 
Yeah, it feels like it measures exact start and end locations rather than the motion of the ability.
It makes it really easy to spam a move by snapping back and forth between the two positions, but makes it very difficult to cycle through different moves because even if you're doing it 'right' maybe your right fist is a half inch too high.
<#090>BIVN Dec 29, 2023 @ 10:48pm 
Originally posted by TrueWOPR:
Yeah, it feels like it measures exact start and end locations rather than the motion of the ability.
It makes it really easy to spam a move by snapping back and forth between the two positions, but makes it very difficult to cycle through different moves because even if you're doing it 'right' maybe your right fist is a half inch too high.

Exactly. The tablet beside the move selector says the same. Only A and B matter. Whatever you do in between to go from A to B does not matter.

If anyone is struggling with a move or combo, I recommend having someone who know the moves show you the form, so you can see it from a third person perspective.
♛KeVolf♛ Jan 4, 2024 @ 6:48am 
You can congratulate me! I have learned how to make a pillar steadily. And I understood the problem of tracking hands from the quest. The hands in the game are slightly inclined downwards. This is clearly visible if you hit your fist on your fist. I will attach a link to a gif with a comparison of trekking in the game and in the quest menu. If we take into account this deviation, then the techniques work in 90% of cases! https://imgur.com/a/T9DWpSX
<#090>BIVN Jan 4, 2024 @ 3:47pm 
That's good to know. I had noticed that when I tried Rumble on the Quest 3 as compared to the Rift S.
I believe the Devs have an accessibility guide that says how to adjust the controller rotation. It is a bit odd that it's significantly askew to begin with though.
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Date Posted: Jul 7, 2023 @ 7:27am
Posts: 8