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No. And it's even more frustrating than I thought. I still have an HTC Vive. With the Vive, I don't have the sound issues, but I still have issues where it's not running smoothly and I'm missing/banging into gates I shouldn't be because I'm too slow.
I actually found a way to download old builds from Steam (the ones with only Oculus support), but it's mostly the same issues. On two separate occassions, I was able to play the game as it was supposed to work (using Quest and Link). And it's amazing that way. But I could never isolate how I managed to get it running properly those two times.
https://www.youtube.com/watch?v=1VXsAiNdelk
This is how agile you're supposed to be. And it's amazing when your ship is responsive like that. But aside from those couple times with my Quest, neither my Quest nor Vive runs this game properly.
MaV1 also has some issues for me. It's not as bad as Polybius, but there's some less noticable issues with that game too:( It's clearly some kind of engine issue for me.
I never even knew this was an issue. It kinda looks and sounds exactly like my issues (things aren't smooth, ship is slow, etc). It sounds like there are still some issues with the fix, but setting the monitor at 144hz while Quest ran at 72hz would be a perfect 2X match and seemingly work.
Is anyone with this issue a Windows Insider? I'm loathe to be an early adapter on these things, but would change my mind if I knew it would fix these issues.
This is obviously not an ideal solution, but I managed to get Polybius to be totally playable on Quest by streaming it over the wifi using ALVR. ALVR is installable from Sidequest and you'll want the Experimental v7 server from Github to get it working.
I'm in pretty ideal conditions for it (PC is cabled to router, Quest is on 5ghz wifi) but for a game like Polybius with minimal movement and no motion controllers I found the game basically identical to how I would expect the experience to be with tethered VR. I had no issues with compression or latency and all the Quest related bugs were gone.
Yeah. I've tried playing it with ALVR and also own Virtual Desktop on the Quest. The issue, for me, is this only gets rid of the audio crackling.
I just tested it with the latest beta branch of VD (hoping for a miracle), and in that early tunnel level, it was taking me around 6 seconds to completely go around the tube.
Just stuck in sludge. It's like playing with a broken controller that's stuck at 20 percent.
I heard there's an infamous Windows bug that causes multi-monitor setups to not function properly, but I don't have enough hope that I'm willing to be a beta tester for that.
https://www.reddit.com/r/Windows10/comments/f57tk4/dwm_multiple_monitors_with_different_refresh_rate/
It actually sounds like maybe it's the demon Giles has been fighting with, but Windows betas can be pretty dicy (I've heard). Not willing to risk it when I'm skeptical it's going to fix it for me.
Whoa. So this just solved a huge part of the problem.
The screeching audio is maybe solved also? *knock on wood* Last couple times I tried playing it, it would basically crash on me (as opposed to MaV which began working perfectly about 2 months ago). But I just seemingly had a good session.
I had some stupidly slow slowdown on the slalom level and on a whim, just turned the super sampling down a bit (had it unneccesarily high for this game). That seemed to fix that level? I don't want to declare victory yet, but maybe. I'll play it again tomorrow and see if I'm still feeling good about it.
I haven't played it yet today (knock on wood), but yeah. I have the default value (which is currently above 1). Then I had game specific settings (which I applied another value too). That may or may not have been too high.
Then I also have a multiplier that I recently added to the Oculus Debug tool. So it's possible I was running at a pretty crazy resolution and maybe this is one of those games that runs slows if the framerate isn't being met. It seems unlikely, but I hope it was the issue.
This is a recent thing though. For the longest time I had my base multiplier at 1 and Polybius was running at default. Most of these issues were issues before this. And I'm hoping beyond hope this is the issue I had with my first playthrough yesterday and the fix wasn't just random luck. I wouldn't have thought it could be an issue, but maybe I had such a crazy resolution that it played a role yesterday on my first try.
https://steamcommunity.com/app/906120/discussions/0/4390400383728187407/