Wakamarina Valley, New Zealand

Wakamarina Valley, New Zealand

MB 28 Jun, 2020 @ 9:44am
VR feedback for WMR
Just a bit of feedback from me, playing this game with the Acer WMR headset.

  • The visual experience is very good, much better than Fushimi Inari, since the vegetation looks realistic, not just simple billboard trees all over the place. I hope you can fix the issue in Fushimi Inari as well.
  • Performance is fine. As with your previous VR games I believe the view distance setting is rather conservative, for high end graphics cards higher view distances would be nice.
  • One thing irritating me is that when I turn my head (without moving my position) nearby trees change their appearance. Some branches/leaves appear or disappear, or so it seems. Check the trees near the riverside, for instance.
  • The teleportation ring artefacts seen below the ground on the shore must be fixed - they are very irritating.
  • It took me 5 minutes to add the missing WMR controller binding for the locomotion toggle action, so it should not be difficult to provide corrected bindings in the first place. Or is it?
  • Even with the vertical offset set to 15 (max value) I somehow still feel like I am only 1m above ground. Either the bushes are a bit too large or the virtual head is really too close to the ground or it is just me imagining it. Don't know.
  • I had difficulty opening the camera tutorial. It didn't show up or sometimes it only showed up behind the options when I opened the options dialog. The movement tutorial works fine, though.

Overall a VR experience well worth seeing already, but it just needs some more polish. Keep up the good work. Thanks.
Last edited by MB; 28 Jun, 2020 @ 9:45am
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Showing 1-5 of 5 comments
Matt  [developer] 29 Jun, 2020 @ 2:49am 
Dude, this is some of the most helpful feedback I have ever recieved, thank you so much. It's been a nightmare testing with wmr because I don't own one and getting feedback has been periodic and undetailed. thanks to this I can probably get these fixed for this game and my other titles! I just have a few questions,

- What input did you rebind the locomotion toggle to? is there a free input on the controller that you reccomend I would use? I'm not too familiar with wmr controllers
- do the inputs for both tutorials work in the same way, even though one isn't working? I need to figure out if it's a problem with the controller inputs or if it's a bug from my code
- is your height shorter in other games too, eg is your default steamvr height set correctly? I think i'll add a larger value than 15 regardless, and yeah the bushes are generally supposed to be large
MB 29 Jun, 2020 @ 3:45am 
Originally posted by cavesrd:
- What input did you rebind the locomotion toggle to? is there a free input on the controller that you reccomend I would use? I'm not too familiar with wmr controllers

Wrote it in the "Thread for known issues and solutions" how to do it in the SteamVR UI. And I uploaded my fixed controller bindings, so maybe you can just use them or look into them for details?

Basically set "Movement Mode Toggle" as "South" action for the left Trackpad (used as joystick). I have the German UI, so maybe the exact wording can differ a bit from what I write. Hope this helps.
Last edited by MB; 29 Jun, 2020 @ 3:58am
MB 29 Jun, 2020 @ 3:54am 
Originally posted by cavesrd:
- is your height shorter in other games too, eg is your default steamvr height set correctly? I think i'll add a larger value than 15 regardless, and yeah the bushes are generally supposed to be large

All I can say that (a) I didn't have height issues in other native VR games and (b) I just re-calibrated the glasses before starting this game again, because in the first run head movements were not tracked. (This is a common issue I face and unrelated to your game, don't know why it doesn't work from time to time.)

You should place a virtual yardstick on ony of the trees in the game ;-) ... so I can check how high my eyes are and if the headset position needs to be reset or if it is fine. Speaking of it: Most games have a dedicated controller key for "resetting" the headset position. This one too?
Last edited by MB; 29 Jun, 2020 @ 4:00am
MB 29 Jun, 2020 @ 9:02am 
Originally posted by MB:
I had difficulty opening the camera tutorial.

Originally posted by cavesrd:
- do the inputs for both tutorials work in the same way, even though one isn't working? I need to figure out if it's a problem with the controller inputs or if it's a bug from my code

I tested it once again and I have following reproducible behaviour:
  • In teleportation mode both tutorials work just fine.
  • In smooth movement mode both tutorials do not work correctly. On the first press of the left resp. right trackpad (north) the question to show the tutorial comes up as expected, but a second press will not start the tutorial. If I then press the menu buttorn, both menu and tutorial come up, one behind the other.

So, in contrast to what I wrote earlier, there's no difference between the two tutorials.
Last edited by MB; 29 Jun, 2020 @ 9:03am
MB 29 Jun, 2020 @ 9:35am 
Originally posted by cavesrd:
It's been a nightmare testing with wmr because I don't own one

I can imagine, and frankly, if you intend to create high quality VR experiences which work well on WMR I can only recommend getting one, not just to get rid of the nightmares. ;-)

I got my Acer headset (1st gen) for only 350€ two years ago - probably just was a bit lucky. I like it because the front can be flipped upward without taking it off. The "OJO" predecessor is 500€ or more. If I had a better graphics card I would opt for the HP Reverb (570€) because its higher resolution, reduced screen door effect and larger FOV really are valuable in experiences like this. But that's already a lot of money.
They all include the same WMR controllers, btw., except for the upcoming HP Reverb G2 as I just discovered. (Great, yet another controller layout ...)

Just my 2c.
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