Not since this maj, it would seem
But i can do some other test.
For the "feeling better FPS", I looked with the tool, and it's between 11 and 15ms, so there is always reprojection, but maybe it seems better now with the Asynchronous Timewarp reprojection mode of SteamVR.
ok guys, some of these answers are very oddly worded.
Is VR improved?
1 - Can we dock seamoth at moonpool without dropping into the world glitch and endlessly falling as you dock?
2 - Can you not teleport all over with the cyclopse issue thing?
3 - Do we still walk at a snail pace in VR while in base?
How is all that overall?
Thank you for answering btw! Great game if its semi improved I can enjoy in VR now with the above fixes fixed at least.
Yea... this is a much better organization of these issues than was previously stated. I'd prefer more direct answers because I got a little confused. And I am using the Rift, if that's relevant.
With the steam version "Castles & Coffee Update" of 01/26/2017 n°43604
1 - Can we dock seamoth at moonpool without dropping into the world glitch and endlessly falling as you dock?
- No, not got this bug since this version.
- 2 - Can you not teleport all over with the cyclopse issue thing?
- No, not got this bug since this version. -> after other test, i have this bug now 3 - Do we still walk at a snail pace in VR while in base?
- Yes, but you can always run. Is VR improved?
I would say no. The game is not playable in RV in the state yet.
- I have a bug that does not crash the game, but that lose the video signal on the helmet when I border crossing some biomes (save and restart the game)
- The seamooth still has the teleport bug. (make useless Cyclop carrier)
Small annoying bugs but not blocking
- Interface is always too close to read essential informations like oxygen, temperature, life, depth, ect...
- When one enters a vehicle, the body of the PJ is often off-center and asks to be centered (F2 key) (Cyclop, Seamooth)
New update, new Redmantab check in time. I MISS playing this in VR.
How we looking VR wise peeps? Obrax? Are we 80 percent functional? Worth enjoying again in VR? Can I dock at the moonpool without falling through the world and read menus ok etc?
New update, new Redmantab check in time. I MISS playing this in VR.
How we looking VR wise peeps? Obrax? Are we 80 percent functional? Worth enjoying again in VR? Can I dock at the moonpool without falling through the world and read menus ok etc?
Thank you in advance!
Yes... I basically haven't looked at the game in four updates. I keep seeing new stuff but no Cyclops VR fix.
Yeah I booted it up again just yesterday and the Cyclops VR bug still exists, how is this still a thing? It's been months I have submitted it as a bug few times even myself.
Yeah I booted it up again just yesterday and the Cyclops VR bug still exists, how is this still a thing? It's been months I have submitted it as a bug few times even myself.
[1:05 PM] Brian Cummings: FYI team @here. This week Max and I have been working on alternate cinematics for VR. Specifically there is a unique cinematic for each of the vehicle docking animations where the player stays in the vehicle during the cool docking and undocking sequence but then he teleports instead of climbing in or out. Before it would just skip everything...
[1:05 PM] Scott "Obraxis" MacDonald: Very cool!
[1:06 PM] Brian Cummings: The next step for this is to make more alternate VR cinematics for other important events like interacting with the virus checker, or the key terminals
[1:06 PM] Brian Cummings: and the intro/ending cinematics
[1:07 PM] Brian Cummings: For the intro we want to try and have the entire sequence with the player staying in the chair
[1:08 PM] Louis Karim: Sounds like q big task
[1:08 PM] Brian Cummings: it would need to be the same length as the intro so that effects and sounds stay in sync
[1:09 PM] Brian Cummings: I'm going to attempt a version using unity files but if someone is interested in making a maya version for me we can chat about that
[1:11 PM] Brian Cummings: the docking bay stuff was easy enough because the player doesn't move until the seamoth/exosuit comes to a complete stop.. so it was easy to just cut those frames out
Comments
Are you using a Rift or a Vive?
Is VR improved?
1 - Can we dock seamoth at moonpool without dropping into the world glitch and endlessly falling as you dock?
2 - Can you not teleport all over with the cyclopse issue thing?
3 - Do we still walk at a snail pace in VR while in base?
How is all that overall?
Thank you for answering btw! Great game if its semi improved I can enjoy in VR now with the above fixes fixed at least.
Yea... this is a much better organization of these issues than was previously stated. I'd prefer more direct answers because I got a little confused. And I am using the Rift, if that's relevant.
1 - Can we dock seamoth at moonpool without dropping into the world glitch and endlessly falling as you dock?
- No, not got this bug since this version.
- 2 - Can you not teleport all over with the cyclopse issue thing?
- No, not got this bug since this version. -> after other test, i have this bug now
3 - Do we still walk at a snail pace in VR while in base?
- Yes, but you can always run.
Is VR improved?
I would say no. The game is not playable in RV in the state yet.
- I have a bug that does not crash the game, but that lose the video signal on the helmet when I border crossing some biomes (save and restart the game)
- The seamooth still has the teleport bug. (make useless Cyclop carrier)
Small annoying bugs but not blocking
- Interface is always too close to read essential informations like oxygen, temperature, life, depth, ect...
- When one enters a vehicle, the body of the PJ is often off-center and asks to be centered (F2 key) (Cyclop, Seamooth)
How we looking VR wise peeps? Obrax? Are we 80 percent functional? Worth enjoying again in VR? Can I dock at the moonpool without falling through the world and read menus ok etc?
Thank you in advance!
Yes... I basically haven't looked at the game in four updates. I keep seeing new stuff but no Cyclops VR fix.
What's wrong with the Cyclopse in VR these days? Is it usable?
Wow. Here I was gonna try it this week...
Devs, can we get a little input here?
https://trello.com/c/U9IE5WSu/220-play-cinematics-but-disable-camera-for-vr
You'd have better luck following the Trello pages to keep track of progress than waiting here for input.
Roadmap (columns are releases): https://trello.com/b/KbugnSRJ/subnautica-roadmap
Development (watch issues they're working on): https://trello.com/b/yxoJrFgP/subnautica-development
Master Index of UWE Trello pages (I've bookmarked this one): https://trello.com/unknownworlds
https://trello.com/c/0MHE7Sot/3479-42849-in-vr-a-seamoth-undocks-from-the-cyclops-at-the-point-they-docked-not-the-current-location-teleport
Thank you!
I always found navigating the Trello difficult.
QFT. Although I think I'm slowly learning it through osmosis, lol
Thank you everyone for the links and information.
Fixed in cs:46611
Someone please check this now! I'm at work.
https://trello.com/c/0MHE7Sot/962-42849-in-vr-a-seamoth-undocks-from-the-cyclops-at-the-point-they-docked-not-the-current-location-teleport
Sounds promising!