I'm confused as to why you even asked this question.
This is literally a PC only game!
There may be a possibility that my calculation isn't correctly using deltaTime, I may have multiplied instead of dividing.
So while I run VR at 75 as I have an Oculus DK2 the game may be running incorrectly at 90.
Please do let me know if it doesn't seem to match what I'm doing in the video, I'll have a look over that stuff again!
That was the original plan.
But Steam decided to axe Greenlight and they're replacing it with a pile of filth Paywall called Steam Direct.
It's a terrible change for Indie devs, and it will allow even more rubbish to appear on the store... Oh well, it's their business I guess.
Thanks very much for trying it out.
When I saw your statement about Jumping I instantly thought one thing that you most likely didn't do.
Did you stand straight and press the ResetVR button? It's very important because using an Oculus is very different to using a Vive with Room Scale. You see the Oculus does not know how tall you are, I made it so that your standing height is the zero center at calibration.
The reason I'm saying this is because I set the jumping threshold to 10cm Lower than standing height, meaning you can jump without even going higher than your natural standing height, so it's confusing that you had trouble with that, please check out my YouTube video as that will show how it worked for me, if you did Reset it right then it might be your jumping velocity, I did make it slightly vigorous on purpose to increase the need for the player to be a little more active.
Also, there is a jump button to hold to activate jumping :P again I forgot to mention the controls in a proper readme, I'll update the instructions on this page so it's easier to play!
The rotational problem is explained in the numerous demo videos I've made on my YouTube channel, you see the reason I don't have a Vive is simply Money :P
I was going to use hand controllers and still have rotation completely independent of Head rotation, I have many crazy methods for these things lol!
There's a turn button on the controller, you press it to do a 180degree turn, this is specific to this game only, the Halo demo that I made used my original method, which is basically a standard FPS gameplay but only the furthest end of the analogue stick activates turning, please do check out my earlier videos on the subject, you'll truly understand what I mean as I also explain it while I move about looking funny.
This is actually a severely limited version of what I've made on purpose, I didn't want people playing the bad side of what I've made due to the lack of Hand Controller limitation.
Either way the main purpose of my system is not to reduce motion sickness, that's a side effect, I wanted to make something where you feel like you're playing the game not just teleporting around, which is why I can understand a lot of it feels a bit different to what you expect, I can see your system is mainly intended to reduce motion sickness, especially looking at your alternate modes. I personally don't really like the teleportation in VR games, it really does ruin potentially awesome games, hence why I'm building this.
Also I do worry that you feel the walking is slow... I actually have a rolling max speed that changes depending on whether you're walking or running, I found that I like the idea of walking naturally and slowly around more cramped spaces, this is not really right for this game in particular but I don't want the system to fling you forward when you want to creep or sneak around slowly.
Unfortunately this is pretty much the only feedback I've had on how well this works yet, even though this demo was intended for that reason, to gain feedback on what needs to change!
The real issue for all of this is quite simply the lack of Foot Tracking (again I mentioned in a previous video) if the VR tech developers had as much passion for actual VR as me and you we'd already have all the tech we need, but unfortunately that simply is not the case.
Oh one more question, what's the framerate you're running at?
I never really tested this at low framerates because I wouldn't expect anyone with a good headset to have a GPU worse than mine.
A big Thanks for taking the time to try out my system, hopefully we can get both of them to become popular enough that we can get games that feel more fun beyond the standard VR play area!
These videos really explain the system more:
Those truly explain the system and the reasons why there are bits that are lacking.
And of course this last one just for fun you might enjoy :P
I intended for it to have multiplayer and loads of types of obstacles exactly like all the other gory games available these days.
The multiplayer will hopefully be both ghost based so you can both race the same track without affecting each other and destroying obstacles for others, as well as a normal mode where you literally have to fight for the right to win, obstacles that fall will mean the next racer will be affected, and racers will be able to collide with each other.
Hi guys, sorry not much updates on this game recently,
It is intended as my go between game, whenever I have time I just update this for fun.
I'm currently working as part of BrokenLab Games on a platforming game called Warped:Metaverse and will be focusing more on that to ensure I meet deadlines :)
So I just unintentionally Liked, Disliked then Liked your comment because Itch.io has the worst and most ambiguous icons for those things I've ever seen.
I thought those buttons might scroll through my notified comments, but nope, they are the Upvote/Downvote buttons...