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Kazy
Oct 23, 2006

0x141 KERNEL PANIC

BillBear posted:

I'm looking at getting back into the game properly with the Quest 2, what's the glasses frame thing like to use? I hated the fact I needed to spend money on prescription lens to properly enjoy VR on the CV1 because my eyesight is pretty poo poo at -5.25 for my right and -6.0 for my left eye.

Also, I've never tried horror fully in VR post DK1, is there any legit great and terrifying experiences - preferably not centered around jumpscares - yet for horror, because Dreadhalls still being mentioned as the big name when I do a casual search is kinda sad considering its been around since the DK1 era and honestly looks exactly the same as it did then. Not that it looks crap or anything, just really old now. On that note, how bad are jumpscares in VR compared to flatscreens?

I have a similarly strong prescription to yours, and I got these headset lenses for around ~$60 vs the $150+ other options were.
https://www.aliexpress.com/item/33044336647.html?spm=2114.12057483.0.0.41a31a4cy7P31q

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Turin Turambar
Jun 5, 2011



Jack Trades posted:

Woooooow.
So I was gonna play some SUPERHOT VR and I usually play on their alternative version branch that has a different control scheme that I like more, but apparently when they were removing all that other stuff from the game they removed the alt control scheme too and didn't even bother adding that as an option either.
So loving pathetic.

I didn't know that existed, how it was different?

Jack Trades
Nov 30, 2010

Turin Turambar posted:

I didn't know that existed, how it was different?

The big thing it had was holding items was a hold not a toggle, which made throwing way easier for me.

Beve Stuscemi
Jun 6, 2001




ROFLBOT posted:

The Index is nowhere near the top of the pile any more

1440x1600/eye is pretty much entry level now, the only spec it is still king is refresh rate. Even 120 FOV isnt unique any more.

Vive Focus 3 2448x2448
Vive Pro 2 2448x2448
Reverb G2 2160x2160
Quest 2 1832x1920
Pico Neo 3 Pro 1832x1920
Cosmos 1440x1700
Quest 1440x1600
Index 1440x1600
Vive Pro 1440x1600

Right but the index and the quest1/2 are the only headsets anyone owns

The Eyes Have It
Feb 10, 2008

Third Eye Sees All
...snookums
Experiencing flawless 6dof tracking on the OG Vive was a real eye opener for me. The next huge deal for me was experiencing wireless with the Quest.

The Index is super comfy, great ergos, great audio. I just don't really like the index controllers much. And now I think wired is a drag, man.

I also realized early on that -- to me -- resolution has importance, but not nearly as much as just about any other factor at this point.

raditts
Feb 21, 2001

The Kwanzaa Bot is here to protect me.


The Eyes Have It posted:

Experiencing flawless 6dof tracking on the OG Vive was a real eye opener for me. The next huge deal for me was experiencing wireless with the Quest.

The Index is super comfy, great ergos, great audio. I just don't really like the index controllers much. And now I think wired is a drag, man.

I also realized early on that -- to me -- resolution has importance, but not nearly as much as just about any other factor at this point.

I'm curious, what do people not like about the index controllers? I've only used the Quest and the Vive controllers otherwise, but I like them better than the Quest ones, and I like them a hell of a lot better than those Vive garbage sticks.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

raditts posted:

I'm curious, what do people not like about the index controllers? I've only used the Quest and the Vive controllers otherwise, but I like them better than the Quest ones, and I like them a hell of a lot better than those Vive garbage sticks.

The handles aren't quite contoured in a way to be as comfortable as they could be nestled against your palm. It's gonna vary from hand-to-hand obviously, it's just not a good averaged shape if that makes sense? It's not BAD by any means, but it could definitely be better.

Senator Drinksalot
Apr 30, 2013

Kiss me up, touch me, fuckin' rock my world holmes, I don't care

chippy posted:

Oh really, what phone? I used it with a Pixel 2XL and didn't notice any heat issues.

I was using the daydream 2 with a pixel 3xl and it got ridiculously hot after about 15 minutes

Alctel
Jan 16, 2004

I love snails


I just completed Alyx, wow, what a ride. (despite the fact that the fps tanked from solid 90 to ~15 to 40 every few minutes for no apparent reason (it's not thermals) requiring me to restart the game)

I don't think I can get any future headset that isn't wireless - being able to spin on the spot and crouch behind cover etc is so important, I can't image doing that with a wire attached. Would love to try a headset with a better FOV though - hopefully the Index 2 owns - though apparently the Vive Pro 2 has a wireless adaptor?

Senator Drinksalot
Apr 30, 2013

Kiss me up, touch me, fuckin' rock my world holmes, I don't care
I'm surprised a 3rd party hasn't released a wireless solution for the index yet. Didn't the OG Vive ones come out about 18 months after release?

Nocheez
Sep 5, 2000

Can you spare a little cheddar?
Nap Ghost

Neddy Seagoon posted:

The handles aren't quite contoured in a way to be as comfortable as they could be nestled against your palm. It's gonna vary from hand-to-hand obviously, it's just not a good averaged shape if that makes sense? It's not BAD by any means, but it could definitely be better.

I feel like people jumped right into them without going through the whole process to fit them properly. There's a lot of adjustments both on the controller and in the software that can vastly improve your experience, and sometimes it's not really obvious.

Senator Drinksalot
Apr 30, 2013

Kiss me up, touch me, fuckin' rock my world holmes, I don't care

raditts posted:

I'm curious, what do people not like about the index controllers? I've only used the Quest and the Vive controllers otherwise, but I like them better than the Quest ones, and I like them a hell of a lot better than those Vive garbage sticks.

I have no issues with the index controllers, they are the best VR controllers on the market.

Ugly In The Morning
Jul 1, 2010
Pillbug
Anybody combine a weight vest with VR? I know ankle/wrist weights are a no go but I gave Pistol Whip a shot with a 20 lb vest on and holy goddamn hell that was intense.

EbolaIvory
Jul 6, 2007

NOM NOM NOM

King Vidiot posted:

I think I may've been right about that USB port. I plugged my hub into it to charge my Index controllers, and Windows gave me a message about the hub not being recognized or corrupted or something. After unplugging and plugging it back in it was fine. So there's definitely something going on with that port.

Ya, I said that front port was a bad idea lol.

Your USB has been hosed for a while since its been happening on every headset. You're putting too much on the chipset and it dont have enough bandwidth to maintain the connection.

Said this 2 pages ago.

Ugly In The Morning posted:

Anybody combine a weight vest with VR? I know ankle/wrist weights are a no go but I gave Pistol Whip a shot with a 20 lb vest on and holy goddamn hell that was intense.

Yes and wrist weights. BoxVR only tho. I wont use wrist stuff on games that require pure reaction. Don't wanna gently caress up my body even more.


raditts posted:

I'm curious, what do people not like about the index controllers? I've only used the Quest and the Vive controllers otherwise, but I like them better than the Quest ones, and I like them a hell of a lot better than those Vive garbage sticks.

Without some sort of booster or addon they dont' fit my hands correctly. My thumbs are long so I have to hold them weird to be able to push the buttons. This leads to my hands cramping like crazy 30 min or so in.

The grip pressure sensors are also kinda wacky and weird. Not a huge fan.

Then quality control sucks.

EbolaIvory fucked around with this message at 20:54 on Sep 22, 2021

Ugly In The Morning
Jul 1, 2010
Pillbug

raditts posted:

I'm curious, what do people not like about the index controllers? I've only used the Quest and the Vive controllers otherwise, but I like them better than the Quest ones, and I like them a hell of a lot better than those Vive garbage sticks.

I wish they had wrist straps built in like the Rift ones do, makes going from two hand stuff to one hand a lot easier, or things like two hand gripping a pistol and just letting my left controller dangle.

EbolaIvory
Jul 6, 2007

NOM NOM NOM

Ugly In The Morning posted:

I wish they had wrist straps built in like the Rift ones do, makes going from two hand stuff to one hand a lot easier, or things like two hand gripping a pistol and just letting my left controller dangle.

They come with straps to put on your wrists?

Ugly In The Morning
Jul 1, 2010
Pillbug

EbolaIvory posted:

They come with straps to put on your wrists?

poo poo, really? I’ll have to dig through the box again.

Tom Guycot
Oct 15, 2008

Chief of Governors


canyoneer posted:

Everyone's forgetting about the true GOAT, the Oculus Go

No honest man needs more than 3 DOF

njsykora posted:

I'd be interested in stats about what people who bought Go's actually used them for because I'm pretty sure it was 90% porn.


I still use the Go weekly, and its had a permanent place on my nightstand since its release. Some nights before bed I'll throw it on and watch an episode or two of something, comfortably in bed with a giant screen suspended above me, and have even fallen asleep with it on more times than I'd care to admit.

Its still unmatched to use to watch an episode of tv before bed, just throw it on, simple pointer remote, very comfortable, and doesn't need anything more than 3dof. Even if I wanted to blow money on a second quest 2 just to leave by my bed, the controller is a lot clunkier than the Go one, and i'd have to turn it to 3dof mode anyways. I suppose if the Q2 had an IR light on it to illuminate the room so it could stay in 6dof mode and use finger tracking that would make it an upgrade, but as it is the Go is still just easier and more comfortable.

EbolaIvory
Jul 6, 2007

NOM NOM NOM

Ugly In The Morning posted:

poo poo, really? I’ll have to dig through the box again.

Yep!

Nocheez
Sep 5, 2000

Can you spare a little cheddar?
Nap Ghost
The defense rests. I mean, if people are missing putting wrist straps on their controllers...

(Hate to poo poo on you, but you have to admit this is pretty funny)

Lemming
Apr 21, 2008

Tom Guycot posted:

I still use the Go weekly, and its had a permanent place on my nightstand since its release. Some nights before bed I'll throw it on and watch an episode or two of something, comfortably in bed with a giant screen suspended above me, and have even fallen asleep with it on more times than I'd care to admit.

Its still unmatched to use to watch an episode of tv before bed, just throw it on, simple pointer remote, very comfortable, and doesn't need anything more than 3dof. Even if I wanted to blow money on a second quest 2 just to leave by my bed, the controller is a lot clunkier than the Go one, and i'd have to turn it to 3dof mode anyways. I suppose if the Q2 had an IR light on it to illuminate the room so it could stay in 6dof mode and use finger tracking that would make it an upgrade, but as it is the Go is still just easier and more comfortable.

I gave this a real shot (with an external security camera IR illuminator pointed at the ceiling lol) and can confirm this use case still doesn't work as well as the Go with the 3dof controller

King Vidiot
Feb 17, 2007

You think you can take me at Satan's Hollow? Go 'head on!

EbolaIvory posted:

Ya, I said that front port was a bad idea lol.

Your USB has been hosed for a while since its been happening on every headset. You're putting too much on the chipset and it dont have enough bandwidth to maintain the connection.

Said this 2 pages ago.

As soon as I get home I'm gonna go through and see what USB poo poo I can banish. I have one whole hub that's just wireless dongles, a bluetooth receiver I don't even use and a miniUSB that I plug my Dualshock 4 into. It's a mess back there.

The Eyes Have It
Feb 10, 2008

Third Eye Sees All
...snookums

raditts posted:

I'm curious, what do people not like about the index controllers? I've only used the Quest and the Vive controllers otherwise, but I like them better than the Quest ones, and I like them a hell of a lot better than those Vive garbage sticks.

Immersion is when you begin to just interact seamlessly with the content without having to "think" about the worky bits like the buttons and controllers. And for me that happens far more easily with the Quest controllers than with the Index ones. I know many people find them amazing, but personally I find the Index controllers lack... feedback, I guess, especially with regards to the grip sensors. I've personally had bad UI surprises in general with them, with little indication of what I am actually doing wrong. Index controllers have me sometimes running into a thing that doesn't work the way it seems it should, then I'm iteratively trying to figure out how exactly to do the thing, then trying to remember to always do that instead of whatever comes naturally (but doesn't work.)


I don't like the grip sensing method much, where you just grip a thing with your fingers instead of engaging a physical grip button(s). Sounds crazy, right? It seems obviously better to use a natural grip action, so what's my problem? I think my problem is that it's rarely clear how much one needs to grip to do or not do something. I forget which game it was, but I was always accidentally loosening my grip a little and dropping my gun as a result. And since dropping your gun is REALLY BAD in most games, the default encouraged behavior ends up being to over-grip. It feels awkward and tiring. It doesn't feel at all like a natural holding action; it feels like "if I don't squeeze hard enough, I turn into a ghost and stuff falls through my hands." That's not loving natural at all.

I much prefer the inherent feedback of a grip button, where I know what it expects, and what it's actually doing. This was most recently an issue for me in Vermillion, where how hard you grip a tool affects what it does (allowing you to reposition, etc) and it just never really feels natural to interact with.

I've also had other bad UI surprises with the Index controllers. Like for the longest time I was resting my thumbs on the touchpads, but that fucks up menu scrolling among other things and gives no clue whatsoever as to what is "wrong". (BTW the touchpad is a natural place to lay a thumb -- Valve's own documentation even uses where your thumb naturally falls on that pad as a fitment test.)

It was explained to me that I should treat the Index controllers as though they are not there, instead of like a remote control or a video game controller that I'm holding. That helped a lot, but I still struggled in Alyx, trying to use the gravity gloves. I know it *should* feel natural but it doesn't. Picking poo poo up and dropping it over my shoulder is also something I flub. Playing Alyx with the Quest controllers was honestly so much better.

Less important gripes:

It feels super strange and unnatural to me to have something held up against my palms, which I'm supposed to just kinda pretend is not there. Bugs won't flap their wings if their feet are touching something, and I kind of feel like a bug being asked to ignore that my feet are on solid ground.

Related to the above: Index controllers get in the way of holding or doing things with my hands (because of big lump in my palm), but putting them on or taking them off is like taking off mittens -- it's a two-hand job. Made more awkward by wearing a headset. The Quest controllers are super easy to flip out of the way -- I just grip the rings with my pinkie fingers -- and I can do anything with my hands, even take off or put on the headset. Not so with the Index.

This part is probably more the fault of developers, but it seems like some software disagrees about what a normal, neutral facing-forward angle is supposed to look like with the Index controllers. Two examples of this: I was playing the demo of AGAINST on Steam, and enjoying it until I picked up the revolver, and it's cranked probably 20 degrees to the side (with no way to adjust grip, naturally) by which I mean it's pointing awkwardly out to the side, and super awkward to aim which is a terrible sin in a twitch shooter. I was enjoying the demo until that, which was a nasty UI/controls surprise that torpedoed my interest. The other example was in using my Deca move. To calibrate it, you look forward and hold your hands in front of your waist. Well, I had a devil of a time trying to trigger that. The solution was to cant my wrists at an unnaturally weird angle with the Index controllers, which the software finally recognized, and it really reminded me of the hosed-up gun orientation in that demo. Maybe this is just a documentation issue, because the diagram and description ("hands pointing in the same direction as your head") doesn't show the Index controllers, and clearly they work differently.

Maybe I'm alone in this, but my hands aren't freak sized, and I have worked with my hands all my life, so I'm not some outlier with no coordination or something.

The Eyes Have It fucked around with this message at 23:58 on Sep 22, 2021

King Vidiot
Feb 17, 2007

You think you can take me at Satan's Hollow? Go 'head on!

All this. Like, my big complaint after using the Index controllers is simply that touching the grip doesn't count as a "grip function" in a lot of games. Take Skyrim, for example. To put away your weapons, you use the grip "button", which on the Quest/Rift is an actual button. But on the Index the grip is just the handle, but it can function as a button if you squeeze it really hard. In my opinion, a huge part of my problems with the Index could've been solved if all you had to do to use the "grip function" was just touch your fingertips to the handle. Either that, or combine the finger tracking of the Index but have a soft, squeezy trigger in the handle, and also make it so that any pressure on that grip trigger counts as gripping, no matter how slight or strong. People have different natural grips, and that way the player can decide how strong they feel they should grip the handle. And also you'd just know that as long as that handle button was held down you were holding a thing in your hand.

So there's that, and like you said the touchpad is really weird and finicky, and I don't see any reason at all for it to even exist... and also those loving Home buttons that are tiny and you literally have to use your other hand to press. The gently caress.

VV Exactly, and I get why but like HTC even said, "make it up through software sales". And that's what Valve is doing every nanosecond, they being a software distribution platform which might as well be the only one on PC.

King Vidiot fucked around with this message at 01:20 on Sep 23, 2021

ROFLBOT
Apr 1, 2005

King Vidiot posted:

Valve, a multibillion dollar company not beholden to shareholders who are literally raking in obscene amounts of money every second, could. They absolutely could, and they won't.

HTC, also a multi-billion dollar company went as far as to say what everyone is thinking

“The consumer market has gravitated toward these artificially subsidized price points that really only one company in the world has any tolerance for.
If we wanted to take our products and try to compete in that space, we would have to make the active decision as a for-profit company to lose money for the foreseeable future, then make it up through software sales or a system like Facebook’s advertising model"

As it turned out they probably ended up losing money on the Cosmos anyway, sooo....

ROFLBOT fucked around with this message at 01:05 on Sep 23, 2021

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"
The thing with HTC though is they like pushing price points UP just to make more money off people. Go look at the price on a 2.0 Lighthouse through them and through Steam. It's a bit different.

King Vidiot
Feb 17, 2007

You think you can take me at Satan's Hollow? Go 'head on!
Beat stage 2 of Smoke and Thunder earlier, holy poo poo was that fun. Couldn't bring myself to try the next stage right after because I was drenched in sweat after several attempts, so I cooled down by cheating my way through some Arcade levels.

And I played a whole hour of VR in total and didn't run into a single hitch or issue with my display or audio. It was definitely my drat external HDD, which I usually keep plugged in to one of the two USB 3.0 ports on the back of my PC. I also took away the hub with all the poo poo plugged into it.

sethsez
Jul 14, 2006

He's soooo dreamy...

ROFLBOT posted:

HTC, also a multi-billion dollar company went as far as to say what everyone is thinking

“The consumer market has gravitated toward these artificially subsidized price points that really only one company in the world has any tolerance for.
If we wanted to take our products and try to compete in that space, we would have to make the active decision as a for-profit company to lose money for the foreseeable future, then make it up through software sales or a system like Facebook’s advertising model"

As it turned out they probably ended up losing money on the Cosmos anyway, sooo....

Valve and HTC both have software platforms in the same way that Netflix and The Nostalgia Critic both have film production houses.

HTC's inability to make it up via software sales doesn't really reflect one way or another on Valve's ability to do so.


Yeah, this is my experience as well. In theory the Index controllers are more natural, in practice I constantly have to be holding my hands a certain way or they'll either activate or drop something and I'll have no idea why.

mutata
Mar 1, 2003

Valve could absorb an at-a-loss hardware device, sure, but Valve only does whatever its herd of cats simultaneously decides it wants to band together to accomplish and they are as flighty as a young filly so I wouldn't count on it.

canyoneer
Sep 13, 2005


I only have canyoneyes for you
Playing In Death with the crossbow is nuts. Rate of fire, high damage, and consistent drop. Bosses die faster to rapid fire default bolts than to special arrows. Feels a little cheaty

.Ataraxia.
Apr 3, 2007

I think my NES is broken....

GTO posted:

Ah cool. Is the blurry edges just part of VR until we get some kind of eye tracking tech? Or is that a quest thing too?

I'd love a quest with a wider FoV though.

It's just part of VR unfortunately. It's due to the type of lenses that are used. AFAIK companies don't use better lenses due to price and the weight that they would add to the headset. People call the clear center the 'sweet spot' and it can vary in size even between the same VR headsets. I lucked out and my Quest 2 sweet spot is massive. My Rift S had a terrible sweet spot, but you actually get used to looking with your head rather than your eyes so that you always keep your eyes in the sweet spot.

ROFLBOT
Apr 1, 2005

sethsez posted:

Valve and HTC both have software platforms in the same way that Netflix and The Nostalgia Critic both have film production houses.

HTC's inability to make it up via software sales doesn't really reflect one way or another on Valve's ability to do so.


Whatever the reasons the end result is the same - no one is interested in competing with Facebook by loss-leading their hardware sales.

Alctel
Jan 16, 2004

I love snails



Oh you have one of those things? How is it? I watched the video and it was kind of interesting but it looked like a more pain in the arse than using using a control stick. Is it easier than it looks? Worth it?

Senator Drinksalot
Apr 30, 2013

Kiss me up, touch me, fuckin' rock my world holmes, I don't care

mutata posted:

Valve could absorb an at-a-loss hardware device, sure, but Valve only does whatever its herd of cats simultaneously decides it wants to band together to accomplish and they are as flighty as a young filly so I wouldn't count on it.

maybe they will release a vr solution for the deck or something, still not quite what Facebook is doing but it's technically portable VR

The Eyes Have It
Feb 10, 2008

Third Eye Sees All
...snookums

Alctel posted:

Oh you have one of those things? How is it? I watched the video and it was kind of interesting but it looked like a more pain in the arse than using using a control stick. Is it easier than it looks? Worth it?

I do, but I have only played two games that support it -- Arizona Sunshine and Into the Radius (Alyx supports it but I haven't tried yet) There's more supported but those are the only ones I own.

It is very simple to set up and use. It's a little pod that goes on you, plus a larger receiver with antenna that goes into a USB port.

You clip the pod onto your belt (it's super light, so it doesn't need an actual belt or anything) and then start Deca's software and launch games through it. There's a checkmark on games in your game library that support it.

The way it works in-game is this: you basically use smooth locomotion (i.e. press stick up to move forward) just like normal, except that the 'forward' direction of your movement is now controlled by which way your hips are pointing, so you literally move in the direction your body faces. Your head and controllers, etc are completely decoupled from locomotion. You can both freelook (and point with controllers) completely separate from your movement.

People who haven't experienced this might have a hard time cottoning on to what's a big deal about this. Well, because current VR systems have no concept of your body (you exist only as two controllers and a head), if a player says MOVE FORWARD there are actually only a few different ways the game can know where "forward" is:
  • Forward = the direction the HMD is pointing (this feels like being someone who can neither turn their head nor twist their body, they are always facing rigidly forward)
  • Forward = the direction the thumbstick is pointing
  • Forward = the direction the thumbstick's controller is pointing (these last two feel like you're moving by piloting your body with a joystick, as if it were a ship)
Each of these allows the player to move (well, slide) in the direction they wish to go. But none of those cover all the bases for more complex movement.

Right now, a player in VR can absolutely fire their gun (or maybe guns, two handed) blindly down a hallway while looking the other direction for an exit. But if you ALSO want to move in some direction while doing that, that is where you'll run into problems(*), because you need more inputs than the system has to offer. That's what the Deca Move does -- it provides that other input.

So when using it, I press the stick forward to move at a walking pace, and I don't twist my hips -- I turn in place to change my direction in response to the environment. I was a bit surprised at how natural this felt. Hard to describe, but I'm susceptible to vertigo and classic thumbstick smooth locomotion feels a bit like piloting a mushy aircraft, whereas aiming myself by physically turning in place with a 1:1 mapping to what I see feels very different. Not perfect, but pretty good.

And it allows walking direction, looking direction, and both controllers (which are probably two pistols, or a 2-handed rifle) to be pointed/aimed completely independent of one another. Which is pretty cool.

If you want to try it, I don't know much about it but Deca has some kind of thing where you can use a cell phone in a pocket as the sensor, instead of a Move pod. Haven't tried it but that sounds like a decent alternative.

(*) Unless you're moving by using your own feet in a roomscale environment.

The Eyes Have It fucked around with this message at 06:58 on Sep 23, 2021

Alctel
Jan 16, 2004

I love snails


Thanks for the detailed writeup!

In most VR games I've played, I use smooth locomotion and then turn by physically rotating on the spot - so this actually sounds like it wouldnt be too big a jump.

SCheeseman
Apr 23, 2003

Senator Drinksalot posted:

maybe they will release a vr solution for the deck or something, still not quite what Facebook is doing but it's technically portable VR

Not quite fast enough, but their intent is pretty clear; Proton already ships with explicit support for VR. Once there's a SoC with 1060-ish performance (Alyx min spec) at ~15Wh then a standalone PCVR headset becomes practical. The Deck is closer to a 1050 so it's close, but it'll take another GPU architectural generation (CPU is more than enough already) and a process shrink.

Turin Turambar
Jun 5, 2011



Pistol Whip devs got a dev kit, so you never know!

Beve Stuscemi
Jun 6, 2001




Valve could also allow devs to rework titles for deck-only VR.

No ones saying they won’t release a graphically lighter version of alyx for what I’m now going to call DeckVR

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forest spirit
Apr 6, 2009

Frigate Hetman Sahaidachny
First to Fight Scuttle, First to Fall Sink



Did you adjust the grip sensor on the controllers? Even on the lightest setting?

And this is the very first time I've heard of the index controllers pointing in the wrong direction. I played a loooot of H3VR and Pavlov with my Vive wands (which Anton prefers, pretty much like a wide trigger grip) and then upgraded to index controllers and didn't really notice anything in the way of the angle of grip being off/different.

Is that a setting you can changed in Advanced Settings??? I will check. Because it would be a permanent, steam-wide game fix.

Love my index controllers. I even purchased 2 USB wireless adapters and use them with my quest for things like H3VR and Blade & Sorcery.

I will say that Blade & Sorcery is night and day different with an index vs quest controller.

I grab the hilt of a sword with the index controllers. With the quest controllers I click in a button when I'm near it. Feels like Lego pieces clicking together.
And throwing poo poo, too. Having to let go of a button at a specific degree in your swing never feels natural. Just letting all of your fingers splay as you throw an axe or something and it just goes where you want it is simply more natural.

I do like the quest controllers. But the options given to you to adjust the index controllers should have solved at least your grip issue, and I'm not sure if advanced settings has an options to adjust the pitch/yaw/rotation of the controllers but I would assume it was there. Could be wrong though!

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