“Dragon Fist: VR Kung Fu” Version 2.0.“Together VR” Will Have Add-On Contents Including New Girls Search for: Recent Posts Tagged HTC Vive, Illusion, Oculus Rift, Simulation, VR Kanojo, Windows MR If you are looking for a virtual girlfriend, check out the title over on Steam now. VR Kanojo feature native support for various headsets (HTC Vive, Oculus Rift and Windows MR) with their respective motion controllers. You can also dress her up and customize her appearance with a variety of different outfits, providing her a brand new look every time you play the game. This title was originally released with adult content last year on their site, but is released as a censored version on Steam now, with all sensitive content removed. Yuuhi Sakura is reactive, and she will be reacting every time you touch her. Your role in this title is to coach and interact with her in her bedroom. I am referring to VR Kanojo, which has proven to be a hit title in Japan.Īs a parody title to Bandai Namco‘s Summer Lesson VR, VR Kanojo tasked you to be a mentor of a Japanese schoolgirl named Yuuhi Sakura. So I wonder if this is some dodgy data pass-through in just my own Oculus Link cable or if it's a systemic-problem for everyone with the current version of Oculus Link not being configured correctly to pass through data.Illusion has just made an unprecedented move of releasing their first Steam game in the west today. Virtual Desktop is alright but I prefer the higher visual fidelity, better reliability and lower latency using a wired connection via Oculus Link when I can. Movement follows the direction of headset or controller (as selected) in Half Life: Alyx, throwing works much better in SUPERHOT VR (SteamVR) and the benchmark seems to work fully. If you are using the link cable then idk. You have to launch the game from virtual desktop itself in your task bar icon, right click, navigate to the exe file and open it. What's more is that everything (control-wise) seems to work just fine if I use the Virtual Desktop App. Try reinstalling the game, or you could launch the game from the task bar on the right, click on the virtual desktop icon and launch game. B button to bring up the menu worked and tracking of my hands and grip+trigger worked with hands fully represented in game but not the A button and actually selecting menu items so I can't actually start the benchmark run. I'm aware it's a bit unusual and uses headset direction to control a cursor but I couldn't select anything. I also tried the VR Benchmark Kanojo in SteamVR (for benchmarking purposes I swear) and I just completely couldn't select anything. I don't think it's just a lack of coordination on my part since throwing things seems to work just fine in Half Life: Alyx. Being unable to throw just makes the game unplayable when there are levels which require throwing to complete. I think it might be the "release" of the grip getting delayed heavily since I can sometimes get things to go by trying to let go midway through the swing and trying to "follow-through" very far. I'll try throw things but they end up going nowhere or even flying backwards. When trying to play SUPERHOT VR (in SteamVR via Oculus Link) throwing things seems completely broken. Not completely unplayable but very annoying since it keeps screwing up my movement and I have to try compensate by joystick turning constantly. The same issue is present regardless of if controller or headset relative movement is selected. If I use the joystick to continuous or snap turn, that seems to reset my in-game "direction" then forward is forward again. So I can push forward and I'll go forward but if I for example turn myself around 180 degrees IRL and push forward then I end up going backwards. VR Kanojo Control Keyboard + Mouse PC New Miko Miki 1. When trying to play Half Life: Alyx with continuous locomotion, the joystick works at moving me around but it doesn't follow my headset/controller direction. I'll also add that I'm using the official first-party Oculus Link cable which I bought together with my Quest 2 direct from the official Oculus website and everything is up-to-date afaik (I just let everything auto-update). The controller/controls don't seem to be working 100% as intended. However, I have issues when trying to use them in Oculus Link. The Touch controllers which came with my Quest 2 seem to work 100% fine when running native apps no latency issues, no dropouts, all controls working as intended afaik. I did some searches and I couldn't find anyone else making posts with this issue so hopefully isn't not a one-off thing.
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