Original Post — Direct link
about 3 years ago - /u/Dknighter - Direct link

Hey, I have set up the new equipment grab angles to be as natural as possible when playing. This way you can move and use the flashlight at the same time without slowing down if you are using controller based rotation for movement.

The hand is set up for where the button is on the model which works well for Non-VR but VR it can't be where your actual hand is unfortunately without having to hold the flashlight near your head which isn't great for long play sessions.

about 3 years ago - /u/Dknighter - Direct link

Originally posted by AidenFelixis

Also in VR: I wish I could bind sprint to a button instead of it being auto'd to the joystick.

Hey, sorry about that. It is only a problem with the Index controllers at the moment and should be able to be fixed by changing your controller bindings in SteamVR

about 3 years ago - /u/Dknighter - Direct link

Originally posted by x_Reign

Well it’s mimicking the new hand placement for the non-VR flashlight users (lens facing bottom of hand), so the idea is that you hold it in VR like they do in game (which isn’t actually ideal and only aesthetics).

Another issue I have is with the video cameras, they’re pretty broken in VR atm. I love the updated versions of them; using them as in form of a flashlight and playing like it’s Outlast adds some serious immersion and spooks. But the cameras stop working after a little bit, and half the time in order to get the screen to open on the side you have to take them in to the truck and walk back out.

Just a bit frustrating.

Hey, the camera bug you mention has been fixed in the previous patch

about 3 years ago - /u/Dknighter - Direct link

Originally posted by Blubbpaule

The problem with movement oriented stuff is that your speed is somehow bound to up and down orientation which is not needed at all. Ie: why do i move slower when i look upwards and have to look exactly 90° straight to have my full movement speed?

Making movement in vr always at full speed no matter where we look or hold our hands would fix this problem and wouldn't need awkward positioned items.

I've just tested the flashlights again and they all feel like they are in a natural position except for the actual hand models on the strong flashlight.

about 3 years ago - /u/Dknighter - Direct link

Originally posted by ClayWatney

Well, you tried at least. Please make it optional. It's really, really bad.

Can you confirm what is bad? Is it the rotation of the actual model or just the hand visual?

about 3 years ago - /u/Dknighter - Direct link

Originally posted by ClayWatney

It feels like the flashlight is going through my hand. Just like the example image above. I want the flashlight to feel like I'm holding it, not like it's replacing my hand

Ok, thanks. I will fix it for the next update which will probably be tomorrow.

about 3 years ago - /u/Dknighter - Direct link

Originally posted by dakodeh

Will the Index implementation of the auto-sprint be fixed in a future patch? Setting SteamVR bindings is a royal pain and I can almost guarantee most people won’t even attempt it.

Index controller support is very limited at the moment since they did not exist when I started working on the game and Valve changed the SteamVR input system for them which Phasmophobia doesn't support so unfortunately it can only be fixed when we upgrade to OpenXR which won't be soon. A custom binding is the only way to fix it for now.

about 3 years ago - /u/Dknighter - Direct link

Originally posted by Imperatorjonah

I find most of the positions on vr items to be uncomfortable, lefty here and the worst offenders are photo cam, strong flashlight and video cam which look like I'm breaking my wrist to hold them.

(also please allow always full speed movement in vr, we're sick of dying to poorly optimised movement in what is otherwise such an enjoyable experience)

I've been looking into this for the controller based rotation however for now you can fix it by swapping to head look rotation in the VR settings on the main menu.






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