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*** Vendetta 1.8.414

Apr 08, 2017 meridian link
- Fixed potential crash on Android Daydream version.
- Daydream version now defaults to "look-to-select" user interface, if a full gamepad is detected.
- VR Cockpit now defaults to Alternate 1 when HUD is not in locked-to-head mode on Android.
- Moved the radar displays inward and chat display downward when VR HUD is in locked-to-head mode on Android.
- Added Render Depth setting for VR Android versions. Gear VR version requires updated app from the Oculus Store.
- Added better error messages when unable to create a new one-click account on Android.
- Touchscreen strafe tutorial no longer resets when the screen stops being touched.
- Changed exit timer for backgrounded Android versions to 20 minutes from 60.
- Added a 30 second progress meter to the radar-look-select VR tutorial.
Apr 08, 2017 anthonsh12 link
Is the VR update for GearVR pending? Monday or something?
Apr 10, 2017 incarnate link
Hopefully anywhere from the next few days, to within a couple of weeks, but we can't say for certain.. it depends on some on-going discussions with Oculus (relating to the new GearVR controller)
Apr 10, 2017 anthonsh12 link
Thanks!

Hope that cool depth setting doesnt get delayed by the tiny Wiimote.
Apr 11, 2017 Luxen link
Speaking of WiiMotes, has anyone else ever tried using a WiiMote with VO? I did. It felt like I could only get up to 40% input levels from the internal gyro. Maybe it was just because of how Nintendo does things, so here is to hoping such a thing isnt an issue with this controller.
Apr 12, 2017 anthonsh12 link
I dont hate the new controller for all applications...

But...

In general I hate the idea of these new controllers.

If they are anything other than rock solid in their intended purpose I will be fairly vocal in my criticisms.

They seem lazy.
Apr 14, 2017 incarnate link
So, if all goes well, the GearVR version will be updated tonight. Oculus has signed off on the new version, we just need to do final testing for my own peace of mind.

Unfortunately, that's the only release tonight, as our PC changes had to be delayed due to Samsung devices (running 7.x) magically forcing the game to exit, which is a really big "review" concern and has absorbed a bunch of our time this week to debug.
Apr 15, 2017 anthonsh12 link
So what does the depth setting actually do?
Apr 17, 2017 incarnate link
It changes the bit depth of the surface onto which the game is rendered.

This makes the graphics more grainy and "dithered", although it may not always be very noticeable.

On the other hand, with certain hardware and devices we've seen a performance bump from rendering to 16bit, probably as it makes for reduced fill-rate usage.

Generally, the performance changes are only of value for VR, and whether it makes any impact at all (good or bad) is up to the device/usage of the individual. We're mostly just exposing the option, in case people want to tinker and experiment.