The Solus Project

The Solus Project

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Primate 2016 年 6 月 8 日 上午 2:01
Suggestions re VR
Hi this is an edited repost from the Vive subreddit, feedback for the developers. Thanks for making this game, I'm having a lot of fun with it, but there are some minor issues with VR.

In the very first puzzle you have to crawl through a space, but it's extremely difficult to get through using the game's own locomotion controls. You can't move whilst crouching, though you can blink while crouching, which is what I ended up doing.

A button to crouch doesn't make much sense in the Vive, unless you plan on playing seated. There is also a reset orientation button, which serves no purpose on a Vive. Smooth turning doesn't work at all for me, even though it's an option, it'll only use snap comfort turning.

I think the controls for the PDA need work. Right now the way it is setup feels very arbitrary. It'd be better if the controls for it were either on the left wand, lining up with the circular pad on the PDA model 1:1, which wouldn't be hard because it is already the right size, or if they were virtual buttons mapped onto the PDA model you pressed with right trigger, pointing the right wand at them.

When holding a torch or other objects it'd be ideal if those objects were orientated so that they appeared to be in your hand.

There is no real inventory management; even though you can hold multiple items you have to cycle through them one at a time. Because you can only hold one item at a time in your hand this also leads to frustrating issues like trying to drink water in a pitch black cave; you need to drop your torch on the ground, cycle to the drink, drink, then pick up your torch and cycle back to the torch. A solution to this might be to have a button that brings up all your items in a position relative to your right wand, and you can then use your right hand to 'grab' the item you want, and have the items be lit so there's no fumbling around in dark places.

Scale is also off in the opening cutscenes; spaceships that should be fairly large look small enough that I'm not sure I could stand in it, and though I was able to infer something was an escape capsule it honestly looked like a lavatory capsule to me because it was the size of a bucket.

I think the default render target should be at 140% as that is what's typically recommended to correct for lens distortion; users may not realise this and set it to 100% and have lots of aliasing.

There are also some minor non VR specific things that maybe stand out more in VR, like how twice in the first half hour there are barriers that you need to work out some complicated way to get past, like a wall that is at my neck height, or debris that I can clearly walk through.

Again, thanks for making this game, I'm not finished yet and it continues to impress me.
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Cyrix 2016 年 6 月 7 日 下午 11:52 
Problems with the Vive controls
It's really bizarre that you hold the gigantic Nokia phone in your left hand but the controls to use it are on your right hand. Why not reverse them so when you touch the left touchpad, it interacts with the device?

Right now you've got sliding movement and blink movement on the same touchpad. This is a really bad design choice. Currently the slightest touch on the touchpad will cause your character to move. It's very, very easy to accidentally brush the touch pad and cause unwanted movement. There's no way to use blink without accidentally causing sliding movement unless you turn the sliding movement off. Since there's no realistic way to use both movement schemes at the same time, you should have the user toggle between them. If slide movement is active, the user should have to be pressing down on the touchpad (so that it clicks in) before they can move. This feels more natural and prevents accidental movement. Additionally, you might take a cue from the Steam Controller and add a little haptic feedback when the user is pressing the touchpad to move.

There's an extra screen tucked into the back of the giant phone that randomly slides in and out. This seems like it is supposed to use physics but the movement doesn't correspond to gravity and it's very difficult to control whether the screen is in or out. What's the deal here?

There is a setting to toggle between three turning modes. I forget the first one, the second is "smooth" and the third is "strafe". Strafe should work with blink, so that if you press blink-left you blink-strafe left instead of turning left.

Blink works very poorly right now, because it teleports you based on where you are looking. You have to be looking at the ground to teleport somewhere, and the range is very short, so if you accidentally blink on top of a pillar (or even a short rock), it becomes basically impossible to get back down with blink. I'm tall, so this might not be as big of a problem for someone shorter. Blink should only be based on the direction you're facing and not what part of the ground you're looking at. You should be able to blink down from tall objects, and never be able to blink on top of tall objects (although I can't think of how you would combine blink with jump for climbing).

There's something wrong with the camera height relative to the ground. As you move, the ground height will vary by up to 1 foot above or below where your feet actually are. I'm usually floating 6 inches above the ground, and when I'm not the ground is inside my shins. This completely ruins the immersion for me. I don't know if this is more difficult to do in Unreal than in Unity, but it's something you should really invest time into getting right.
最后由 Cyrix 编辑于; 2016 年 6 月 8 日 上午 12:37
wrenchse  [开发者] 2016 年 6 月 8 日 上午 12:34 
Thanks for this, extremely valuable feedback. I am pinning this for now until we got an official Vive thread up, and hopefully others will share their feedback in it as well.
wrenchse  [开发者] 2016 年 6 月 8 日 上午 2:10 
I merged these topics to keep the feedback collected. Thanks guys!
norgoth 2016 年 6 月 8 日 上午 9:52 
i think you could desactivate AA for vive default setting. the blurryness with AA almost killed my first impression but after unchecking AA it s one of my favorite VR game
Stedios 2016 年 6 月 8 日 上午 11:52 
I am starving in a dark dank cave, my only light is in my right hand my food is in my right hand, I cannot pass my light to the left hand, I cannot see whats selected in my right hand without a light. I like the game so far but it's hard work!
wrenchse  [开发者] 2016 年 6 月 8 日 下午 12:00 
Yes, we know. The light is a bit of a problem, but you can drop the torch on the ground meanwhile until we figure that one out. Glad you are enjoying it! It will get better with time!
Boemel 2016 年 6 月 8 日 下午 11:29 
Can you please increase the text size of the pda? I had difficulties reading it.

I played the game in vr first but it was really hard without all the helpers and the movement (controller keymapping) is not intuitive. Afterwards I played it normal and I started to understand how the gamemechanics work.

Later I will try to figure out the vr controlls.
Boemel 2016 年 6 月 8 日 下午 11:29 
The atmosphere in vr is amazing btw :)
NickQ_PuniPuni 2016 年 6 月 9 日 上午 6:22 
I will not be moved only the right hand.
Please do not exclude the support of the mouse + keyboard VR version.
I can not play in when the operation of both hands is required.

If impossible, for you will either get accepted when I asked for a refund?
I had bought the launch date of the early access version.
This Will not meet the repayment requirements in?
Primate 2016 年 6 月 10 日 上午 12:53 
Just a heads up for everyone, the game looks much, much better with antialiasing off. So a good start especially for those having issues with text legibility and blurred visuals is to turn up rendering resolution to 140%, turn all graphical settings to low, and turn off antialiasing. Then start turning up graphical settings to see how high you can crank it up.
最后由 Primate 编辑于; 2016 年 6 月 10 日 上午 1:04
Stedios 2016 年 6 月 10 日 下午 12:08 
There does not seem to be a way back to the game menu with Vive controllers, only option seems to be to bring up the steam screen and quit?
And it would be nice to be able to save our gameplay so the player does not have to re do parts where it's not auto saved.
Frigjord 2016 年 6 月 10 日 下午 12:30 
These are all great suggestions, I'll wait for a patch before playing it - I want it to work properly.
wrenchse  [开发者] 2016 年 6 月 10 日 下午 1:07 
If you hold the menu button on the right controller the menu will come back up. But to save you need sleep in game.
wrenchse  [开发者] 2016 年 6 月 10 日 下午 1:09 
We just need to sort out a few bugs and then a patch will go live. If lucky were talking in a few hours time. If not we need to sleep in between. It’s getting late here.
Schwarz-W-R [GER] 2016 年 6 月 10 日 下午 2:12 
I played it for 2 hours now and want to give also a little feedback. I enjoyed it a lot, the graphics are very good, even with my Ati Radeon R9 290. The survival-features are very nice and it makes fun to collect different kind of stuff for surviving as long as possible. I have normally some problems with motion sickness in games when I move "normally" without teleport or blink, for example in Astral Domine. But in Solus I hadn´t the slightest problems, I was very positive surprised about that and I played 2 hours without a break. After some time I decided to raise up walking speed and choosed something nearly the fastest option and still not the slightest motion sickness problems. This is really amazing and it makes a lot more fun to run than to teleport or blink (don´t understand me wrong, it´s very, very nice that all of these options are available, I´m only glad that I can use the most natural one without motion sickness. Wishing more developers would implent all options.). So try it if you want, if it´s not working switch to blink or the teleporter after finding it. The inventar is the weakest point for sure, but it´s good to know that you are working on this, so no big deal. If you need more time to create an other method you could maybe use one grip button to cycle in one direction and the other for the other direction. It´s a little bit frustrating if you cycle to fast and missing the only open dose of food and have to cycle through all again. Choose of different directions would make it a lot more comfortable already imo.
That´s it for the moment. Thanks a lot to the devs for this great game, one of the best for the Vive so far imo.
Edit: And it´s really nice that you can save the game anytime you want. It sucks to search after a saving point when you have to stop playing soon. :-)
I´m tense for the update, but get some sleep if you need it. I´m working on an own little project (not a game) and it´s not good to push to hard. Over 90 hours of work in a week are exhausting over a couple of weeks/months. Even if it´s hard it´s better to slow down from time to time. :-)
最后由 Schwarz-W-R [GER] 编辑于; 2016 年 6 月 10 日 下午 2:33
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