Dreadhalls?

Is the pc version supported?

Comments

  • adminadmin Posts: 169
    Hi Rabid, we are in touch with Sergio, the developer of Dreadhalls. More to come!
    Best regards,
    Jan
  • DanteMDanteM Posts: 212
    Just got a response from the dev about the status on this game. NOT SUPPORTED currently

    White Door Games [developer] 10:36am 3/13/2017
    Hi there. No, Dreadhalls doesn't include native Omni support as of yet. This might come as a future update, but I'm afraid I can't give you a guarantee as to when, or even if it will.
  • samisami Posts: 65
    DanteM said:

    Just got a response from the dev about the status on this game. NOT SUPPORTED currently

    White Door Games [developer] 10:36am 3/13/2017
    Hi there. No, Dreadhalls doesn't include native Omni support as of yet. This might come as a future update, but I'm afraid I can't give you a guarantee as to when, or even if it will.

    Ofcourse , if virtuix paid them 10,000$ for example they would impliment it for sure , but since they did not , they probably will never add it ...
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  • sutekiBsutekiB Posts: 1,059
    According to the Steam page it supports the keyboard, anyone tried that?
    Community Manager at Virtuix
  • RABIDRABID Posts: 172
    just tried oculus home version, it supports keyboard controls
  • sutekiBsutekiB Posts: 1,059
    I just tried it out with Vive. Keyboard works, with decoupled via left Vive controller direction. Adding it to the compatible list!
    Community Manager at Virtuix
  • adminadmin Posts: 169
    Just spoke with Sergio. Native support is in the works as well (but timing is not yet clear).
    Best regards,
    Jan
  • RABIDRABID Posts: 172
    fantastic
  • DanteMDanteM Posts: 212
    admin said:

    Just spoke with Sergio. Native support is in the works as well (but timing is not yet clear).
    Best regards,
    Jan

    That's what we want to hear!!! WOOO good stuff! Native Support is best support haha. Don't get me wrong Emulation still works but it's never as smooth or enjoyable as native ^.^
  • lipploglipplog Posts: 80
    sutekiB said:

    I just tried it out with Vive. Keyboard works, with decoupled via left Vive controller direction. Adding it to the compatible list!

    What does that mean, decoupled via left controller?
  • sutekiBsutekiB Posts: 1,059
    Hi @lipplog, that means that my forward movement is in the direction I point the left Vive controller. So, if I hold the controller facing forward, i.e. the direction I am walking, I can simultaneously look around without deviating from that course.
    Community Manager at Virtuix
  • lipploglipplog Posts: 80
    I had no idea! This must be why I couldn’t get Dear Esther to work with VRgin. Is it automatic? Or do I need to configure this in game?
  • sutekiBsutekiB Posts: 1,059
    Hi @lipplog, ITT we were talking about Dreadhalls, but the "left Vive controller direction for heading" method, AKA "Onward-style locomotion", is common to quite a few VR games, including Vivecraft, the GTAV VR mod, and the Doom 3 BFG VR mod. I'm not sure about Dear Esther, it's been a while since I played that game.
    Community Manager at Virtuix
  • lipploglipplog Posts: 80
    Wow. I’ve played both gta vr and the Doom 3 bfg mod without ever noticing this feature. So you’re sacrificing one of your hand controllers for head/body decoupling? Like the original HLVR mod that used one of the razer hydras for body tracking?
  • EVOLEVOL Posts: 132
    Maybe I'll get use to this type of head/body decoupling eventually but the few times I tried it I didn't like it.
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