Forums » Android

Vendetta Online VR - GearVR feedback

«123»
Sep 20, 2016 Faille Corvelle link
So, I have been playing VO using the Gear VR for a while now, and thought I'd share my thoughts.

First up, I am using a Galaxy S7 Edge, and a MadCatz L.Y.N.X. controller. Not a fan of the controller, but only 'cos it's a mini one. Apart from being uncomfortably small, it has worked flawlessly. Some kind of battery indicator would be nice, but it has not run flat on me mid-game yet.

So, on to my thoughts and such. Over-all, the Gear VR VO experience is pretty friggin awesome, and has alone justified my GVR and S7 purchase. I know, I am biased already. I don't care. Well done GS.

In particular, Voice to Text functionality is brilliant. While V2T does sometimes mis-hear what you say, if you take a moment to think about the words you use, and use the virtual kb to fix any errors, you can utilize it pretty efficiently. I had more trouble getting VoiceAttack (a 3rd party app that converts voice commands into keystrokes) to understand me than I have had with VO's V2T.

On that note, if the V2T functionality could be expanded to give "native" voice commands to commonly bound functions, similar to the way we make aliases/binds, awesomeness would ensue, I am sure. Oh, and moving the "Done" button on the vkb to next to the V2T button would also be awesome. It's kinda awkward to reach down where it is for the verbosely inclined like myself.

Couple things that do tend to bug me though. First up, as I've mentioned earlier in this thread, some way to clear all the assigned inputs to a function (including chords) would be super great. My controllers "A" button registers as LMBUTTON when mapping, but as JOYBUTTONA (or similar) when actually used. This means I can't clear the JOYBUTTONA bind from Toggle F/A (as assigning JOYBUTTONA maps as LMBUTTON, and leaves JOYBUTTONA mapped to Toggle F/A). When I subsequently press JOYBUTTONA, rather than acting as LMBUTTON, it functions as JOYBUTTONA, and toggles F/A. Similarly, I can't reassign or clear chords (attempt to assign a chord have resulted in simply one of the pressed buttons getting mapped). While this is not a game-breaking issue, it does severely limit how one can map controls. For instance, I can't use the A button for anything other than Toggle F/A. I can't use the B and Y buttons as triggers, as if both pressed simultaneously, they function as a chord and open the Jettison pane, etc.

The other thing that bugs me is the frequent need to click an OK button after most actions in the UI, like buying/selling etc. These extraneous clicks are pretty annoying in VR, and would be better written to the chat line, or HUD IMO. Navigation with "head-clicks" is tedious, and the fewer clicks, the better I reckon.

Oh, and the VR specific menu settings do not seem to stick. I use "steer with head, HUD locked to ship", and "Stop ship when UI open" unchecked. I have to reset these every time I log in.

Apart from these admittedly minor peeves, I've been pretty damn stoked with VO in the GVR. I kinda feel a bit sad for the masses, perceiving the 'verse without depth perception ;)
Sep 21, 2016 incarnate link
So, chording buttons is not something we have an interface for, yet, so it's kind of hardcoded for the moment. We know about that.

I'm really glad to hear the voice-to-text is working for you. It isn't really very usable for commands, because it's Google's network-based voice API, so it has huge latency associated with the voice detection (sends the recording to the cloud, decodes it there, then returns the response).

A voice-command system really requires a "local" (on-phone) solution, to be fast and reactive. There are ways of achieving this, but it's a big technical timesink that I can't really afford right now (gets into AI / machine-learning challenges, having users train their local dataset, issues with ambient noise, etc. A lot of open-ended problems).
Sep 22, 2016 Faille Corvelle link
Any thoughts on reducing the button clicks in the menu UI and/or clearing assigned keys/buttons from a given function (like clearing all buttons from "Toggle F/A" for instance)? The former would be nice, the latter I would rate as an "issue".
Sep 24, 2016 Einan link
I was observing a fight between Faille Corvelle and Adrasteia earlier and noticed that Faille got hit by swarms that missed, it happened in fights before and a few fights after this one aswell. Never saw it happen until she started using GearVR.
Sep 25, 2016 Faille Corvelle link
Also, Pretty Please up the rates using Look to Steer. I am constantly under-turning, or can't see my target.
Sep 26, 2016 incarnate link
We'll take a look, but.. can I ask.. why are you using look-to-steer with a controller?

Generally, our default is that when a controller is enabled, looking becomes looking and steering is purely a controller-based activity.

(GearVR will not impact the collision of swarm missiles. I understand, it may seem that way, but it's a correlation-is-not-causation thing).
Sep 27, 2016 Faille Corvelle link
I use Look-to-Steer mostly 'cos the "triggers" on my bitty controller are too difficult to use, so I have strafes on the left stick, throttle on the right (left/right does noting on the right stick). I also found the right stick WAY too responsive for an agile boat like a CorVult.

I guess it's a preference thing. I imagine there is a specific distance from "centre" that equates to 100% steering, which is pro-rata-ed down as you get closer to centre. Could this distance be reduced so you still have fine steering close to the centre, and max steering not quite so far from centre?

Alternatively, being able to add exponential. As in, currently (I assume), 30% stick movement gives 30% steering rate, 80% stick movement gives 80% steering rate. Exponential would mean 30% stick movement might only result in 10% turn rate, but 100% still grants 100% rate. I use this on all my R/C aircraft to grant fine, precise control for small input, while maintaining 100% travel on full input.

EDIT: Good to know GVR does not have unique lag. It certainly seems more laggy, but I was unsure whether it was real or perceived, which is why I asked Einan to report his independent observations.
Oct 02, 2016 mallmagician link
Hi there,

I'm a total n00b to VO, so bear with me.

I'm in the gvr beta, and I'm just working my way through the missions. I'm a little confused about what the mission is telling me vs what I can actually do.

More specifically, the mission is telling me to press the X button or target button to target my closest enemy. (Shoot 4 drones mission). Pressing the X button on my controller brings up the mission screen. Other buttons on the controller don't appear to target anything, and I dont see a target button on the hud.

Being a n00b, and with the focus being on the first 15 minutes gameplay, I thought this is worth asking. It's not at all clear to me what I should be pressing to target an enemy, as the button I'm being told to press,, brings up the mission screen. :/

Help. :)
Oct 03, 2016 incarnate link
Thanks for the heads-up. The "Shoot four drones" mission does need to be updated to use the newer gamepad-button references. It's saying "x" because on PC you would literally be hitting the "x" key.

Most of the missions have been re-done, but the optional ones have not. Sorry about that.
Oct 04, 2016 Stinkpalm link
My voice to text still wont work on my S7. Updated via Oculus store. I get errors for no voice recognition set
Oct 05, 2016 incarnate link
Interesting. Did you try going into the related options in Settings? Specifically, on the S7, it should be in Settings -> System -> Language and Input -> Google Voice Typing. Also, I think you need to have some kind of headset plugged in.. at least I do, but it works fine with both of my headsets (granted, both are wired and not bluetooth).

Voice to Text is really a call out to Google's own stuff, built into Android. So, if it doesn't work fundamentally for you, then there may be something awry that's unrelated to the game.

I've found the Voice-to-Text feature works really well.. when it works. I occasionally get odd network errors and other failures, but it works most of the time.
Oct 11, 2016 Faille Corvelle link
No headset needed, I use the earbud/mic my phone came with, but have also used V2T with nothing plugged in at all.
Oct 13, 2016 Stinkpalm link
STT error: (7) No recognition result matched

Is this something with my phone I need to set up? I have Google voice typing installed.
Oct 15, 2016 Stinkpalm link
Still haven't gotten it to work correctly. I also occasionally get network errors. Boo :(
Oct 19, 2016 Stinkpalm link
Any thoughts on how to fix my issue? Ive tried resetting my google voice typing, resetting the phone, etc. Google is showing me programming errors and issues when i look up that error, which obviously isnt the case because it seems everyone else is running V2T just fine.

sad panda
Oct 21, 2016 incarnate link
Honestly, I don't know? You could try doing a logcat capture and sending that to us in a ticket?

The problem is, these devices tend to spam the logcat with an INSANE amount of stuff, making it easy for the relevant things to scroll out and be lost, so you'll need to be pretty timely in your capture. There's an app called "alogcat" that can help dump/record it". Just don't send us a huge "kitchen sink" logcat, or we'll end up wasting a lot of time and finding nothing.

What device are you using, again? And what's the "Security Update" date? Also, what carrier?
Oct 24, 2016 Cystasys link
Is the GearVR Version of VO for Beta Testers free? Or why the Store says it's 2,99$ but i have it in my lib & can install it without payin? is this a favor for beta testers (like a thanks for finding bugs and stuff)?
Oct 28, 2016 Phaserlight link
Thoughts and impressions: https://youtu.be/BZOn6k6eD8U
Oct 30, 2016 raybondo link
Cystasys, it's because you were given a key to receive the game when it was in Beta. So I guess think of it as a gift for beta testing?
Oct 31, 2016 Stinkpalm link
Thanks GS! Enjoyed the beta, enjoying the live version!