where's the non-vr versionIt looks good but yeah, I almost missed the non-vr version lol.
Thank you~
where's the non-vr versionIt looks good but yeah, I almost missed the non-vr version lol.
Thank you~
in the changelog there is a link that sends you to the version for desktop. just go to the first page and click changelogwhere's the non-vr version
Use ovradvanced settings to move around/position yourself better. I had to use it to even make it to the doors on index, can't teleport lol.my only problem so far is, as soon as any scene starts, the camera jumps off to the side and i cant teleport anymore. i can physically move back into position, but i have a vive cosmos and it doesnt like moving; it loses tracking and the scene just follows the headset instead of moving through it. unlocking the teleporting would fix it id imagine.
Yeah, like I said before. If there is an UP TO DATE desktop version I'd be happy to give support. The version posted here says 1.2.1 for VR while that's 0.7 for desktop. If it's going to be exclusive to VR moving forward then nothing else for me to do but move on.NON-VR VERSION IS IN THE CHANGE LOG
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Well Virt-a-Mate is very customizable and advanced for sure but they're in a completely different league when it comes to finances by now (There's legit full time animators/model makers selling their work through it).For the niche of vr pornography of these specific characters, this game has some very stiff competition from Virt-a-Mate, as a number of these characters have already been ported into that game.
Examples:
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In it's current state, this game is completely outclassed by Virt-a-Mate's customization and interface. In Five Nights of Passion VR, you can't maneuver the view around and there are a very limited number of simple loop animations.
However, as it's own self-contained program, here are some advantages you could leverage in your development:
I wish you the best of luck on your project!
- Gameplay: Virt-a-Mate is not well suited for game-play or progression systems. That's much easier to add to a standalone game.
- Facial expressions: The ported Virt-a-Mate models are not able to emote very well (they can't even blink). With access to the source blendshapes, you'd be able to do a lot more of that here.
- High-effort customized animations: Much of the Virt-a-Mate's use cases involve applying a ported model to an existing user-created animation or scene. Sometimes this doesn't work well, especially with starkly proportioned models such as these. Your bespoke animations won't have that problem.
- Performance: Virt-a-Mate requires a decent computer even on the lowest settings. I expect you'll have a lot more leeway on that front.
EDIT: Misremembered and thought he developer posted this here. I guess instead take this comment as an indication that this game isn't currently worth $5, but it might be at some point.
Virt - a - mate is just as tedious as modding skyrim or oblivion for the first time but every scene.Well Virt-a-Mate is very customizable and advanced for sure but they're in a completely different league when it comes to finances by now (There's legit full time animators/model makers selling their work through it).
And also my main gripe that imo holds the Virt-a-Mate back is the complexity of it all. Simple VR games like this one are more consumer friendly since you launch it and do what you do, while Virt-a-Mate is like playing Garry's Mod custom gamemode servers. You need to download/find lots of extra stuff on top of the game to have a full fledged experience, not to mention deal with potential compatibility issues.