royalking

Newbie
Aug 20, 2017
47
73
I wish meta made quest 3 hand tracking much more usability in games. like i can get it to sorta work but it ends up glitching out 5 seconds in(using virtual desktop). or maybe that isnt even metas fault lol knowing this game. i havent tried the tracking in any other game i prob should to rule out if its a game problem or just not good enough support in PCVR data whatever thing.
 

JacobBig

Newbie
Feb 13, 2023
63
114
I wish meta made quest 3 hand tracking much more usability in games. like i can get it to sorta work but it ends up glitching out 5 seconds in(using virtual desktop). or maybe that isnt even metas fault lol knowing this game. i havent tried the tracking in any other game i prob should to rule out if its a game problem or just not good enough support in PCVR data whatever thing.
The hand tracking is more of an AR thing than VR. Since the only options you got is "trigger" and menu with hand gestures (as far as i know).
To make most games work you'd need a range of gestures to be able to play properly.
Not to mention that you need proper lighting for it to work as intended, even then its hella wonky.
 

royalking

Newbie
Aug 20, 2017
47
73
The hand tracking is more of an AR thing than VR. Since the only options you got is "trigger" and menu with hand gestures (as far as i know).
To make most games work you'd need a range of gestures to be able to play properly.
Not to mention that you need proper lighting for it to work as intended, even then its hella wonky.
I decided to check how VRchat handles handtracking in virtualdesktop(beta), gotta have steamvr in beta too. all i gotta say is it is not that bad. a 5/10 while controller is 8/10. i feel like heat can add native support for handtracking but knowing how slow they are in feature releases it might take 1 year or 2.

vd beta honestly it seems to have improved tracking in general over the games ive tried, im downloading blade and sorcery right now to check prob will be a bad experience but who knows XD.

the problems i had last night in heat are mostly gone BUT it has its own problems too. problem is it opens the floating menu, character select option, you know. I think i can probably mess with the steamvr hand bindings to improve that.

devs just need to work around the buggyness and vrchat seems to be a decent example. in vrchat locomotion and menues arent too difficult to use, still has some bugs here and there but again not bad for what it is. i can only hope the quest 4 has better hand tracking to give devs a better incentive to work on hand tracking support.
 
Last edited:
May 7, 2023
300
118
Dude, how the fuck do you play this game? I've read over the controls 3 times and looked at all the options but I still don't know how to do shit in this game.
 
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Lolwut365

Member
Jun 5, 2020
256
380
I wish meta made quest 3 hand tracking much more usability in games. like i can get it to sorta work but it ends up glitching out 5 seconds in(using virtual desktop). or maybe that isnt even metas fault lol knowing this game. i havent tried the tracking in any other game i prob should to rule out if its a game problem or just not good enough support in PCVR data whatever thing.
afaik they're unlocking a lot of the features that relate to AR/hand tracking soon. giving devs more direct access to the hardware so you might see an improvement on some of that stuff eventually. personally i'd like to see leapmotion support in the game, works great in VaM
The issue is that IK is very particular to:
...
I think really what it boils down to is that Heat is not a game designed with FBT and that level of interaction in mind. It was built as a "fixed pose gallery in VR" style game with some limited interactions involving toys & pose adjustments. Again, perfectly fine & they do well at that, but then I'm still left wondering why they're bothering with FBT at all.
I dont even necessarily mean IK specifically as it relates to FBT but more generally as it relates to stuff like soft body physics, terrain collision/clipping, and collision detection in general. i get using fixed skeletons makes things easier but Softscale has managed some pretty good IK and collision detection in farmD and deals with the issues you mentioned by scaling the model approximately to fit with the location and position of the trackers. impliment a proper calibration method like vrc or what farmD does and transform/deform the model and skeleton to fit the trackers. for example in farmD the player characters fingers move and flex when you touch the dragon, you can kinda push their head around with your hands, the dragon can get up and move around on its own, sit on furniture and that sort of thing, not locked in static poses like heat where they arbitrairly decide to anchor parts of the character in place for some of the poses.
 

tettet

New Member
Jun 12, 2018
4
11
afaik they're unlocking a lot of the features that relate to AR/hand tracking soon. giving devs more direct access to the hardware so you might see an improvement on some of that stuff eventually. personally i'd like to see leapmotion support in the game, works great in VaM

I dont even necessarily mean IK specifically as it relates to FBT but more generally as it relates to stuff like soft body physics, terrain collision/clipping, and collision detection in general. i get using fixed skeletons makes things easier but Softscale has managed some pretty good IK and collision detection in farmD and deals with the issues you mentioned by scaling the model approximately to fit with the location and position of the trackers. impliment a proper calibration method like vrc or what farmD does and transform/deform the model and skeleton to fit the trackers. for example in farmD the player characters fingers move and flex when you touch the dragon, you can kinda push their head around with your hands, the dragon can get up and move around on its own, sit on furniture and that sort of thing, not locked in static poses like heat where they arbitrairly decide to anchor parts of the character in place for some of the poses.
Fundamentally, I think Heat is a very different game from FarmD. Heat has more in common with like... GOAT, or some of the other gallery type games. It reminds me more of like, Oblivion mods where the idea was to have 3D 'scenes' you would view with minimal participation outside of some initial novelty.

I guess you could describe it as like... Hmh, Heat isn't designing around a VR experience despite being a VR game? Carnal Instinct has better scenes, far more seamless interaction with its pose adjustment system, and would, honestly, do nearly everything that Heat is doing if they just slapped on a VR viewpoint. The VR component in Heat reads like novelty voyeurism: the actual extent to which VR is meaningfully integrated and the world is sold as you "being there" is pretty small. It leans pretty heavy on VA and some animation cues to try and immerse you.

FarmD seems to be leaning further toward being built explicitly for a VR experience. There's move/give to things, as you mentioned, and it's built around incorporating things like playerbody from the get-go. I don't believe FarmD has any sort of FBT though, unless I've missed an update. The developer is working on a more open-ended framework for interactions/animation though, so I think it'd be pretty easy to push it into the pipeline.

tl;dr Heat doesn't feel like it's built for VR at all, it feels like a bad VR port of a PC title. There's a lot of production value, but it seems hyper-fixated on assets and things rather than the experience.
 
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May 7, 2023
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ARE YOU USING keyboard or not? what are you struggling with?
Keys and mouse. I'm just trying to get one of the furrys to fuck the other furry. I know how to get two of them on screen and I can even poses one of them, but I don't know how to make action happen because I'm a fuckin retard trying to play this game. Plus, there's no tutorial for tards like me who need it.
 
Oct 31, 2021
1
1
Keys and mouse. I'm just trying to get one of the furrys to fuck the other furry. I know how to get two of them on screen and I can even poses one of them, but I don't know how to make action happen because I'm a fuckin retard trying to play this game. Plus, there's no tutorial for tards like me who need it.
Pressing the TAB key will pull up another menu with more things for you to interact with. One of them is auto thrust. Also need to make sure Rod A lines up with Slot B. Renee is a bit bugged, but all the other ones should work. I just want to know if there is a way to import other people's custom scenes.
 
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4.30 star(s) 28 Votes