Rift s whos getting one?

I assume you have to buy each episode but at £7 each its not too bad.

I played it on my Quest and it's a pretty nice looking, somewhat short ~45 mins, cinematic style experience but there's not much of a game there. Also the "Lightsaber Dojo" doesn't offer much replay value. I'd really hoped it would be Space Pirate Trainer meets Star Wars but it's not particularly well designed and feels a bit simplistic/clunky IMO.

I guess you can't expect too much for the £7 asking price though but overall I was kind of disappointed given the hype surrounding it and due to my expectations being a little too high. It's worth a play through for the experience but pretty forgettable really.

Hopefully the next chapter will be better.
 
haha, Eleven Table Tennis was the first game I tried. Have you the Rift S as well as the Reverb?
I 've tried the RiftS, but for me the controllers did not work as well as the original Rift ones. In Eleven:TT, say, I throw the ball up around 1 meter, I follow the ball down with my eyes (racket is outside of the view and is travelling to meet the ball) and by the time the two connect, the racket glitches.

The other obvious issue is holding a rifle in VR, with both hands being along an axis from your face - big glitches again when one of the controllers occludes the other.

Fully agree with your other points in the review though.
 
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Oculus say they are improving the close-in tracking. The original touch controller tracking was pretty glitchy at first. A few updates later and it was perfect, so hopefully Oculus will be able improve this.

Other improvements to the 'off camera' tracking will hopefully come through. Already developers are developing techniques to make it more seamless, or to hide tracking loss, though of course it'll never be perfect.

I noticed for instance than in Oculus Home on the Quest, if your controllers drop out of view the laser pointer on them fades out. This hides the fact that the controllers don't track when the cameras can't see them. Some games keep the laser pointer active all the time which makes it obvious when the controllers lose tracking as the pointer moves all over the place, or freezes.
 
They are pretty rare for me but I get them occasionally on War Thunder.

No game in particular i get a couple every hour or so.

I assume you have to buy each episode but at £7 each its not too bad.

I will keep an eye out for them. I have only played for about 4 hours now and didn't notice any, so possibly not long enough.

I 've tried the RiftS, but for me the controllers did not work as well as the original Rift ones. In Eleven:TT, say, I throw up around 1 meter, I follow the ball down with my eyes (racket is outside of the view and is travelling to meet the ball) and by the time the two connect, the racket glitches.

The other obvious issue is holding a rifle in VR, with both hands being along an axis from your face - big glitches again when both controllers occlude each other.

Fully agree with your other points in the review though.

Have you Eleven TT on Oculus or Steam? I get glitches when I use the Steam version but haven't noticed any glitches with the Oculus Version, will try more today.

I haven't played any games that Require holding a rifle yet, but, the Archery Game in the Lab on Steam was nearly unplayable.
 
Steam. Did you buy your game twice, once for each platform?

I only bought it on Steam. When it was released for Oculus I got it free but had to contact the developers of the game. There is a guy on the Eleven Table Tennis Discord channel that sorted it out for me. Not sure they will still do this but it might be worth a shot.

Before you go to that trouble though, let me give it a better go today and see what happens. I will try the movement you talked about and see does it glitch for me in the Oculus Version.
 
Tried Eleven Table Tennis again on Oculus and didn't notice any glitches, tried throwing the ball up really high then swinging the bat at it on the way down, just like you said. Didn't glitch for me.
 
ried Eleven Table Tennis again on Oculus and didn't notice any glitches, tried throwing the ball up really high then swinging the bat at it on the way down, just like you said. Didn't glitch for me.
Very weird, but good news to the S owners :) Not sure what it was that I did wrong... Anyways, I've returned my S as it had problems with blackouts and static noise, perhaps it was a lemon with regards to tracking too. Reverb is even worse in Eleven:TT by the way, unplayable pretty much :( But in seated games it is awesome. I still have my CV1 too, love it to bits and can't let go :D
 
Anyone with a Rift S and the Guns n' Stories: Bulletproof game?

When I play the game, the triggers work when I hold them down. But, when I use the pistols they don't work properly, they only randomly fire. I had no problems with this on the Rift controllers.

I had problems with the Climb too. My character randomly decides to jump. When it does this I fall, even if I come close enough to some handholds that I can grab, the triggers don't seem to work.

What both problems are like is extreme lag, I click the trigger and nothing happens for a few moments. It's super slow. But, in games like Robo Recall and Space Pirate Trainer I have no issues at all.

Do some games need updates to work with the Rift S?
 
Good stuff! Oculus said that improvements would be coming - the same was true of the touch controllers which had pretty poor tracking until a few updates made them virtually perfect. I'm hoping these improvements also get rolled out to the Quest too.

Certainly it's made the Rift-S more desirable as a replacement for my original Rift now if I need to (though the sound quality is probably the biggest thing that's putting me off getting one).
 
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