Is VR happening for Astroneer?


Mr. Zed
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As an Oculus owner I am wondering if VR is on the road map. I would think the UI, and the game play would be a perfect fit. 

 

Thoughts?

Can a mod move this to the Game thread please.. 

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I would like to take this opportunity to say.. Please! This game would rock in VR. The UI lends itself well to the task. 

So here's my vote! +1

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I remember Adam saying during one of the early livestreams that he had tried the game in VR using a friend's headset and that it rocked. So, not on the roadmap yet but it could happen!

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  • 4 months later...

I recently got an oculus now that it’s cost is lower and I was hoping to try this game in it because it would be awesome.

 

my vote +1

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  • 3 weeks later...

I would say that VR support for astroneer would be a perfect match. The right mood, teleporting and touch controllers would maybe make it "THE" killer app that the VR community is waiting for. We have 3 headsets at home and play a lot of Astroneer, my kids wonder why they cannot play it in VR. Just make a small test. Just to be able to teleport around on the planet would be a fantastic experience.

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On 7/20/2017 at 1:06 AM, Mr. Zed said:

I would like to take this opportunity to say.. Please! This game would rock in VR. The UI lends itself well to the task. 

So here's my vote! +1

anouther +1

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On 20.7.2017 at 8:06 AM, Mr. Zed said:

I would like to take this opportunity to say.. Please! This game would rock in VR. The UI lends itself well to the task. 

So here's my vote! +1

anouther +1 :)

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  • 9 months later...

Hi, looking thorugh the models that are supplied in Unreal, there are VR folder, such as Oculus and HTC Vive. But that could be default packages that Unreal attach without support for Astroneer?

astroneervr.png

Edited by Virtualsweden
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  • 4 weeks later...
  • 1 year later...

so if you look in game files... 

+AxisConfig=(AxisKeyName="OculusTouch_Left_FaceButton2",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Left_IndexPointing",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Left_ThumbUp",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Right_FaceButton1",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Right_FaceButton2",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Right_IndexPointing",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="OculusTouch_Right_ThumbUp",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))

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