Mr. Zed 0 Share Posted July 19, 2017 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.. Link to comment Share on other sites More sharing options...
Wn5UssND2T6URwZc 10 Share Posted July 19, 2017 There are no plans for VR right now, no. The road map confirms that: https://trello.com/b/UoZgKrd3/astroneer-development-roadmap 4 hours ago, Mr. Zed said: Can a mod move this to the Game thread please.. Done. Link to comment Share on other sites More sharing options...
Mr. Zed 0 Author Share Posted July 20, 2017 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 Link to comment Share on other sites More sharing options...
time_trial 0 Share Posted July 21, 2017 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! Link to comment Share on other sites More sharing options...
Bluebehir 0 Share Posted July 21, 2017 If this happened, it could be the thing that convinces me to buy an occulus Link to comment Share on other sites More sharing options...
Zendule 0 Share Posted December 19, 2017 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 Link to comment Share on other sites More sharing options...
Virtualsweden 0 Share Posted January 4, 2018 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. Link to comment Share on other sites More sharing options...
Caleb d 0 Share Posted January 11, 2018 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 Link to comment Share on other sites More sharing options...
Clero 0 Share Posted January 14, 2018 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 Link to comment Share on other sites More sharing options...
sunshinebaby478 0 Share Posted January 14, 2018 I believe it's coming Link to comment Share on other sites More sharing options...
Wn5UssND2T6URwZc 10 Share Posted January 14, 2018 3 hours ago, sunshinebaby478 said: I believe it's coming It's not. Link to comment Share on other sites More sharing options...
Virtualsweden 0 Share Posted November 11, 2018 (edited) 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? Edited November 11, 2018 by Virtualsweden Link to comment Share on other sites More sharing options...
Jjandrah 0 Share Posted December 9, 2018 +1, HTC Vive. Link to comment Share on other sites More sharing options...
Astroneer_52352 0 Share Posted September 22, 2020 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)) Link to comment Share on other sites More sharing options...
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