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Stormland Hand Tracking Issue

Alextended
Level 5
This game was great, if more limited than it seemed at first with the
open world and plot being insignificant and shallow background fluff in a
relatively repetitive pure action FPS. It still was fun as hell and thus one of my favorite VR
games until I finished the main story. However, a few patches later they introduced a big for me problem.

Now,
as soon as I turn my head in any direction to look around, my arms/hands somehow weirdly stutter and unnaturally move in a completely wrong
direction, then they abruptly snap back in place to match my real
hands when I stop. I basically feel like I have zero
control of what my hands are doing while turning my head. It messes
up my weapon aiming, the orientation of my shield (so imagine either
shooting at or blocking an enemy and as soon as you turn your head to briefly
look at your surroundings/look for enemies you either miss your target or get hit even though your hands remained in place in real life), pretty
much everything I'm doing with my hands and it just looks BAD.

It
was NOT like this at launch so any claims about this being because of
the inverse kinematics are simply
WRONG. I submitted a report once months ago but nothing has been done
since. I'm using the original Oculus Rift with three trackers, I don't
know if it's like this on the S but either way, it used to work
properly, now it doesn't and makes the game so annoying it's unplayable
even though you can technically mind how you move around, rely more on
the analog stick to turn/look around than your head (so what's the point of
360 VR then) etc.

I don't have any such issues in any other games I've played, including The Walking Dead: Saints & Sinners and other games where I move/turn around just as much as in Stormland. Does anyone have any ideas or am I sol until a patch (that's likely never coming now that Sony bought Insomniac) arrives? I can't be the only one with this problem but there are barely any reports about it online (and one of them pins it on the IK which is why I mention this here).
2 REPLIES 2

ShocksVR
Level 9
It

was NOT like this at launch so any claims about this being because of

the inverse kinematics are simply

WRONG. I submitted a report once months ago but nothing has been done

since. I'm using the original Oculus Rift with three trackers, I don't

know if it's like this on the S but either way, it used to work

properly, now it doesn't and makes the game so annoying it's unplayable

even though you can technically mind how you move around, rely more on

the analog stick to turn/look around than your head (so what's the point of

360 VR then) etc.

i7-7700k, Zotac RTX 3080 AMP Holo (10G), Oculus Quest 2
Previous: Oculus GO, Oculus RIFT - 3 sensor Room-scale, Oculus Rift S

Alextended
Level 5

ShocksVR said:

It

was NOT like this at launch so any claims about this being because of

the inverse kinematics are simply

WRONG. I submitted a report once months ago but nothing has been done

since. I'm using the original Oculus Rift with three trackers, I don't

know if it's like this on the S but either way, it used to work

properly, now it doesn't and makes the game so annoying it's unplayable

even though you can technically mind how you move around, rely more on

the analog stick to turn/look around than your head (so what's the point of

360 VR then) etc.




Well I had reported it to Oculus who imo are just as responsible given it's an Oculus studios first party effort even if the actual dev team separated and they referred me to Insomniac, I sent a ticket to them on probably the day I made this thread and still only have the automated response that they received it, nothing since, I replied a couple days ago which updates the ticket too.