The Problem:Every game that has gunplay, archery, or throwing mechanics, "advanced" grabbing mechanics, or otherwise use any form of movement outside of swinging a simple sword, are now a nearly unplayable experience do to the Rift S tracking. That is up to 30 to 40% of the content in
the Oculus Store my library.
And many of those games are the most played content. (
See example list below.)
I'm finding every FPS shooter, every archery game, every grenade throw, every backward stab with a sword, every dual wielding mage build holding back a horde of enemies both in front and behind me, to be a complete garbage experience now in the Rift S.
And there is no available solution since the CV1 is not available.
All of those developers are going to suffer for it. And the percentage the Oculus store gets will too.
The Solution:Sell the CV1 sensors and have it work with the Rift S as a "boost" in tracking. You get to sell more hardware. You make more money from those of us who need it for games that require it.
You created the problem yet you don't make money off it.
We should not have to beg for a solution that you already have said can be done in other posts.
Also, maybe notify customers on the store page for those games that it best used with a sensor for the best experience. (
As you already do for how intense an experience is and for the play area requirement.)
Examples:
The examples listed below are just a few games available in the Oculus store with no warning about it not working properly on ANY available Oculus hardware since the CV1 was taken down.
- Onward: Can't scope, can't hold two handed guns and aim, can't throw grenades properly.
- Zero Caliber: Can't scope guns or hold two handed rifles. Period.
- Echo Arena: Can't rotate hand behind you for movement, hold, and dodging mechanics.
- Lone Echo: Can't grab behind you for basic movement and hold positions.
- ANY game with archery & slingshot mechanics: Too many to list. You now have to draw your arrow with "hipfire" and hope for the best.