A few things really hindered my experience while using this new system, but the main thing was the vignette. I see how this could help out new VR players, however, it actually made me feel more motion sick as some of my vision was being blocked out every time I moved.
Please make the vignette toggleable in settings, it’s great for introductory players but definitely not experienced ones.
Another thing would be to have your hands be displayed locally. While this isn’t incredibly important, it’d be immersive to just have your hands/arms displayed as your avatar’s arms. I’d imagine this would be only visible to the VR player though, as it’s very possible to do inappropriate gestures with that power.
( I also noticed some UI buttons simply didn’t work in VR for me using a Valve Index, however, I can’t fully confirm why. Hovering over the buttons did as expected about a quarter of the time, but clicks never registered. I’ll look into it further in the future.)
(Note - it may have to do with the ZIndex of the button being lower than the ZIndex of a child located inside of it.)
I’m really glad that work is being put into this - the update is definitely a step in the right direction for Roblox VR.
TL;DR: My recommendations would be to make the vignette toggleable, and add arms in first-person mode (locally) to help with immersion. Some work might need to go into making UI buttons fully compatible.
With an Oculus Quest 2 with AirLink, this is great. Generally the camera and player movement is so much better.
The only two issues I had is the following:
I kept not being able to move my character after I selected a tool. I had to go in and out if the main menu to unstick myself.
I can’t change any options in the older menu, meaning I can’t change my audio option now if I go into a game with VC. It’s annoying because my quest and pc use two different speaker sets.
It would be really useful if the Index’s grip buttons had their own mapping instead of being mapped to X and A. They used to be mapped to L1 and R1, so keeping them for those buttons would work well.
And it would be nice if VRService.VRDeviceName was readable outside of core scripts, so we could automatically give players the best control scheme for their device instead of having to ask them.
Wow, as someone who owns a Quest 2 this is actually something insane I’ve been waiting for!
I really think VR is the future for Roblox,
I actually had a dream where Meta and Roblox did some sort of thing together and were able to get really far, and now it’s finally coming true.
Now that Roblox is adding more VR support and VR technologies (E.G. voicechat),
the Roblox metaverse is really starting to get quite insane.
I’m very glad Roblox decided to start working on this again because of all of the potential it has.
If I recall, there was some news that Roblox is planning on eventually going to Oculus natively during an investor video, but this update is not that (yet)
yeah, I play roblox on my Quest 2 through virtual desktop and I run into tons of issues like mixed up buttons and random movement without me inputting anything (thumbsticks/buttons). I don’t like airlink because of how unreliable it is for me and the lack of being able to change anything other than the bitrate, which at that is set in increments instead of fine tuning. it would be awesome if the devs working on these updates did something about all that, which i’m hoping they will soon with the next few updates they said they were gonna release.