Roblox VR System Update

Incredible step forward for Roblox VR as a whole. Except click detectors still rely on your actual mouse, I will wait and cry until official VR support comes for CDs.

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There have been leaks of Roblox coming to the quest platform.

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Can you expand upon the “moving backwards” issue? Can you go through the calibration and then see if this is happening? Does this happen in other games (if yes, you might have controller drift)? Are you accidentally touching the touchpad possibly?

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Is there a reason you are using virtual desktop? Can you try this through the web or universal app and then run a game that way?

I’m not sure you are familiar with the Virtual Desktop he is probably talking about. Its an app you run in Oculus to connect to a pc wirelessly(in place of a link cable). The Airlink wireless option doesn’t work that well, and the link cable?, who wants to be dragging a cable around while playing?(not me).

Once you make the Virtual Desktop(Oculus app+PC client) connection then you can run Roblox via SteamVR. I’m not sure but I think this is the method he is describing.

Currently it is too cumbersome for casual VR players to even connect in a simple way to play Roblox comfortably and without hassle.

hassle details:
Right now If I want to attempt to play Roblox VR, I have to, start Virtual Desktop pc client app on pc, start steam VR client app, start Oculus device, attempt to connect to pc wirelessly, start steam VR on Oculus, take off VR headset, go to computer, start roblox game, put headset back on, see if it worked, if not, rinse, repeat. Even with all this hassle its still the better option for me vs a cabled solution or the airlink which seems to be less reliable and less performant with wireless networking. I probably don’t have all those steps in the right order, just going from memory. Now try explaining to your other family members how they can try to play Roblox on VR, or else you’re just on the hook to set them up every time they want to attempt it. Sometimes the wireless is just too slow to handle the pc<->roblox along with pc<->Oculus traffic and lag / frustrations win the battle.

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I’m glad to see vr is getting more attention

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Understood, I’m not sure I’d run any 3D games through virtual desktop, better off using the link cable. We will look at better solutions going forward.

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Well, the ‘virtual desktop’ switches to a wireless data link once the game launches and steam VR talks directly to the Quest, so its not like viewing a desktop remotely.

Good to see that work is being done on this. Maybe one day my kid can just turn on their Quest and play Roblox :slight_smile:

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By the way: For those who don’t want to wait for an option for the vignette to be removed, you can just change the image to be fully transparent in the meantime.

Right-click the “Roblox Player” application in search, then click “Open file location”.

Do the same when File Explorer opens.

Then go to the folder named “content”, then “textures”, then “UI”, then “VR”.
Then, find the “edgeBlur” texture and set it to be fully transparent (you can use your image editing software of choice, such as getpaint.net).

Once you’ve made it fully transparent, overwrite the old image.

image

:medal_sports: Now you’re done! This should remove the vignette completely until there is a new version of Roblox Player (whenever it updates). When that happens, you can just repeat the process listed before.

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I like this, but the biggest downfall is that vignette effect when you walk.

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I remember that Dynamic Clouds looking really “special” in VR but only in the eye not as a screenshot, so is this still a thing ?

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Changing settings is bugged, pushing the joystick left or right, either changes the current setting or the setting above it. changing settings is so frustrating.

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nice work around, i don’t get why they would do this by default, isn’t the point of VR to immerse you in the virtual world, not give you a peep hole into the virtual world. seems like this sort of anti-motion sickness tweak should reside on the device itself and set by the user.

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I actually want them to make an option to enable that vignette, for those who can easily have motion sickness, in probably the roblox menu.

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EstarĂ­a bueno que haya mĂĄs documentaciĂłn de cĂłmo usar esta tecnologĂ­a tanto para game developers como jugadores

Any plans to give us access to reading finger tracking data from steam vr for the index controllers? I don’t expect roblox themselves to add something to the platform that directly uses it, but I think it’d be an incredibly fun thing to dev with. I don’t wanna do some hacky thing like read finger inputs from steamvr and pass it into studio with file importing

this makes VR eaiser to develop

however the Virtual Desktop on quest 2 and steam VR controllers REALLY needs updated, i hate pressing B to open a menu when that is a button for dropping magazines

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These “VR” things reminds me of back when my aunt Alessandra let me go into a Rollercoaster in a Samsung VR headset.

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I’m really excited to see Roblox investing into the VR space again. As an early adopter of the idea of creating a “metaspace” I felt like Roblox was really throwing away one of their biggest advantages in the VR market when they dropped it as a priority for the platform.

With the addition of local voice chat and improved VR support I am actually super excited to make chill spaces I could hang out with friends in VR.

I’m also glad to see user settings being addressed. I simply can not stand forced vignettes, lack of smooth turning (with speed selections), or other “forced comfort” settings. Comfort settings should be just that, optional (even if on till opted out) settings for user comfort not simply how the system works. Many “hardcore” VR players spend so much time in VR they start to feel less or no comfort issues in my experience, and those settings should be there to help the people who need them and people who are adjusting rather then hinder people who don’t need them.

I understand there may be concerns for gesture support but I also think that if voice-chat can work so can gesture support. Gestures are SO strong, and I can actually imagine making really fun and immersive experiences. Imaginging a farming game where I collect creatures and wave at them to get their attention then point at a crop for them to harvest it. :heart_eyes:

I think as more VR development happens and more social features are added for developers to leverage Roblox has a lot of potential to become a big player in the VR space and I’m here for it!

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The vignetting seems a bit excessive, doesn’t it? I would prefer if this was optional instead of being forced into it.

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