SteamVR: Launch Flow & Device Support Changes

Does this mean we will finally be able use Oculus Quest with Virtual Desktop to play Roblox VR games? When is this fix going to be enabled? Because I just tried and it doesn’t appear enabled.

This is a thread discussing the specifc bug zeuxcg is referring to:

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Glad to see VR get some attention after a while. Are there any plans to also make the launch changes for Oculus VR players like my self, perhaps just unsupport Oculus client and just make us use SteamVR?

I’d love to see some quality of life improvements for Roblox VR as well in the future like better camera system and KeyCode / UserInputType enums for specific controllers.

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Thank goodness! Goodbye 3.5 months worth of SteamVR gameplay time. It looks like I’m trying to escape reality.

I hope this also resolves the issue where you can’t have more than one studio open with VR enabled, but I’m not really holding my breath!

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some of a gun, stole my line.

Do we have an ETA on that version? I’m still getting reports of SteamVR users not being able to see the actual VR game?

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Will people who use Valve Index VR headset etc be able to connect to Roblox VR fine. Because I know way back it worked perfectly until recently when I tried to do it again and it just didn’t want to display Roblox correctly inside the headset.

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THANK YOU!!!
I had made a post about this several years back and it was one of the main problem points of VR. I had to disconnect my headset anytime i wanted to open studio or play roblox, and im glad i dont have to now.

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This is really nice. I no longer have to check if my valve index is plugged in before starting another studio window. I just have to simply close Steam VR. Previously it would close all the other studio windows without warning or asking if I want to save if I had my index plugged in.

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LETS GOOOO! Thank you so much Roblox Staff! SideLoaded Quest 2’s can now play Roblox wirelessly and that is really cool! Expect to see ALOT more Vive, Steam Index, and WMR players Roblox! Have a good one. And cheers Roblox Staff!

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I wonder if this will work with things like Virtual Desktop with that working on anything that supports SteamVr.

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Also when exactly does this go live?

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More VR support is desperately needed, countless roblox games use VR and its lack of support is saddening.

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This is honestly a great thing to have. I love playing vr on roblox and would love to see this go through!

The change should be fully live as of yesterday night; if you are getting any continuing reports from users being unable to see the game, the reports must be stale and/or they may be using an old version of the client (which should not be possible). The version with the fix is 0.463.

Note that there’s an unrelated issue with new Universal App rollout that doesn’t support VR play; I believe we’re looking into that.

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I have my vive breakout box stuck to my desk just so that I can easily unplug it for roblox.

Love to see this change!

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This has to be one of the best updates to VR yet. I have an Oculus Rift S and whenever I wanted to play Roblox it would start in VR since I usually keep my Headset plugged in. I would then have to unplug my headset then plug it back in again. Now I don’t have to anymore! Thanks guys :slight_smile:

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nice.
I always had to keep unplugging my VR headset when I was playing a non-vr Roblox game, got tedious and repetitive.
With this fixup, I don’t have to do that anymore.
Thanks!

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I like to see something where you can test a game in VR like using a format or layout for developers who don’t have a VR but want to test it.

Exciting to see this, I was really sick of SteamVR opening which would cause other applications to want to launch in VR everytime I ran Roblox, ran a local test server through studio, or tested something in a live server.

I do wish to see better support for VR on Roblox as I think it would be such a powerful metaverse for VR, especially with so many of the new tools that have come out or are in the works recently. I understand why Roblox has made the choice to be on the backend of VR though due to their target demographics and saftey concerns. Enhanced built-in camera and movement controls would make a huge impact alone though, as well as more support for different controllers (even without individual finger tracking on from the Index :P)

I still dream of a day I can play around and make VR games and hangouts for me and my friends with full-body (2 feet and a hip) tracking, finger-tracking, voice-chat, haha. A far off “one-day” dream but a dream none-the-less.

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This is nice, I see that you also mentioned the Valve Index by name which brings me to this question, when will the Valve Index’s Knuckle controllers have a proper control scheme? The last time I attempted to use the controllers, the thumbpads on both hands acted as the camera joystick.

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Finally! I don’t have to deal with studio opening when Oculus is open!