Hey DTG Matt - hope you're keeping well as always. Looking ahead to 2025, I appreciate from a VR perspective that DTG will be waiting to see how the New York VR Quest title will be received and how it performs. Do you think, coupled with the UEVR injector, it would ever be possible to see some incredibly basic motion controller support being added? As I think you've experienced yourself, the UEVR injector is fab for activating the player pawn viewport and experience the game in VR (HIGHLY recommend playing the Carlisle JT route in VR btw) but I would love to see someone inside or outside of DTG add in some motion controller support. For me personally I'd even be just happy with the wireframe hands which Asseto Corsa opted for with their VR implementation and buttons/levers highlighting once you're touching them. I honestly see one of 2 ways it could be done where VR controls are basically translating how some of the mouse interactions would behave. So, trigger to press a button and trigger and hold on levers and instead of mouse movement for the lever input for whichever axis makes sense for that control you're interacting with. Perhaps sometime in the future, providing it's not headache inducing from a dev perspective, there was a forked or/and parallel build which is basically a clone but caters for VR? Again, I realise logistically that's much easier said than done. Would love to hear your thoughts on the above, I appreciate there's a lot of turning cogs and lots going on behind the scenes which might not make this possible. FWIW - there is a studio that spawned from the development and release of the UEVR Injector, I think they work with studios to get their games to VR so that the original studio isn't strained. I dont have their details to hand but I could put you in touch if you'd like? Thanks for your time as always Matt. Best, Ben
DTG Matt Sorry of the double ping - here's the studio I referenced above: https://flat2vrstudios.com/
No plans at this point to do anything with VR in the main game, no. Will it ever happen in the indeterminate future? Who knows. But for the time being, there's no plans. Matt.
i use the uevr mod for this game but when i go to menus or finish a run and it finishes the journey it crashes why do menus crash?
Hey, I wanted to pitch in on the volumetric cloud flickering issue, because I think I have found a way to bypass the flickering issue without much of a performance hit by using native stereo rendering. Using UEVR Easy Injector (im currently on v1.9.0.0) I created a profile for TSW5. There you can adjust the Rendering Method. I use Native Stereo while ticking both options below that, which are Increased Compatibility and Further Increased Compatibility. You can also use the latest nightly build of UEVR, and tick both Native Stereo Fix and Same Stereo Pass, under VR>Unreal. Now you can also enjoy additional weather conditions such as overcast and rain Only issue I currently have is when I am moving my head sideways I can see some jittering, but thats almost negligible. When I rotate my head you dont notice it, and while driving a train you almost never move side by side.
no offence but the tsw vr sucks on meta quest you couldnt even curve the rails with what you had to work with it only failed because it looks sh@T if it was not like that and just like normal tsw5 it would of sold well uevr tsw5 is much better and blew tswvr out of the water