Yellow-Dog-Man / Resonite-Issues

Issue repository for Resonite.
https://resonite.com
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Haptics/Vibration Strength Slider #2089

Open ko-tengu opened 1 month ago

ko-tengu commented 1 month ago

Is your feature request related to a problem? Please describe.

The current haptics strength in Resonite is absurdly strong on Quest controller (at the least) to the point that it's uncomfortable and distracting, especially for the amount of haptic interactions that exist in the game.

Describe the solution you'd like

The ability to adjust the general strength of haptics, possibly by device, to the individual user's tastes.

Describe alternatives you've considered

Turning off all haptics and vibrations, which is what I currently do.

Additional Context

No response

Requesters

No response

shiftyscales commented 1 month ago

Can you clarify @ko-tengu - what haptic sources are you referring to in particular? Are you talking about user-created objects, or something else?

If it is about user content- can you provide a replication object, or demonstrate how it is set up? The strength of the haptics would be dependent on how the object is set up.

If you are referring to other haptic sources like the UI- those could also possibly be tweaked as-needed on a case-by-case basis.

It could be useful to convert the existing haptic settings to a pre-multiplier to apply against haptic sources as you suggest- but before exploring that option- it would be useful to know more details about your issue.

Zyro1331 commented 1 month ago

I use SteamLinkVR with a Meta Quest 3 and I completely understand your case as well. I keep normal interaction haptics on, but the UI haptics are a lot more aggressive on these new actuator-based haptic controllers. Just using an Inspector with UI haptics enabled with SteamLink can make your controllers buzz almost constantly.

A basic generalized haptic intensity slider in the settings would be massively helpful when it comes to this problem. Could even help some haptic vest users in the future too if it's treated the same way across both UI interaction haptics and haptic volume haptics.

ko-tengu commented 1 month ago

The UI is a good example and the main thing I was thinking of, yeah. Anytime I wave the laser over a menu option or buttons the controller feels like it's vibrating at 100%, while if I do the same thing with the SteamVR dash it's a dramatically softer rumble.

The basic UI bumps in Resonite are easily the strongest thing I've felt come out of the controllers, to be honest.

Having made a sphere with a basic haptic volume set to the lowest possible value is a lot stronger than I'd prefer the UI vibrations to be.

resrec:///U-karasutengu/R-aacfebb0-2e46-47e4-93fb-66a1a6c393a5 Just for reproduction, the red sphere is a 100% haptic volume and basically identical to what the UI feels like to me, and the blue sphere is a 0.01% haptic volume and is honestly still stronger than I'd like the UI vibrations to be.

To be clear on the new line of discussion: I have a launch (Oculus branded) Quest 2 controller, which is absolutely just a standard buzz motor vibration.

shiftyscales commented 1 month ago

I see- so it is a particular hardware variant of the Touch controllers which vibrates a lot more strongly than previous versions of that hardware, @Zyro1331? If so, it may be useful to target a fix towards that particular hardware instead- particularly if the strength of its haptics is entirely out of line with other controllers on the market.

Zyro1331 commented 1 month ago

it is a particular hardware variant of the Touch controllers which vibrates a lot more strongly than previous versions of that hardware, @Zyro1331?

It's interesting because it really depends what VR streaming software I am using. ALVR doesn't have this problem, and is able to simulate the quick haptic pulses the Valve Index controllers are capable of on the Quest 3. But Steam Link appears to try and simulate the old spinning weight style haptics that the Quest 2 controllers have for the newer model of Touch controllers. So I think it could just be the way Resonite treats these older haptic styles, which causes this overwhelmed haptics problem.

These headsets do have a built-in haptic intensity slider in the Accessibility Settings menu, but other then just changing the overall strength, which could help with Quest 2 users. But it still does cause the Quest 3 to have that constant feedback when navigating UI.

shiftyscales commented 1 month ago

How does it react when using the official link application with a USB cable, @Zyro1331? Are we certain it isn't an issue on SteamLink's end?

Zyro1331 commented 1 month ago

How does it react when using the official link application with a USB cable, @Zyro1331? Are we certain it isn't an issue on SteamLink's end?

I don't have the official Oculus software on my computer anymore, the only softwares I have available to test is ALVR and SteamLink, which are both wireless solutions. I would like to hear if anyone is using Virtual Desktop and experiences any similar issues.

ko-tengu commented 1 month ago

I also use ALVR regularly (and used it to create and test these spheres) and it's the same haptic strength level. I don't use Oculus often, but it's also the same level of overwhelming on my Quest 2 controllers.

I feel like being able to even identify the UI as being 100% haptic strength is a big part of the problem here.