Open divideconcept opened 1 year ago
The current state was always meant as a stopgap until I can overhaul VR controls more completely, like I did for the Far Cry VR mod.
However, interest in both the Crysis and Far Cry mod has been fairly low, and Crysis VR additionally suffers from performance issues that I cannot fix within the constraints of the Crysis SDK. As a consequence, I do not currently have any plans to continue working on these mods. My apologies.
I fully understand and I'm grateful for your work, playing Crysis and Far Cry in VR is a dream come true ! In case I try to do those modifications myself, what are the requirements to build the binaries ? Does it depends on specific SDKs and Visual Studio versions ?
Rather than binding hold Y/B to trigger weapon zoom (steady aiming mode) which is pretty counter-intuitive, would it be possible to implement a more natural/standard action for that:
When non-weapon hand hold grip (as opposed to short grip click for Use), use both controllers 3D coordinates to aim, as if holding the weapon with two hands, and activate weapon zoom mode (steady aiming mode) while in this mode. This is how most VR FPS handles it (cf Population One for instance). When the non-weapon hand grip is released, disable the weapon zoom mode.