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Steam News7 January 20179y ago

Welcome Oculus Touch!

Call of the Starseed now officially supports the new Oculus Touch controllers. When you launch the game next, you’ll be able to choose between the OpenVR and OVR runtimes, the former being intended for Vive players and

Full notes

Full The Gallery - Episode 1: Call of the Starseed update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

6 fixes9 additions6 changes2 removals
  • Gameplay
  • Store
  • Performance
  • UI and audio
  • Fixes
addedCall of the Starseed now officially supports the new Oculus Touch controllers. When you launch the game next, you’ll be able to choose between the OpenVR and OVR runtimes, the former being intended for Vive players and the latter for Oculus Touch users. The OVR version of Call of the Starseed also features a number of bug fixes, as well as our new Hand Presence update with new hand poses, inclusivity options, Blink features, and more. Call of the Starseed with Oculus Touch supports standing 180, limited 360, and roomscale playmodes. If you have your sensors set up to support Oculus roomscale, you’ll be able to play Call of the Starseed just as you would with the Vive. If you don’t, we’ve added a few new features to make the game more comfortable for forward-facing mode as well, such as a new force grab and frustum fade. As well as the new Oculus Touch support, developers and businesses will also notice a new arcade licensing option to bring our mind-blowing first episode of The Gallery to VR Arcades. Over the next few weeks, we’ll be continuing support by adding haptic feedback and additional Touch controller hand poses for OVR, plus we’ll be bringing the Hand Presence Update and new features to OpenVR for Vive owners. If you come across any bugs while playing in the meantime, please submit a report using our online form. You can find our full changelog and notes below. Adventure awaits! Changelog v1.2 (Native OVR in Steam w/o Oculus DRM)
changedUpgraded to Unity v5.4.2f2, using most recent Rift SDKs
addedOculus Achievement support added with in-game toasts (butter not included)
removedRemoved DRM/Entitlement check for this Native OVR version on Steam (note: using this build with the Rift still requires logging into Oculus Home, it just doesn't require a purchased Home key)
changedImproved hand poses, additional new poses for some items
changedImproved hand physics and interactions with items

The Gallery - Episode 1: Call of the Starseed changes

addedCall of the Starseed now officially supports the new Oculus Touch controllers. When you launch the game next, you’ll be able to choose between the OpenVR and OVR runtimes, the former being intended for Vive players and the latter for Oculus Touch users. The OVR version of Call of the Starseed also features a number of bug fixes, as well as our new Hand Presence update with new hand poses, inclusivity options, Blink features, and more. Call of the Starseed with Oculus Touch supports standing 180, limited 360, and roomscale playmodes. If you have your sensors set up to support Oculus roomscale, you’ll be able to play Call of the Starseed just as you would with the Vive. If you don’t, we’ve added a few new features to make the game more comfortable for forward-facing mode as well, such as a new force grab and frustum fade. As well as the new Oculus Touch support, developers and businesses will also notice a new arcade licensing option to bring our mind-blowing first episode of The Gallery to VR Arcades. Over the next few weeks, we’ll be continuing support by adding haptic feedback and additional Touch controller hand poses for OVR, plus we’ll be bringing the Hand Presence Update and new features to OpenVR for Vive owners. If you come across any bugs while playing in the meantime, please submit a report using our online form. You can find our full changelog and notes below. Adventure awaits! Changelog v1.2 (Native OVR in Steam w/o Oculus DRM)
changedUpgraded to Unity v5.4.2f2, using most recent Rift SDKs
addedOculus Achievement support added with in-game toasts (butter not included)
removedRemoved DRM/Entitlement check for this Native OVR version on Steam (note: using this build with the Rift still requires logging into Oculus Home, it just doesn't require a purchased Home key)
changedImproved hand poses, additional new poses for some items

Call of the Starseed now officially supports the new Oculus Touch controllers. When you launch the game next, you’ll be able to choose between the OpenVR and OVR runtimes, the former being intended for Vive players and the latter for Oculus Touch users. The OVR version of Call of the Starseed also features a number of bug fixes, as well as our new Hand Presence update with new hand poses, inclusivity options, Blink features, and more. Call of the Starseed with Oculus Touch supports standing 180, limited 360, and roomscale playmodes. If you have your sensors set up to support Oculus roomscale, you’ll be able to play Call of the Starseed just as you would with the Vive. If you don’t, we’ve added a few new features to make the game more comfortable for forward-facing mode as well, such as a new force grab and frustum fade. As well as the new Oculus Touch support, developers and businesses will also notice a new arcade licensing option to bring our mind-blowing first episode of The Gallery to VR Arcades. Over the next few weeks, we’ll be continuing support by adding haptic feedback and additional Touch controller hand poses for OVR, plus we’ll be bringing the Hand Presence Update and new features to OpenVR for Vive owners. If you come across any bugs while playing in the meantime, please submit a report using our online form. You can find our full changelog and notes below. Adventure awaits! Changelog v1.2 (Native OVR in Steam w/o Oculus DRM)

  • Upgraded to Unity v5.4.2f2, using most recent Rift SDKs

  • Oculus Achievement support added with in-game toasts (butter not included)

  • Removed DRM/Entitlement check for this Native OVR version on Steam (note: using this build with the Rift still requires logging into Oculus Home, it just doesn't require a purchased Home key)

  • Complete hand system overhaul

  • Improved hand poses, additional new poses for some items

  • Improved hand physics and interactions with items

  • Customizable hand sizes and textures in settings

  • HDR support for improved visual quality with Rift in settings

  • Performance boosts in scenes and systems now can run on GTX 960 or equivalent

  • Fixed bug when starting a new game would sometimes go to an empty skybox with sound (good for meditation, not adventure)

  • Ability to switch between grip/trigger/both for use and grab functions

  • Mirrored option for lefty/inverted controller mapping of every game function

  • Added new Blink mode for Rift called "Consolidated" (default but can change in settings)

  • Added new Blink presentation called "Projectile" (default but can change in settings)

  • Added comfort mode for consolidated Blink mapping when not actively Blinking

  • Added comfort mode turn degrees in settings

  • Added Rift room configurations on first play (camera setup)

  • New Standing 180 configuration has a floor indicator and frustum fade if turned away from forward direction

  • Limited standing configurations make grabbing distant objects much easier

  • Fixed bug with chomper persisting in other levels

  • Fixed GUI selection issues

  • Fixed up some backpack GUI item alignment issues

  • Temporarily disabled flick gesture on lighter (will be fixed in future Oculus SDK)

  • Added better notification for keeping HMD steady while about to load into a level

  • Temporarily disabled "Ocean Lullaby" achievement until we make the tent larger (kudos to those who attempted!)

  • Fixed issue with two instances of headclip checks existing on the player

  • Renamed "HMD Resolution" to "Supersampling" in settings

  • Changed the wording for intro tutorial and listening to the correct inputs now

  • EULA will only ever pop up once for the user instead of every load (use trigger to

Source

Steam News / 7 January 2017

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