VMX
Steam News 7 April 20261mo ago

The #1 Issue is Fixed: No More Camera Lag

Hey VMXers! We are so glad about the response to our game so far! Many of you have noticed in both your gameplay, and our patch notes, we've had this issue a lot of players are concerned about. The "Camera Lag" issue. T…

Update log

Full VMX update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

2 fixes1 addition2 changes0 removals
  • Gameplay
  • Performance
  • Server
fixedHey VMXers!We are so glad about the response to our game so far! Many of you have noticed in both your gameplay, and our patch notes, we've had this issue a lot of players are concerned about. The "Camera Lag" issue. This is where your headset is not updating every frame, but it's fine on your monitor. This makes moving your view is lagging behind your movements, and induces motion sickness in a game that's already kind of intense. We have finally fixed this in patch 0.1.4.
changedHey VMXers!This is by far the #1 biggest cause of refunds at the moment, so it's been priority #1. This bug gave players a bad taste of the game from moment one. A lot of players are conflating it with bad performance or poor optimization, which I don't blame them for, because you rarely think to look at the desktop screen while using VR. We know the game can run well, which is why this bug was so frustrating for us too.
addedSo what was the issue?In Unreal Engine 5.4 it was identified that on level loads, Unreal engine was sending data to the headset and had a chance to break how the headset displays the game. This was caused by not following some of the rules set out by OpenXR. We are on an earlier version of Unreal, so we did not have this fix until we manually added it.
fixedSo how did we miss this?Admittedly, we did not properly identify this issue in development. First off, it's a team of two developers, so we started with a small pool. We had two players who said "their screen was shaking" during our first multiplayer playtest. This eventually resolved itself when we went to debug. We thought this could be a server connection issue. Across the rest of our testers this was not reported. The biggest reason though, not enough of our testers were using Steam Link where the issue is most common.
changedSo how did we miss this?We appreciate everyone who has given us a chance during this painful part of release. We also hope that players affected by that or believed the performance was too bad give our game a second chance. We understand that we gave you a bad first impression, but we do hope that we can show you we are working diligently to fix hard issues. Thank you so much for understanding. I'm going @everyone in this message because we do believe its important to get the word out there due to the negative impact this has had.

Hey VMXers!

We are so glad about the response to our game so far! Many of you have noticed in both your gameplay, and our patch notes, we've had this issue a lot of players are concerned about. The "Camera Lag" issue. This is where your headset is not updating every frame, but it's fine on your monitor. This makes moving your view is lagging behind your movements, and induces motion sickness in a game that's already kind of intense. We have finally fixed this in patch 0.1.4.

This is by far the #1 biggest cause of refunds at the moment, so it's been priority #1. This bug gave players a bad taste of the game from moment one. A lot of players are conflating it with bad performance or poor optimization, which I don't blame them for, because you rarely think to look at the desktop screen while using VR. We know the game can run well, which is why this bug was so frustrating for us too.

So what was the issue?

In Unreal Engine 5.4 it was identified that on level loads, Unreal engine was sending data to the headset and had a chance to break how the headset displays the game. This was caused by not following some of the rules set out by OpenXR. We are on an earlier version of Unreal, so we did not have this fix until we manually added it.

So how did we miss this?

Admittedly, we did not properly identify this issue in development. First off, it's a team of two developers, so we started with a small pool. We had two players who said "their screen was shaking" during our first multiplayer playtest. This eventually resolved itself when we went to debug. We thought this could be a server connection issue. Across the rest of our testers this was not reported. The biggest reason though, not enough of our testers were using Steam Link where the issue is most common.

We appreciate everyone who has given us a chance during this painful part of release. We also hope that players affected by that or believed the performance was too bad give our game a second chance. We understand that we gave you a bad first impression, but we do hope that we can show you we are working diligently to fix hard issues. Thank you so much for understanding. I'm going @everyone in this message because we do believe its important to get the word out there due to the negative impact this has had.

-Break Free Interactive

Source

Steam News / 7 April 2026

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