The new models on the shotguns are terrific. The fine detail on the break action makes my brain tingle. You know what else makes my brain tingle, the C7A1 and C7A2 Canadian rifles.
Anton, it is utterly incredible what you've done with this game. In my eyes, at least, it is the definitive VR gun simulation ever made, if not in general, and you haven't slowed down with the updates. Thank you for your work, it certainly doesn't go unappreciated.
Best vr game I've played too. Most features, doesn't feel like a unity game, and it's even optimized enough to run on my 6 year old shitbox laptop with 600+ mods installed. If that isn't a mark of a good game i don't know what is
seriously. i laugh anytime i see an article about "The Best VR Shooters" where H3VR isn't listed. good luck finding a better VR shooter than this, cuz they don't exist.
I saw some "Duck shot" at a gunshop recently, it was 12gauge and had a transparent shell full of plastic BBs and tiny rubber ducks. I thought Anton may get a chuckle out of it. Awesome update as usual Mr. Hand
Can never have too many break-actions. Also nice to see another shotgun that uses the KS-23's giant shotgun shell. Now all we need is a full-auto Saiga.
The flashlight, lighting up the muzzle flash, I've always assumed that was a part of it because I've always had that happening in the 4-5ish years I've been playing this game lmao
Same, I commented a few times too and it always throws me off. For me it almost always happens when the flashlight is close to the muzzle and more so if I'm moving even if slow
Here's the thing though. The DOES happen in real-life, bad enough that it can make using rapid-fire or full-auto with weapon mounted lights a bit difficult.
The "muzzle smoke getting lit up by flashlights" issues doesn't only apply to flashlights, it's most light sources with a cone shaped effect on them... for whatever reason. Another detail that makes it even more confusing is that the smoke particle is either normal, or essentially fullbright and opaque- no middle ground! Thought it was just another weird issue nobody else had but since it isn't, there might eventually be a fix! :D
I definitely have the flashlight/muzzle smoke interactions. To the point that I don't use flashlifghts ever because every time I fire it basically occludes my entire targeting view. (Not that there's a lot of dark scenes to use them on yet, looking forward to the new TnH map!) I don't have a ton of oddball settings enabled but I do have lighting bloom on, I wonder if that's related?
So, I actually always thought the illumination of muzzle smoke was a feature, and that made me never want to attach flashlights to my guns, so imma hop on later and see if it's still occurring.
you should tell Anton what configuration you're running on, what gun you're using and the scene youre playing on, it could help him reproduce the bug to see how to fix it
@@nickosman1556 Yeah I haven't had the time to hop on and confirm if it's still happening or not just yet, but once I do, I'll put together a list of my specs and settings used.
Same, which only really bugged me on automatics so I figured it was to encourage tactical weapon choices. I don't even know if it's still happening on mine either.
Anton, you’ve gotta be the best dev I know. Just looking at ONE of the many awesome things you do, you’ve made one of the most realistic and content packed games for only 20 dollars. You have then been adding loads of content to that game for 7+ years at this point for completely free! I don’t know how you do it but your amazing. I think I’m gonna buy VR just for this game.
I'm genuinely surprised this game hasn't been used in some kind of official training capacity. I don't even have VR, Anton just seems like a really cool and talented dude. I bet Ian from Forgotten weapons would get a kick outta this game.
This is the first and only game I look forward to keeping up on the development news with. I watch every release you do, even though I'm on the alpha branch and not the experimental.
I just tried the flashlight/muzzle smoke thing on my system. In Indoor Range, it looked just like it did in the video. However, it's MUCH brighter in Take and Hold - Classic Corridors. I tried various graphics settings and it didn't make any difference. M16A4 with tactical flashlight. NVIDIA 2070 Super
I'm not sure if I'm a weird or what but I like it when the flashlights illuminate the muzzle smoke because that happens in real life and it adds a different element to nighttime play or playing with a flashlight.
Just to give my sauce to this video. I have been experiencing the flashlight illuminating the smoke of guns. Always thought it was a feature and it made me not use flashlight, since you see less when using them. I used a quest 2 and a modded safe when I experienced this. Although I also experienced it on the regular unmodded builds of the game.
tbh the cocking bug for the Tulyak looks like more a feature to me, I'm imagining that you're just smacking your fingers to squeeze the cocking... thing
I've enjoyed this game for over 500 hours. It's surprising to find out that the phenomenon that occurs when attaching a flashlight to a firearm wasn't intended by Anton. I had always thought it was an intentional feature of the game.
You know what's awesome about you Anton. I haven't played H3 for, probably close to a year and a half now, maybe longer (due to VR problems blah blah) But whenever I am able to come back, there will be an absolute plethora of new weapons and features etc. to try out, and I won't have to pay a single cent more, for any of it. That's amazing. and that's a labor of love. So thank you for continuing to make a great game greater, all the time.
On the topic of textures and cleaning up... I beg of y'all to clean up the Carcano! It looks like she was found in the drywall of an Italian basement that flooded in the 40's :'D
oh weird, i thought the muzzle smoke getting lit up was intentional, as a gameplay balancing thing (you can see things in the dark, unless you're shooting), which also lead to a really cool moment where i found a muzzle brake for my gun, diverting the muzzle smoke away from my line of sight. here i thought i just engaged in some cool emergent gameplay, but i was actually falling victim to a bug!!!
I don't have the processing power to play H3 on my current pc, but your game was the first ever game I paid money for when I got a game( i discoveredmy inhability to run it after lol) . You're genuinely one of my favorite devs and your game is amazing too boot :)
My flashlights have consistently illuminated my muzzle smoke previously, especially with suppressors on. If this is still a problem in the coming Monday when I can play, I’ll throw out a bug report on the steam page for them
Now that IS odd. In real-life muzzle smoke can obscure your vision at night with a weapon mounted light, especially if using rapid-fire or full-auto. However, that's why a lot of people equipping "night fighting" rifles tend to include suppressors. First because less muzzle flash is significantly more important at night, but secondly because it reduces smoke a bit and directs it more forward in a tighter cone.
Hey Anton, love your game as someone who cant legally own guns its great fun to learn about how they opperate and get used to to so many platforms. Just a quick question, when playing on rift s the massive tracking rings often stop me from racking the slide of pistols from the rear. Was wondering if its even possible for you to add a way to change the position of the (interaction orbs???) on our controllers. Thanks for the amazing game!
Hey, Anton. I went into the experimental build to test out the flashlight illuminating the muzzle smoke. It does illuminate the smoke in my game, and trying out different graphical settings does not fix it. I do use a Meta Quest 2, so you may have to ask people who report this bug to also tell you what headset they use.
I have the flashlight issue and after a bit of messing around it seems to be more visible depending on the base map brightness. It also happens to the receiver smoke. I can get it to show up when pulling the gun back towards my body while shooting even in dark maps. It tends to happen more when you're looking down the cone of the flashlight. Like if you were to hold the gun straight out in front of you and tilt your wrist so the muzzle is pointing straight up and fire you won't see it, but looking down sights shows it. Edit: On Arizona day if I hold the gun below my knees and point it straight, I can get it to consistently happen and not happen by looking down at the gun to make go away, and looking up away from it to make it happen. But only when standing in certain spots. (To the right of the grill) I get the feeling it might be conflicting with some screen space effect. Gun used: AR15 SBR, regular mag, scout flashlight forward under position Not visible/slightly visible: Arizona Night, Meat Grinder Pretty visible: Rotweiners Mostly/very visible: Institute, Arizona Day Specs: Odyssey+, SteamVR and WMR for SteamVR both on beta Windows 11 5800x3D 3070 64GB RAM Game installed on NVME in C drive I'll keep doing some tests every now and then. Hope this helps!
So, I have definitely been having that flashlight issue with my setup. I just assumed that that's was supposed to happen. I didn't even realize it was a bug till now.
Love the new sounds for the 1911, might keep up with non-holstering akimbo reloading just to listen to the mag-dumping. Actually speaking of, and I know it is impractical. Would there be potential for a future update to help with it? Its possible to get it drilled in while standing; But movement ruins the ability to do it. No magnetism for keeping one gun magnetized to the other for ease of akimbos. And because I'm a maniac. Racking shotguns with one hand. Some extra leeway for grabbing and getting it fully cycled would helps tons for that use. Plus, imagine doing akimbo Spas-12s for T&H.
Since the new map will have dark spots, can the glowsticks also come back? 👀 To have more lighting options so it's not just "get flashlight - problem solved" Maybe even spawnlockable ones that stop working after a while, I kinda want an option of throwing them to certain spots during combat to see enemies better and stuff like that
I've been having the flashlight "lighting up the muzzle smoke" since I got the game in 2019, I always thought it was intentional o.o I don't think it's related to the graphics card, since I went through 3 different graphics cards since then, 2 AMD & 1 Nvidia, and it's always been there.
Everything you make for this game is amazing! I'm really hoping for some new ak models and such, like the AKS-74 and the U variant, and the AKMS is something too.
If ever possible ide love to show you a concept for a full auto shotgun pistol i think would fit right at home in H3VR. Its a 35 round, full auto drum mag fed shotgun pistol thats chambered in 12 gauge shells. It fires 5 rounds a second and is bolt primed kinda like the stein II from world war two. Its a pretty neat little thing that would be really really cool to see added. The gun is called the brutis jr but my version is called The drain cleaner.
a cool easter egg for the sosig statues, would be if you could pick up the stone gun they drop, and use it as a sosig gun(with shake reload if enabled) :)
I am using an Oculus Rift S and I'm seeing the illuminated muzzle flashes. It's been happening since forever and even on different types of GPU's (RTX 3070 and RTX 4070)
On the topic of the dark areas in Institution, would we ever get an alternative level setup where basically the lights are tuned off (or very dim) where flashlights play a more important role. The new sosigs with their NVGs could also fit in a bit more thematically then.
So my settings are on default, but my headset is a Quest 2 but I use my PC to power everything which runs fine, I do get that smoke flashlight issue but it's with a suppressor I think I get it, haven't played in a while as I've had to shuffle my room around and just not had time to clear VR space, and the summer heat has been less than ideal for wearing glasses too, but it definitely affected it with a suppressor
Would it be possible for a few rooms or areas in the new level to have darker areas/ spots in it? Thinking about it the only really dark instance is the halloween meat grinder level, and implementing it could prove to be a challenge and an interesting gameplay mechanic, food for thought, appreciate all you do!
These shotguns look amazing! Always a fan of seeing more lefty-friendly vr guns! Are there any chances we might see a southpaw version of a bolt-action or a revolver in the future?
Would love to see more flashlights, or IR gear put into the game. Maybe a black out take and hold. Would be a nice use for thoes flare rounds some shotguns have and the flare mortar.
hey anton the flashlight illuminating muzzle smoke was a bug i had with quest 2 pcvr i have not tested it with the valve index yet but i will come back with an edit once i do :)
The new models on the shotguns are terrific. The fine detail on the break action makes my brain tingle. You know what else makes my brain tingle, the C7A1 and C7A2 Canadian rifles.
fr ive been wanted those for awhile but you can get some mods for that
You know what makes something that ISN'T my brain tingle? THE F2000, BABYYYYYYYYYYYYYY!!!!!!
One day....one day...
@@Ijustusethistocommentstuff sadly isn't that one of the few guns Anton has specifically refused to ever make?
@@dark2023-1lovesoniWhy would he do that
I gave an audible gasp when I saw we were getting new shotguns.
i clapped
SAME
Same, I eep like a dog "BOOM STICK" And woke my cat up
Same, I literally went "OOOOOO" lol
Anton, it is utterly incredible what you've done with this game. In my eyes, at least, it is the definitive VR gun simulation ever made, if not in general, and you haven't slowed down with the updates. Thank you for your work, it certainly doesn't go unappreciated.
Thanks for your kind words :-)
@@AntonHandI cheer that on Mr meatman, hands down best vr game for gun simulation, by a long measure too
Best vr game I've played too. Most features, doesn't feel like a unity game, and it's even optimized enough to run on my 6 year old shitbox laptop with 600+ mods installed. If that isn't a mark of a good game i don't know what is
seriously.
i laugh anytime i see an article about "The Best VR Shooters" where H3VR isn't listed.
good luck finding a better VR shooter than this, cuz they don't exist.
@@AntonHandwe ❤ you Anton thank you for the awesome gun shooty sim
I saw some "Duck shot" at a gunshop recently, it was 12gauge and had a transparent shell full of plastic BBs and tiny rubber ducks. I thought Anton may get a chuckle out of it. Awesome update as usual Mr. Hand
next April fool's fun addition lmao
DUCKALITY
there is ironically a mod for that for h3
Can never have too many break-actions. Also nice to see another shotgun that uses the KS-23's giant shotgun shell. Now all we need is a full-auto Saiga.
The flashlight, lighting up the muzzle flash, I've always assumed that was a part of it because I've always had that happening in the 4-5ish years I've been playing this game lmao
Same! Thought it was a design thing!
Same, I commented a few times too and it always throws me off. For me it almost always happens when the flashlight is close to the muzzle and more so if I'm moving even if slow
Here's the thing though. The DOES happen in real-life, bad enough that it can make using rapid-fire or full-auto with weapon mounted lights a bit difficult.
The "muzzle smoke getting lit up by flashlights" issues doesn't only apply to flashlights, it's most light sources with a cone shaped effect on them... for whatever reason. Another detail that makes it even more confusing is that the smoke particle is either normal, or essentially fullbright and opaque- no middle ground! Thought it was just another weird issue nobody else had but since it isn't, there might eventually be a fix! :D
I'm not kidding, I sobbed when I found out the Tulyak is real.
Tears of joy or misery?
@@AntonHandWhy not both?
@@AntonHand Well, frankly, it was fear
4:55 I love it, it looks like it came straight out of star wars… you should give us some copyright-evading weapons for a future update…
Ermagerd Sterrr Werrz
as soon as i saw it i started wondering if it was used as a prop in any of the movies
I didn't know the smoke/flashlight illumination thing was unintentional! I can basically never use flashlights on guns cause I just end up blinded.
I definitely have the flashlight/muzzle smoke interactions. To the point that I don't use flashlifghts ever because every time I fire it basically occludes my entire targeting view. (Not that there's a lot of dark scenes to use them on yet, looking forward to the new TnH map!) I don't have a ton of oddball settings enabled but I do have lighting bloom on, I wonder if that's related?
I have it too.
WOOO, 20 gauge over under, caravan shotgun finally real!
It truly is a good day when Anton has posted another devlog
So, I actually always thought the illumination of muzzle smoke was a feature, and that made me never want to attach flashlights to my guns, so imma hop on later and see if it's still occurring.
you should tell Anton what configuration you're running on, what gun you're using and the scene youre playing on, it could help him reproduce the bug to see how to fix it
@@nickosman1556 Yeah I haven't had the time to hop on and confirm if it's still happening or not just yet, but once I do, I'll put together a list of my specs and settings used.
Same, which only really bugged me on automatics so I figured it was to encourage tactical weapon choices. I don't even know if it's still happening on mine either.
The Institute level really reminds me of Control by Remedy Entertainment. I wonder if they would be interested in a crossover...
Anton, you’ve gotta be the best dev I know. Just looking at ONE of the many awesome things you do, you’ve made one of the most realistic and content packed games for only 20 dollars. You have then been adding loads of content to that game for 7+ years at this point for completely free! I don’t know how you do it but your amazing. I think I’m gonna buy VR just for this game.
as a newcomer, I've ALWAYS loved the gun play. These look promising!!
I'm genuinely surprised this game hasn't been used in some kind of official training capacity. I don't even have VR, Anton just seems like a really cool and talented dude. I bet Ian from Forgotten weapons would get a kick outta this game.
This is the first and only game I look forward to keeping up on the development news with. I watch every release you do, even though I'm on the alpha branch and not the experimental.
I'll never complain about more boomsticks. these look great.
Sosigs are gonna have a whole revolution pulling down statues of the Grand Salami
I love this dev. I truly believe that he is the best. As soon as I am getting my vr back I am hopping on the game.
Holy crap the new over-under looks so much nicer in the action! Woo!
I just tried the flashlight/muzzle smoke thing on my system. In Indoor Range, it looked just like it did in the video. However, it's MUCH brighter in Take and Hold - Classic Corridors. I tried various graphics settings and it didn't make any difference. M16A4 with tactical flashlight. NVIDIA 2070 Super
That pistol/shotgun feels like something straight out of warhammer 40k
I'm not sure if I'm a weird or what but I like it when the flashlights illuminate the muzzle smoke because that happens in real life and it adds a different element to nighttime play or playing with a flashlight.
Just to give my sauce to this video.
I have been experiencing the flashlight illuminating the smoke of guns. Always thought it was a feature and it made me not use flashlight, since you see less when using them.
I used a quest 2 and a modded safe when I experienced this. Although I also experienced it on the regular unmodded builds of the game.
i made chimpanzee noises when i saw the thumbnail
Amazing mental image
@@AntonHand agreed
tbh the cocking bug for the Tulyak looks like more a feature to me, I'm imagining that you're just smacking your fingers to squeeze the cocking... thing
You are one of the most hard working videogames programmers i know
Finally! New 1911 sounds!
I am so excited about getting new shotguns! They are so much fun in h3vr
I've enjoyed this game for over 500 hours. It's surprising to find out that the phenomenon that occurs when attaching a flashlight to a firearm wasn't intended by Anton. I had always thought it was an intentional feature of the game.
i got too invested in this video and ate too fast and now my tummy hurts. why did you do this to me anton
You know what's awesome about you Anton. I haven't played H3 for, probably close to a year and a half now, maybe longer (due to VR problems blah blah) But whenever I am able to come back, there will be an absolute plethora of new weapons and features etc. to try out, and I won't have to pay a single cent more, for any of it.
That's amazing. and that's a labor of love. So thank you for continuing to make a great game greater, all the time.
On the topic of textures and cleaning up... I beg of y'all to clean up the Carcano! It looks like she was found in the drywall of an Italian basement that flooded in the 40's :'D
23x75mmR guns just make me happy. As an avid user of the KS-23, this puts a smile on my face
oh weird, i thought the muzzle smoke getting lit up was intentional, as a gameplay balancing thing (you can see things in the dark, unless you're shooting), which also lead to a really cool moment where i found a muzzle brake for my gun, diverting the muzzle smoke away from my line of sight. here i thought i just engaged in some cool emergent gameplay, but i was actually falling victim to a bug!!!
I don't have the processing power to play H3 on my current pc, but your game was the first ever game I paid money for when I got a game( i discoveredmy inhability to run it after lol) . You're genuinely one of my favorite devs and your game is amazing too boot :)
Thanks for your support and kind words :-)
Glad to see 20g get some love, especially with a new over-under.
Everytime I forget that I really want to buy a VR headset, an HHH video shows up in my recommended. Curious.
My flashlights have consistently illuminated my muzzle smoke previously, especially with suppressors on. If this is still a problem in the coming Monday when I can play, I’ll throw out a bug report on the steam page for them
Now that IS odd. In real-life muzzle smoke can obscure your vision at night with a weapon mounted light, especially if using rapid-fire or full-auto. However, that's why a lot of people equipping "night fighting" rifles tend to include suppressors. First because less muzzle flash is significantly more important at night, but secondly because it reduces smoke a bit and directs it more forward in a tighter cone.
dude this is the best game and you are the best dev, I couldn’t ask for more
>20g Over/Under double barrel
_I GOT SPURS THAT JINGLE JANGLE JINGLE_
WOOOOOO, yeah baby, that’s what I’ve been waiting for, that’s what it’s all about, WOOOOO!
Anton, you handsome man, you've done it again.
Hey Anton, love your game as someone who cant legally own guns its great fun to learn about how they opperate and get used to to so many platforms. Just a quick question, when playing on rift s the massive tracking rings often stop me from racking the slide of pistols from the rear. Was wondering if its even possible for you to add a way to change the position of the (interaction orbs???) on our controllers. Thanks for the amazing game!
these new shotguns are so cool, i'll be playing with that 16ga single shot one for a while lol
Hey, Anton. I went into the experimental build to test out the flashlight illuminating the muzzle smoke. It does illuminate the smoke in my game, and trying out different graphical settings does not fix it. I do use a Meta Quest 2, so you may have to ask people who report this bug to also tell you what headset they use.
Flashlights irl especially with shitty ammo will illuminate smoke as it leaves the barrel. Its only a problem at night
I'm a little late, but the last time I remember smoke illumination occurring was using the SCALPEL-LE with a muzzle brake
Woah drop everything …. Anton posted 🎉
Amazing job as always Anton. Also really want to see breach loaded shotguns would be really cool
the first and last game I played on my now dead gen 1 vive, glad I can still catch these updates
*salutes your Vive* Hope it served you well!
I have the flashlight issue and after a bit of messing around it seems to be more visible depending on the base map brightness. It also happens to the receiver smoke. I can get it to show up when pulling the gun back towards my body while shooting even in dark maps.
It tends to happen more when you're looking down the cone of the flashlight. Like if you were to hold the gun straight out in front of you and tilt your wrist so the muzzle is pointing straight up and fire you won't see it, but looking down sights shows it.
Edit: On Arizona day if I hold the gun below my knees and point it straight, I can get it to consistently happen and not happen by looking down at the gun to make go away, and looking up away from it to make it happen. But only when standing in certain spots. (To the right of the grill) I get the feeling it might be conflicting with some screen space effect.
Gun used: AR15 SBR, regular mag, scout flashlight forward under position
Not visible/slightly visible: Arizona Night, Meat Grinder
Pretty visible: Rotweiners
Mostly/very visible: Institute, Arizona Day
Specs:
Odyssey+, SteamVR and WMR for SteamVR both on beta
Windows 11
5800x3D
3070
64GB RAM
Game installed on NVME in C drive
I'll keep doing some tests every now and then. Hope this helps!
So, I have definitely been having that flashlight issue with my setup. I just assumed that that's was supposed to happen. I didn't even realize it was a bug till now.
Love the new sounds for the 1911, might keep up with non-holstering akimbo reloading just to listen to the mag-dumping.
Actually speaking of, and I know it is impractical. Would there be potential for a future update to help with it? Its possible to get it drilled in while standing; But movement ruins the ability to do it. No magnetism for keeping one gun magnetized to the other for ease of akimbos.
And because I'm a maniac. Racking shotguns with one hand. Some extra leeway for grabbing and getting it fully cycled would helps tons for that use. Plus, imagine doing akimbo Spas-12s for T&H.
Since the new map will have dark spots, can the glowsticks also come back? 👀
To have more lighting options so it's not just "get flashlight - problem solved"
Maybe even spawnlockable ones that stop working after a while, I kinda want an option of throwing them to certain spots during combat to see enemies better and stuff like that
Ah another WONDERFULL video. Thanks anton, I cant wait till i get my index so i can play again.
Flashlights will usually illuminate full auto firearms in my game. I personally use a quest 2 with virtual desktop or quest link
God Emperor Anton serving a banger update yet again 🎉
Another 23mm shotgun thingy you could add is the KS-23 bulpup variant
Had no idea that flashlight bug was a bug. It's happened to me for years, across 3 entirely different systems and 2 headsets.
lol always thought the illuminated muzzle smoke was a feature, not a bug😅
I've been having the flashlight "lighting up the muzzle smoke" since I got the game in 2019, I always thought it was intentional o.o
I don't think it's related to the graphics card, since I went through 3 different graphics cards since then, 2 AMD & 1 Nvidia, and it's always been there.
loving the new cartages and i can't wait for the new t&h map!
Everything you make for this game is amazing! I'm really hoping for some new ak models and such, like the AKS-74 and the U variant, and the AKMS is something too.
Seeing the weapon lights in action I wish there were some light switches in the indoor range.
Find it funny, two videos before I asked for a .45 CAL sound remaster. Doubt it was because of me but it happened! Thanks Anton!
Thanks Obama Bin Ladden
@@nickosman1556 no problem Nickosman1556
We need to get this man to 100K subs
Love everything in this game really hope we get some more WW1 weapons in the future. SMLE, gewer 98 for example. Maybe a trench warfare map?
Anton gets terrifyingly eager with an RPG-7
I think a belt fed 23mm shotgun called the ZU-23U would be an excellent use for the 23mm shotshell.
One man dev can do anything
i things this new map with game mode gonna be the best
I'd really like a customable Remington 870.
If ever possible ide love to show you a concept for a full auto shotgun pistol i think would fit right at home in H3VR.
Its a 35 round, full auto drum mag fed shotgun pistol thats chambered in 12 gauge shells. It fires 5 rounds a second and is bolt primed kinda like the stein II from world war two.
Its a pretty neat little thing that would be really really cool to see added. The gun is called the brutis jr but my version is called The drain cleaner.
Anton is an absolute inspiration
NEW OVER-UNDER HYPE
a cool easter egg for the sosig statues, would be if you could pick up the stone gun they drop, and use it as a sosig gun(with shake reload if enabled) :)
I am using an Oculus Rift S and I'm seeing the illuminated muzzle flashes. It's been happening since forever and even on different types of GPU's (RTX 3070 and RTX 4070)
On the topic of the dark areas in Institution, would we ever get an alternative level setup where basically the lights are tuned off (or very dim) where flashlights play a more important role.
The new sosigs with their NVGs could also fit in a bit more thematically then.
Me: *sees ghost loading*
“Finally,inner peace”
I can’t wait to get a Pc so I can play this!!!
So my settings are on default, but my headset is a Quest 2 but I use my PC to power everything which runs fine, I do get that smoke flashlight issue but it's with a suppressor I think I get it, haven't played in a while as I've had to shuffle my room around and just not had time to clear VR space, and the summer heat has been less than ideal for wearing glasses too, but it definitely affected it with a suppressor
Would it be possible for a few rooms or areas in the new level to have darker areas/ spots in it? Thinking about it the only really dark instance is the halloween meat grinder level, and implementing it could prove to be a challenge and an interesting gameplay mechanic, food for thought, appreciate all you do!
Take and hold Ricky dicky random just got even better, now I have three new baseball bats and a new shotgun
These shotguns look amazing! Always a fan of seeing more lefty-friendly vr guns! Are there any chances we might see a southpaw version of a bolt-action or a revolver in the future?
I just remembered the R8 exists. Let me rephrase:
Please Anton PLEASE I'm begging you, reversed LAPD 2019 special, pleeeeaaaase
And maybe change the metal shell falling audio to metal instead of plastic
My dude just had a thought of the gyro jet gun
GAU-18A If you really want something wacky. It’s a survival rifle for the US Air Force.
Definitely flash lights light up my smoke, have to look into what guns/scenarios it happens in
You should add empty flower pots, it's a brutalist bread and butter.
Would love to see more flashlights, or IR gear put into the game. Maybe a black out take and hold. Would be a nice use for thoes flare rounds some shotguns have and the flare mortar.
I clicked so fast I'm so excited for the new take and hold level
Love to see you experiment with more destruction ! I wish we would get doors/destructibles walls in a T&H map à some point 👀
hey anton the flashlight illuminating muzzle smoke was a bug i had with quest 2 pcvr i have not tested it with the valve index yet but i will come back with an edit once i do :)
As a shotgun lover im just gonna buy vr for this.
It would be cool if the corners of pillars and hallways could also be destructible
Currently in college without my quest so cant play H3 but everything looks so dope