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JetX VR Portable Edition


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About This Game





Title: JetX VR
Genre: Action, Casual, Racing
Developer:
Singularity Lab
Publisher:
Fibrum Limited
Release Date: 11 Apr, 2019


Minimum:

  • Requires a 64-bit processor and operating system
  • OS: Windows 7
  • Processor: Core i5
  • Memory:

    English,French,German,Simplified Chinese,Russian



    jetx vr game


    After playing the tutorial and one game of death match I found the controls to be too awkward. Not an enjoyable VR experience and still have a headache after playing.. Gameplay feels pretty similar to Skyfront VR, which is also a flying shooter. What Jet X does to differentiate itself is the game modes in addition to deathmatch. There is a racing mode (really fun) and my favorite, energy core. In this mode, everyone is after the energy core. When someone picks it up, everyone gangs up to kill them and drop the core. Next person picks it up and flies away from everyone to hold the core as long as possible. First player to hold the core for a total of 100 seconds wins. Right now, the player base is pretty small, but if you can convince a friend or two to also buy in, it is loads of fun.. My experience wasn't good than I expected, since the graphics are shallow. I like polished polygon games and respect minimalism, but this is not the thing.. Great Game its SOOO much better then Space Junkies it has great and varied game modes I played deathmatch and what id call >killer tag/keep away and there are more that iv not tried yet. Cool large maps and both zero gravity and gravity maps. 10 bucks Give it a shot!! Now explaining it by listing other games ha> its got some Wipe Out, Mario Cart, unreal tournament "great action fast" a bit of Decent/Overload "thou down is down & up is up" .. Online, people were saying 'this is like a poor man's Space Junkies'. As a poor man myself, this is something to give a positive review for. Well, that was a bit terse wasn't - played it a bit more here is my full review. It looks and feels far more like a 'poor man's Starblood Arena - a really polished and fantastic game on the PSVR. A game that Sony are closing the servers down for because of the lack of a player base. And here is the Elephant in the room. So far I have only managed to find two online games - the first one on day one against two youtubers who were there to film content for their channel, next time against a guy who quit 30 seconds into the game. I don't know about you, but there are far too many dead VR multiplayer games in my library, and some of them certainly deserve more love (Oval, Walk on Arrow etc). It confuses me why developers are still making multiplayer games for such a niche platform - unless they live in a cave, they must know that 95% of VR MP games are DOA. Hopefully, things pick up with the release of the Quest - and games such as this (with VERY simplistic graphics and 'pick up and play' gameplay) look like they were made with this in mind. This game has potential, but without a player base - the single player is too thin to sustain interest. There are similar games with far better gameplay and graphics (Starblood Arena - RIP - runs rings around this, in all aspects). So - why the thumbs up? - at the discount price, it has enough content to *just about* validate a purchase. Also, this is not a 'bad' game. If the price goes up (and I see things going the opposite way) - its a thumbs down. I guess I will be playing this now and again to get my Starblood Arena fix, when those servers are closed down. Also, I really hate being negative about the effort dev teams bring to this fledgling market. I am just squeezing enough juice out of this to justify a purchase. I hope it takes off, finds a player base and allows the devs to work further to give more depth to the gameplay. If I were playing this on the Quest (unlikely, as I am not getting one!) and had paid a reasonable price for it, I am sure it would be a blast.. This is like a very fast, mobile (and agile) version of Skyfront! Maps are beautiful in a cartoony sort of style, and the movement mechanic is much quicker than in Skyfront - it feels kind of like the mobility in Sprint Vector (no arm-swinging, however - you use airguns in both hands similar to Skyfront). Great feeling game! I wish there were people online to play against - the bots are a lot of fun but a community is really what this game needs. My suggestion - give a free trial license to some arcades, maybe set up some tournament events or something.. One of the most underrated VR games I have played. It is 100x better then space junkies and way cheaper. The only issue is a lack of player base because not many people know about these hidden gems.. Game is very fun with friends. Feels polished with some small things I would change but overall extremely enjoyable. All the modes feel fleshed out and fun, and for 15$ what you get with the game is worth it.


    More WMR improvements and fixes! New Skyrim profile for WMR. : Motion sensitivity has been better calibrated for walking and jumping with Windows Mixed Reality. Settings getting reset has been fixed. A new profile for Skyrim for WMR has the following scheme: Walk with grips. Shout with left joystick click (instead of SteamVR overlay). Go back from menus, etc, with the left grip by pressing it quickly. All touchpads and all joysticks work like they did originally. The new quick press button passthrough feature works for all headsets, but no other built-in profile is using it right now. Known issues for WMR: If you press the grips while the controllers were flying due to lost tracking, the sides may be reversed. If that happens, just press a grip again when both controllers are tracking.. Released as PUBLIC BETA for HTC Vive with profiles for Skyrim, FO4VR and more. : Natural Locomotion has been released in beta quality with many possible bugs, and a few game profiles. In the following days we'll be adding many more profiles, fixing remapping features, etc; as well as fixing Oculus Rift and WMR support. The following profiles has been included: The Elder Scrolls V: Skyrim VR Fallout 4 VR The Gallery: Heart of the Emberstone (and its demo "Coliseum") Rec Room Vanishing Realms If it doesn't work, click stop then click start again, without closing the game. At this moment profiles and settings do not save and are lost on restart. For more information, please check this forum post .. Updated FO4VR, fixed SteamVR beta, added horse mode in beta, and more! : A frequently requested feature is being able to use the trackpad/joystick in controller orientation mode, while retaining the advantages of HMD orientation of NaLo (for sprinting and avoiding zig zagging). The main reason it was needed was to ride horses in Skyrim. We just added that, but also made it obsolete! We also added a horse mode in the beta branch that makes horse riding more immersive! You can even shoot arrows around while the horse continues in the same direction! Watch it here in action Please try the beta branch and tell us what you think! List of changes: Fixed SteamVR beta support. Added trackpad/joystick orientation remapping. Updated FO4VR profile with menu hold flashlight and click passthrough grips. Fixed profile instructions not changing after restoring a profile. Added horse mode (in beta only for now). Miscellaneous stability fixes with the SteamVR driver. Improved error messages. Sprinting in Rec Room (Rec Royale) seems to be working now with our previous release's profile. We were going to add a workaround but it's no longer necessary. If you missed it, we made another release a couple of days ago with new profiles and many smaller changes. As always, report any issues, suggestions or requests in the community forum .. Vive camera FIXED! Added preliminary Pimax support, and more : As the title says, we found a solution for the Vive camera issue. If it still doesn't work for you, follow these steps: Close SteamVR if you have it open. Reinstall Natural Locomotion. Open Natural Locomotion without opening SteamVR first. Also preliminary support for Pimax headsets have been added. We don't know if it works in all circumstances because we're awaiting for feedback from testers. We know that arm swing with a head-oriented game configuration works well. (edit 10 hours later: controller oriented games and feet trackers are probably fixed now, let us know if they work) As always, send us any question, suggestion or feedback comments to the community forum . Full list of changes: Fixed Vive camera. Added preliminary support for Pimax headsets. Fixed pressing buttons twice when using Oculus Rift desktop in touch screen mode. Fixed Arizona Sunshine speed and sprint. Fixed detection of WMR hands. Fixed driver installer when the variable LUAPATH is present in the environment. We have almost finished Joycon support as feet trackers, as well as using a smartphone to improve orientation and other related features. Thank you for your patience.. New profiles for COMPOUND, Dreadhalls, A-Tech Cybernetic; Updated The Forest, FO4VR, Rec Room and others, misc additions and fixes : We wanted to release so many exciting features this month! Unfortunately we only had time to fix minor things, as well as trying to fix compatibility with SteamVR beta, which has become our first priority. List of changes: Sprinting will no longer get stuck when you just slow down (except in Skyrim, it's limited by the game). Added profile for COMPOUND (was added before in beta). Added profile for Dreadhalls. Added profile for A-Tech Cybernetic (Vive and WMR only for now). Updated The Forest for the latest version. Updated Rec Room profile with new speed and curve values. Modified FO4VR profile for Vive and WMR to put flashlight on left menu button. Modified Skyrim VR for Vive to allow back with left grip. Fixed Oculus Rift profiles for The Talos Principle and Serious Sam 3. Added feature to compensate for "tilt changes speed" behaviour in some games. Added help button with links to the forum and Youtube. Added note for SKSE users. Added sprint mode "exceed active zone", currently not used in any game. Disabled "Run game" button when the game doesn't have a valid command. Have the profile selected after clicking "Stop locomotion". Slightly changed game launch mode to improve compatibility. Made updated profile warning more visible. Fixed text selection. There's still many things to do and several features to add. Once compatibility with SteamVR beta is fixed, we'll be doing walk in place, overlay, horse mode and more.. PS3 Move controllers as feet trackers FIXED (in beta) : Just before release we cleaned up the code and fixed a bug, but PS3 Move support depended on this bug to work correctly so it was effectively broken, stopping randomly and deviating too easily. The beta branch has been updated with this problem fixed.. Added support for Oculus Rift and Windows Mixed Reality! Fixed Skyrim sprinting and zig zagging! Added profiles and more. : This update was really tough. Skyrim direction detection is weird. It's not HMD based or controller based. It's so weird we added its own option: "When thumb moves up, player walks towards Skyrim" It was working good enough in Vive by pure chance, because of how the controller is held. But it had a weird spot and was very difficult to sprint. These issues were amplified a lot with Oculus Touch controllers, and we had to fix it before we announced Rift support. Vive users will also see an improvement with these changes, as the active "forwards" area is bigger. Zig-zagging is fixed and running straight is now possible, which was a prerequisite for sprinting. Did it improve Skyrim VR for you? Tell us below! The activation button for most Rift profiles is thumb rest (the little touchpad-like thing). Full list of changes: Added Oculus Rift support. Added Windows Mixed Reality (WMR) support. Added headset detection and have separate built-in profiles for each. Added "Skyrim" direction mode. Removed "Slerp" parameter. Set not to run game by default. Added most options to running profile screen. Added "run game now" button to running profile screen. Use original left trigger in FO4VR, flashlight is disabled for now. Removed "palm side down/up" remaps until they're fixed. Added Vive profiles for Kartong, H3VR, Payday 2 VR, Dead Effect 2 VR. Added Rift profiles for Onward, Pavlov VR, Payday 2 VR, Dead Effect 2 VR, Stand Out, in addition to the old Vive ones. Added WMR profiles for H3VR, Payday 2 VR, Dead Effect 2 VR, in addition to most of the Vive ones. Known issues: Some people must enable the "switch controllers" option. And some must have it off. In Rift and WMR, sometimes it takes a bit longer to stop than it should. To be fixed soon. Some profiles are not available on all headsets due to current limitations that will be fixed soon. In Rift in some rare cases, if the demo is enabled, when starting Skyrim a black screen may appear. If that happens, disable the demo in settings. WMR jump may be too sensitive. It will be adjusted and we'll add an option. As usual, head to the forum to report issues.. Updated Skyrim VR profile for the new version of the game : A couple of days ago Skyrim VR beta was promoted as the regular version for everybody. We deprecated the beta profile and changed the regular one to be as the beta. As a reminder, the only change is the original orientation: It explains to use HMD mode, which works better for sprinting. Don't forget to configure your game to be HMD oriented! As usual, head to the community forum if you have any problem or suggestion. We're still working on new features. We'll publish each one in the beta thread as soon as possible. Subscribe to that thread for updates.. Feet tracker support RELEASED in beta! Added 15 new profiles and many fixes. : Note: hot fixes are being released after this announcement. Look at the end to see the list. You can finally walk with your feet! We were planning this update since NaLo was released back in April. Note that the feature is still experimental so please report your experience in the forum to help us improve NaLo. Also we have improved and fixed a lot of things, and added many new profiles, listed below, including games where arm swinging didn't make sense (like shooters). Full list of changes: Walk in place with feet trackers (only in beta branch ) Walk in place using PS3 Move controllers as feet trackers (very experimental, read the instructions ). Convert extra controllers to trackers. Synchronize/calibrate different VR spaces, e.g. to use Vive wands/trackers or Knuckles with WMR or Oculus Rift. (beta only) Ability to scroll panels and lists dragging anywhere (and other UI improvements). Changed sticky grips to sticky buttons (it works with any activator button now). Basic support for Valve's Knuckles. Reliable detection of left/right side of asymmetric controllers (basically all but Vive wands). Better side (left/right) detection. Fixed SteamVR 1.1.x support (fixed almost two months ago). Fixed demo on Vive. Fixed settings not being saved on Oculus Rift. Fixed crashes with Windows Mixed Reality (WMR) headsets. Make sure to update or reinstall with SteamVR closed for it to take effect. Disabled demo by default except for first launch. Added ability to open a profile automatically with a command line option. Added a couple of WMR profiles that were removed by mistake. Updated Skyrim parameters for WMR. Miscellaneous fixes. Full list of added/changed profiles: Alien: Isolation (MotherVR mod) Blade & Sorcery Chiaro and the Elixir of Life Climbey Contractors Frankenstein: Beyond the Time Pavlov VR (feet trackers are recommended) Primordian Protonwar (and Demo) Rec Room (fixed with changes in the game) STAND OUT (feet trackers are recommended) Vengeful Rites (and Demo) WAR DUST (feet trackers are recommended) Witching Tower A-Tech Cybernetic (fixed Rift profile) Onward (Vive and Rift only) (feet trackers are recommended) Robinson: The Journey (Vive and WMR only) But we're not done! Features planned for the next version: Walk in place without trackers (a.k.a. head bobbing). Better options for choosing direction with joystick. Support for a tracker or device on the hip or pocket for direction or for walk in place. Support for Switch Joycon controllers and smartphones as feet trackers or hip trackers. Improved profiles for sprint detection. Use armswing buttons as activators for walk in place. Faster direction change with trackers. Better horse mode. Sort game list by last played, or hide games you don't have. Pimax compatibility. And that's just the next version. We have many things planned! As always, send us any question or suggestion to the community forum . Happy walking! Hot fix updates: Walk in place stuck in "make sure headset and controllers are tracking" is fixed. (beta only) Saving profiles in fresh installations is fixed. Oculus Rift wasn't working for existing installations or for people that enabled the demo. Fixed. Fixed Climbey profiles and their instructions. PS3 Move support fixed. (beta only) Fixed VR space calibration progress stuck.. Fixed error 301 : In some cases the driver was installed "twice" and SteamVR gets confused and crashes. If it happens to you, just run NaLo once before SteamVR and it will fix the problem.


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