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  Route Reviews?
Posted by: Shon_T - 03-27-2020, 05:56 PM - Forum: General Discussion - Replies (15)

I'm wondering if a new section of the forum might be created to highlight reviews of shared routes.

It might be helpful for users to have a bit more information than just the title of the route...especially as some custom routes created in headset do not have the ability to edit names after the route has been created or shared. 

This might also allow users to highlight custom routes they just created that may be of interest to other riders.

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  Not Finding APPS in Oculus Go Store
Posted by: Sonicjag - 03-27-2020, 05:28 PM - Forum: General Discussion - Replies (3)

Hi All,
I'm a new user and I have followed the instructions in my account. I redeemed both codes successfully for each app. When I search for the apps using "vzfit" in the Oculus store no apps come up.

Can you tell me how to get the VR apps? That's the reason I purchased the product.

Thanks!

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  New location for game update notes
Posted by: emalafeew - 03-27-2020, 04:03 PM - Forum: General Discussion - Replies (2)

We've moved the Play and Explorer update threads to virzoom.com/updates for greater visibility.

They are also the first thing on its Info menu now.

We'll continue to post threads here to discuss big-ticket changes when they happen.

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  Where we are with online multiplayer
Posted by: emalafeew - 03-27-2020, 11:31 AM - Forum: General Discussion - Replies (5)

Players have asked about our online multiplayer plans beyond head-to-head.  This is just about synchronous multiplayer, where you can see and talk to the other players, not asynchronous multiplayer like our event leaderboards or ghost players.

Our original games offered up to 8-player online gameplay, and we used extra buttons on our original bike for emoticons and taunts.  We are working toward better matchmaking and we may get there again.  But there were problems with that related to the number of players we still have.  

Multiplayer games generally need millions of players to ensure that anyone looking for a match can be joined by 10 other people also looking for a match.  People already in matches do not count toward that.  Our original games tried to deal with drop-in/drop-out behavior in every game, like Journey if you're familiar.  So everyone didn't have to start at the same time, people already in matches did count.  

The first problem with that was you still need a lot of people online playing the same game to every see anyone else, much less 3 or more people.  We rely on VR and a bike together which limits our market compared to free-to-play games on any phone, and Play has 11 different levels which fragment users.  Next, our users have to prepare for workouts and generally have a set time in their day, so don't adjust their play times for online matches. Next, drop-in/drop-out multiplayer meant you couldn't have any "winners", and we couldn't ramp the intensity of waves for your workout if someone could come along at any minute and need to share your environment.  Finally sometimes you just want to play alone, and don't want to be joined by another tanker who keeps killing you.  

So that evolved into VZfit Play's head-to-head behavior, which better suits our player base size, offers synchronized starts so you can have winners, and players can choose to be a part of.  You get to play single player while you wait for a matchup.  And we got to optimize our games for mobile VR without worrying about 7 other players.

Our tank game was the most fun with greater numbers of players, so that's the first one we'd want a larger multiplayer battle option for.  We know we can afford 4 tanks at least in that game.  Making our racecar game like Mario Kart would be a close second. But the first thing on our backlog for Play multiplayer is simply to get "Restart" to work again, so you can play another match immediately with the same opponent.  We had to disable that due to technical difficulties with voice chat but would love to bring it back.  

We've tried to bring people together with our weekly head-to-head events but that hasn't done much, probably for the "everyone has their own workout time" reason.  Snowpelt started our Discord site for gamers to synchronize their matches, and we're working to automatically announce when players are looking for matches in our games on it.  We're also looking for a calendering solution where players can indicate when they want to play, and other players could signup for that time.  If anyone knows a good solution for that already please let us know!

Regarding VZfit Explorer, we kept drop-in/drop-out matchups because they are social not competitive.  It's two riders for now, but we could easily scale that up to 6 to replace all the AI riders with live riders.

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  Button Gamepad no longer pairs. Help!
Posted by: wallytalen - 03-26-2020, 10:40 PM - Forum: General Discussion - Replies (1)

I've been using VZPlay daily since January. The button gamepad has always been flaky. Very frequently you have to press the button several times to get a shot fired.

I've changed the battery once when it ran down. Everything was OK until this afternoon.  Couldn't get it to link with anything.  I unpaired it from the Oculus app and then tried to repair it. It's not sending a signal.

I referred to the online version of the setup instructions which show a button gamepad that has a pinhole and some writing on the bottom.  My button gamepad is plain, solid with no writing.

I'm down and need a new button gamepad.

Help!!!!

Thanks,

Wally

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  Suggestions for Explorer app
Posted by: Keith - 03-26-2020, 02:12 PM - Forum: General Discussion - Replies (5)

Background: I am a fairly new user, but I do a fair amount of non-professional biking in real-life and wanted to give some feedback and thoughts on the app.

  • The transition from one scene to the next is strange to me,(though I did get used to it) and it would be great to have an option of alternative transition types. Example: Using a crossfade etc. 
  • Allow users to download routes before playing, in case of slow wifi.
  • Enable hand tracking on the quest;  I do think it would be cool to see your hands on the bike, but if nothing else just enabling the hand tracking will allow us to enter the app without using our controllers considering we have the button provided in the kit.
  • Instead of the hud up top, add a speedometer type device on the handlebars, while keeping the menu button up top. 
  • Adjustable handle-bars
  • Google maps, have info cards pertaining to the area, it would be cool to have the info cards, to popup periodically of your location, and showing you nearby attractions and such.
  • Auto Follow route mode aka no head tilting or leaning. The tilting feature is cool but sometimes I just want to think less.
  • When I stop peddling I don't glide very far, I like incorporating sort rests in my riding, but also don't like stoping. 
  • When navigating downhill it would be nice to either go faster or have the ability to glide, without peddling, my suggestion is to use google elevation data, or if not possible, allow the user to hold down the "b" button to glide down a hill. 
  • Use Google Earth to play Fly mode, to fly around the earth, specifically the 3d mapped areas.

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  Goals
Posted by: Shon_T - 03-26-2020, 03:22 AM - Forum: General Discussion - Replies (2)

I don't use VZ Play all that much. Just got "Cycled a Marathon"

Any thought about adding badges for accomplishments in Explore? It might be nice to get occasional recognition for these accomplishments there as well.

When I finish Japan (only 100 miles left!) I'm seriously thinking about biking all the way from Eastern Russia near the Pacific Ocean through Europe to Portugal on the Atlantic. I wouldn't mind earning some of those badges as I hit milestones along the way. 

Another consideration might be earning badges for completing certain routes. For example, complete all of the Tour de France  stages and earn a Tour de France badge.

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  2 issues
Posted by: kemscm - 03-25-2020, 10:06 PM - Forum: General Discussion - Replies (5)

I have had trouble with the batteries on both the sensor and the controller. I am all ready to start, and the software won't go. Taking the offending unit apart, pulling the battery, and putting it back in often works. (Really irritating, though. Those cheapish plastic parts are not fun to repeatedly take apart and put together.) (And, yes, I swapped out the batteries that it was shipped with.)
Sometimes, restarting your software also works, so I try that first.

2nd issue -- I created a ride through London, and before I was finished (28 minutes), my Oculus Go overheated. I usually ride for 30+ minutes, so I was really surprised. Could it be because the pics were so busy -- so many changes to the scenery? Could it be because I had it on City?

Which brings up a third issue (!) -- the Comfort option has never worked. I can select it, but my virtual bike does not move.

Any help you can give me would be appreciated. I do love your product; these things would keep me from recommending that my less tolerant friends purchase one, though.

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  I've been charged when I cancelled after 5 days, within the free trial period
Posted by: Debdoubleyou - 03-24-2020, 04:54 PM - Forum: General Discussion - Replies (1)

I have read in the reviews for this product that it is a bad idea to provide the credit card information because you routinely charge people even after they've cancelled. Apparently the reviews are right. I want a refund NOW for the month you just charged me, or I will be filing a complaint with the Better Business Bureau.

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  More responsive lean steering, and tilt steering option on Quest
Posted by: emalafeew - 03-24-2020, 12:36 PM - Forum: General Discussion - No Replies

We have always used your body lean to steer on  position-tracking VR systems like the Quest, and your head tilt to steer on rotation-only VR systems like the Go.

If you have a Quest you now have the option to tilt steer in Play and Explorer, to avoid having to lean.  We've also tightened up lean steering to feel as responsive as tilt steering without having to lean as far.  

Note to look around in tilt mode, your head must be upright to avoid steering.  And you'll need to use the B button to dive in Pegasus and Heli, because forward-leaning to dive only works in lean mode.

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