2MD VR Football: VR Platform Testing and Bug Fixing

2MD: VR Football Classic

2MD VR Football Classic is a room-scale two-minute drill VR arcade experience that allows players to become a virtual quarterback! Draw your own plays before taking them on the road to victory. Featuring customization, fast-paced gameplay, an action packed bonus game, and more.

Hi Everyone! I wanted to give you all an update with regards to how we test 2MD when SteamVR gets an update, or if anyone reports an issue. First and foremost, we have a VIVE Pro setup and a standard Oculus setup for testing both major platforms. We also have a WMR setup (not pictured here) as that is still seeing somewhat common use as an entry-level VR solution. [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30748067/9a389eecda9c1d1b5f92cdd2477ccba6ac972aab.jpg[/img] In addition to the standard VIVE and Oculus controllers, we also recently got our hands on the Index prototypes - however, currently, our studio hasn't had the bandwidth to sit down and really play with them yet. [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30748067/54ff2e6b7f16338abf8191541db770ec53d1203d.jpg[/img] Our current testing rigs are 2 Alienware Aurora PCs with identical specs (Core I7, 8 GB ram, GTX 1080 cards, running the latest windows 10 build) 1 for each major platform to avoid interference from each platform's executable (SteamVR / Oculus software) [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30748067/c8ce37d7cd06161282986dce3860d7362a5a493f.jpg[/img] Lastly, we've set up our cameras to best allow tracking of throws, requiring overhead approach to ensure the best possible accuracy. [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30748067/6c128516e001c8b8f3c0038229a4ff0a4ac7718d.jpg[/img] Whenever someone notifies of an issue with the game, the first thing we will do is attempt to reproduce it -[b] that is why stating the nature of your setup is absolutely essential when you have an issue, because we have to figure out where in this rather convoluted chain of PC hardware, software, and VR hadware that the issue may be occurring[/b]. The current build of 2MD is shared not only with players on steam, but also upwards of 20 to 30 VR arcades around the world. As such, we've avoided implementing any platform-specific requirements, since we have to ensure maximum compatibility for everyone. An interesting complaint raised in the (thankfully few) negative reviews folks have posted stem from the game working initially, then suddenly not working correctly one day. Be assured we haven't stealthily updated the game or something; this is usually caused by an updated component outside of our control, most often a SteamVR setting or, occasionally, a windows update. This is usually where we will recommend trouble shooting, as we've not altered anything with the executable itself. Another issue that has cropped up has been throws either dropping as soon as the button is released, or throws behaving inconsistently - 2MD relies on framerate in part for its tracking, so if there are any hitches, this will affect accuracy. One good way of determining this is the case is, throws behave correctly in the practice field (which has minimal geometry and no crowds), but don't behave consistently in the actual game (which is a much heavier load resource-wise). Our solution to this is lowering the quality of the game settings to match your hardware, decreasing the resolution of the social screen / spectator screen (or disabling it entirely), and making sure your graphics card drivers are updated and don't have any reported bugs affecting SteamVR or Oculus. Remember - we can't support a non-standard setup (3 camera oculus, for example). I realize other games may not have the same issue, however remember other games don't necessarily handle tracking in an identical way. Rest assured, if someone reports and issue that we are able to reproduce consistently on our standard setup, we'll try to fix it. As it stands, however, the game has been fairly stable on a multitude of setups around the world, so we've not had to make any changes to the executable in a long time. Lastly, with regards to future updates for the game, at this time nothing concrete is planned, since we are working on our next console and PC(!) releases. Our current bandwidth is rather limited as we are an entirely 3 person team, so we've made sure our resources for 2MD are focused currently on making sure the product that is out there remains polished, functional and fun. Thanks for your time! Truant Pixel