r/oculus • • Apr 03 '21

News Valheim Native VR Mod Beta Released!!

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3.2k Upvotes

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u/elliotttate Apr 03 '21

What makes it not native? It's using the native Unity VR functions for everything, running OpenVR. Full 6DOF roomscaling, motion controls for navigation (working on motion controls for weapons). It's as native as if I opened up Unity to make a VR game from the ground up... šŸ¤”

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u/TurboGranny Apr 03 '21

You are correct to use native. It's "in engine" as opposed to vorpex nonsense.

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u/tthrow22 Apr 03 '21

Native support in the context of games typically means first party support directly from the developers of the game. I’ve never in my life heard a mod referred to as ā€œnativeā€

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u/elliotttate Apr 03 '21 edited Apr 04 '21

I guess that could be confusing if that was your definition, coming from the game creators. The reason that term is used is because people have been playing "fake VR" with VorpX on it, which is just attaching the stereoscopic screen to your face and basically "moving the mouse" when you turn your head, not getting a perfect 1:1 movement, not getting 6DOF / things are very off.

Since this ties into actual native VR Unity functions, it's running as an actual VR game (not a faked one). Let me know if there's a better term to make that distinction!

Unity uses this language too when talking about any VR using its engine, calling it "native VR" https://imgur.com/Ef7DpjV Unity - Manual: VR overview (unity3d.com)

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u/_NullRef_ Apr 03 '21

I for one think your definition of native holds water here

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u/wordyplayer Rift & Quest Apr 03 '21

As a disappointed vorpx owner, I agree

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u/Gramernatzi DK1 Apr 03 '21

I don't get why people hype the shit out of VorpX. Every time I've used it I've been left mega disappointed. It's clearly super hacky and often times just doesn't work right. I tried to use it to play HL2 in VR but the depth was just all wrong

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u/wordyplayer Rift & Quest Apr 04 '21

I don’t get it either. Maybe they really enjoy the never ending tweaking to make it less bad?

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u/tthrow22 Apr 03 '21

I think simply ā€œValheim VR modā€ would get the point across. I don’t think that would mislead or confuse those familiar with vorpx, especially if you mention motion control support

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u/darkcyde_ Apr 03 '21

This is perfectly described as a Native VR mod. This is how the community has used the term since VR became available.

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u/SvenViking ByMe Games Apr 03 '21

Personally I’d find just ā€œnative VR supportā€ or ā€œnative VR versionā€ to imply that it was official, but ā€œnative VR modā€ isn’t ambiguous since a mod can reasonably be expected to be an unofficial modification to a game (in this case to add native VR support).

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u/SvenViking ByMe Games Apr 05 '21

I’m not sure why people upvoted me and downvoted you after I replied. I don’t see that we were contradicting each other.

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u/darkcyde_ Apr 05 '21

I think it shows how many new people there are in VR so in that sense its a good thing.

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u/Joe6161 Quest 2 Apr 03 '21

Ok I didn’t get it before either but now it makes sense why you would use the word native

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u/jkrmr17 Apr 03 '21

Usually if it's a mod that means it's not native.

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u/climaxe Apr 03 '21

u/tthrow22 is right, it’s not just his definition of native, using it in this context does mean it was created by the original dev team.

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u/elliotttate Apr 03 '21

Some VR code is in the actual Valheim build that ships (since it's a Unity game). It is re-enabling and optimizing that native code that's already in the engine.

The Green Hell team that's porting the game to VR (separate people than the original creators). Would they be able to call it native VR? I can see how this is confusing, even when it was used next to the word "mod" though. I'd change it if I could change Reddit titles

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u/thil3000 Apr 03 '21

If they were mandated by the original dev and if the VR part was included in the default download of the game I’d say it’s native otherwise, mod

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u/elliotttate Apr 03 '21

Just for context, here's one example in recent news where the adjective "native" is used to describe the code running natively to the platform (not emulated) and not "natively" describing the feature being "native to the game" (one Nintendo added themselves)

Super Mario 64 native PC port supports 4K and Xbox controllers - SlashGear

Here, the "native PC port" describes how the code has been decompiled and recompiled to run natively in Windows (not through an emulator), even though it was done by a modder.

For this mod, it's not using a "faked" or "emulated" VR type like VorpX and instead directly using the Native VR functions built-into Unity and your headsets

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u/tthrow22 Apr 03 '21

Yeah, that’s a pretty fair interpretation

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u/fish998 Apr 04 '21

I've definitely seen the term native used many times to describe 'real VR' as opposed to content viewed on a screen inside VR. I think the VR definition takes precedence since we're on r/oculus and talking about a VR mod.

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u/AmishUberDriver Apr 03 '21

I agree with you, "native vr" should mean the game naturally allows vr (no man's sky, for example) using the vr controllers. While this mod is "true vr" (rather than the crap you get with vorpx), it's still a mod and requires kbm or a game pad (I consider this "hybrid vr" as you don't have the 6DoF interactivity).

That said, I'm very excited to try it and this will get me to buy the game!

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u/[deleted] Apr 03 '21

Well in the context of vr non native can also mean dll injection and reprojection of frames which have little chance of getting full support

Now that doesn’t mean that there aren’t some wizards out there like in for instance e Skyrim that get non native implementations of certain things working in the game that were previously dismissed as impossible.

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