“The Solus Project” 1.03 Major Update & The Road Ahead

The Solus Project has a pretty major update that adds a lot of improvements to the title:

Non VR

  • Achievement for getting all secrets incorrectly triggered at 115 found, instead of 118.

VR

  • VR now also features the explorer diary! Get an overview of all you’ve found within VR.
  • You can aim at menu items using the Vive controllers instead of using head aim. Oculus still uses head aim in menus.
  • PDA now has significant less lag and latency when you move it quickly. The items on the display now correctly follow. Small exceptions left and right might still be possible.
  • Inability to control the main menu or otherwise loss of input has presumably been fixed, or is at least less likely to occur.
  • You can now enable Temporal AA via a command or the config files. This may be more pleasant in VR, but it also makes text harder to read, and small bright things like stars blurry. In DefaultEngine.ini r.DefaultFeature.AntiAliasing=1 equals the original FXAA, 0 means no AA, and 2 means Temporal AA. This can also be executed in the console at run time using this same command.
  • The VR ladder teleport spot in Highpoint Caves to Landing Caves now no longer loops you around.
  • You can now scale up the resolution scale all the way up to 200 in the VR menu.
  • In Landing the jet engine particle is less heavy in VR.
  • Bug where strafing would strafe in the wrong direction fixed.

As you may have seen in the patch update notes we put 1.03 up earlier today with a whole range of VR fixes and improvements. New is the Explorer Diary, which allows you to re-read and examine secrets found, and can help you figure out what you are still missing.
Another cool new thing is that on Vive you can now control the menus directly with the controllers, instead of relying on Oculus style head aim. The PDA has significantly less latency too now, and you now have the option to enabled Temporal AA too.

It took a while to get this one out, but we are still dedicated to move further ahead with the VR implementation. Our biggest to-do’s are:

  • VR loading screens – We spent a lot of time on this but keep hitting problems, especially on Vive. We haven’t been able to make this work correctly yet so far, though the Oculus ones seem more promising so we might release an update with Oculus only loading screens first.
  • Oculus Touch – Still on our list.
  • Start game tutorial – Still a bit crude. It is on the list but it is not the most entertaining thing to re-build.
  • Haptic feedback – Currently not being used for the Vive controllers. Shouldn’t be too hard to add.
  • Hands instead of Vive controllers – On the list, but we are not 100% sure that just having hands is the way to go, not least because the hands wouldn’t be able to correctly hold most items. The current idea is to show a hand only when you hold no items, but to hide the hand/controller while an item is held, and instead replace it with a simple sphere or such. Feedback on this is welcome.
  • Anti Aliasing – This one is very challenging. We now added Resolution Scaling up to 200% as well as Temporal AA, and we might improve it further in the future by having TAA also automatically resharpen the screen to combat the inherit blurryness, but beyond that it will be hard to properly fix the AA issue. The only real option we have is to add SMAA, but that might not even work well.

Thanks for your continued support everyone!

They have also posted this shortly after, which talks about the road ahead for future updates.

As you may have seen in the patch update notes we put 1.03 up earlier today with a whole range of VR fixes and improvements. New is the Explorer Diary, which allows you to re-read and examine secrets found, and can help you figure out what you are still missing.
Another cool new thing is that on Vive you can now control the menus directly with the controllers, instead of relying on Oculus style head aim. The PDA has significantly less latency too now, and you now have the option to enabled Temporal AA too.

It took a while to get this one out, but we are still dedicated to move further ahead with the VR implementation. Our biggest to-do’s are:

  • VR loading screens – We spent a lot of time on this but keep hitting problems, especially on Vive. We haven’t been able to make this work correctly yet so far, though the Oculus ones seem more promising so we might release an update with Oculus only loading screens first.
  • Oculus Touch – Still on our list.
  • Start game tutorial – Still a bit crude. It is on the list but it is not the most entertaining thing to re-build.
  • Haptic feedback – Currently not being used for the Vive controllers. Shouldn’t be too hard to add.
  • Hands instead of Vive controllers – On the list, but we are not 100% sure that just having hands is the way to go, not least because the hands wouldn’t be able to correctly hold most items. The current idea is to show a hand only when you hold no items, but to hide the hand/controller while an item is held, and instead replace it with a simple sphere or such. Feedback on this is welcome.
  • Anti Aliasing – This one is very challenging. We now added Resolution Scaling up to 200% as well as Temporal AA, and we might improve it further in the future by having TAA also automatically resharpen the screen to combat the inherit blurryness, but beyond that it will be hard to properly fix the AA issue. The only real option we have is to add SMAA, but that might not even work well.

Thanks for your continued support everyone!

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