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For the first time, the ratio of voting power on "not interested in VR" drops below 50% in the monthly poll.

We'll make an extra effort to optimize the VR build of Fallen Doll in the future. If you do not prefer to use a VR headset, rest assured: refinement on the VR edition will not impact the speed and amount of work allocated to the desktop version, as we are doing this in parallel with the modelling and animating process.

Since the 1.23.5 VR demo has now been released, we'd love to hear your feedback regarding bugs and user experience issues in VR environment, especially with Oculus Touch, which we haven't tested thoroughly. Shoot me a message or leave a comment about how to make the control more intuitive and friendly, and let's make the game better together!

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JC

I think on the Oculus Touch, it would be better if the camera could be rotated or turned while holding the grip and trigger and moving your arm in the desired direction. Not sure how difficult that can be implemented or if I make sense. Right just pressing grip only allows forward and backward motion. VERY solid VR experience nonetheless 😎

Cream

It's really more immerssive in VR. But it's high cost. Personnaly I have Vive.

Cock Hero Dev

I have an Oculus, one thing I'd like to see is when you hold the trigger and click the thumbstick to change direction, it not place you in a different part of the room. Just a rotation without changing player position. It sort of puts you in a 360 circle if that makes sense. Also - maybe just a lower half of the body for VR - it can be weird adjusting the POV and having the male model clip through your headset. Otherwise - the game is outstanding, if I can help in any way with the Oculus version just let me know!

Cock Hero Dev

Also - a vertical tilt. A button(s) to look up and down without having to actually move your head, for the doggy style ones where you're looking down.

Clayfacer

Oculus and vive. I need to try it out

Artorias

I have an Oculus rift with the controllers, glad to hear you're going to put more effort into the VR build ^-^/

cooperdk

Couldn't care less about VR. Yet. It's too expensive and too bulky to be practical.

FramingProfile

I dont have it but its good to invest on it too hen it comes to 18+ ( cant tell why )

Lawliet.

I have a vive I want vr and all the thing

VR-Mindrive

I'm running it on Rift Touch and this last build was a marked improvement in controller functionality imo. I have checked out the desktop version as well, and it also looks, and performs very well. I've found the biggest problems with the Touch Controllers, are the Controllers themselves, as you can't simply sit them down and use them on a desk. They were designed to be on your hand at all times....which is a problem in itself. I just finished building a stand for the Touch controllers and will give your latest version another run.

Eks

I didn't realize this poll had happened but I do have VR. As the prices drop, PC users will buy them.

Jackz

I have a Vive, and I love the VR version. It's truly a unique experience. My only real issues are that some of the detail can become a bit lacking in VR due to the EXTREMELY close-up nature of some of the viewpoints. Also, in any doggystyle-esque position the genitalia can look a bit strange when the butt size is maximized or, especially, if it is minimized.

LM

Standalone VR (Google Daydream and Mirage Solo) are rapidly catching on. I know that Lenovo is doing everything they can to keep up with demand.

Porcupine

PLEASE consider supporting a simple side-by-side 3D display mode that does not require the presence of any hardware (OR or Vive) - it's easy to stream a side-by-side screen to ANY Google Cardboard derivative using any phone, with the help of programs like TrinusVR or TriDef. For each and every owner of an Oculus or Vive there must be dozens who own nothing more than a smartphone with a pair of generic lens-goggles...!

Ndi

I have Oculus and Touch and, as opposed to some of the other people here, I wouldn't be into this if it weren't for VR. It's a nice game and a good effort but it relies pretty heavily on the interface, it's awkward to use, has basically no collision, minimal customization of clothes (few costumes only and those clip and the hair goes wild). There are other projects out there; what attracted me to FD is the VR which is pretty good, the aesthetic (which, thankfully, stopped moving away from the original look) and the idea that the final game will have the big intrusive UI replaced with something better. As for bugs and suggestion in VR - I don't know what desktop users have as bugs and which are specific to VR. Bugs/annoyances: - Easy rotation. I don't even know how and why I can/n't rotate. I can choose POV or regular cam and that's it. I have analog sticks. Ideally, track rotation of hand. Not ideally, use sticks. - Some lighting issues. I think there is a light just behind me. It's probably not an issue on a screen because camera would be too close/far/under but in VR I routinely move around and sometimes the light just goes out. Maybe move it back? Make it two lights so going around a pole doesn't darken the model? - Some interaction. Touch has nice tracking and I have the clunky Vive controllers in game if I fiddle with it but all they do is clip and one scene has a drag thing to adjust the animation. Cool that I can adjust animation, wish tracking did something. The controller model just ... clips. I think I'm spoiled, I keep expecting controllers to do ... something. How about grab and push body parts to make the animation hand-driven? - I know this is in beta and I assume that everyone gets this but the clipping is bad. The ponytail basically never stops freaking out - it's unusable. There's clipping in clothes, clipping in props, it's like the engine/model changed and now nothing fits. The T-shaped-thing (don't remeber the name) has a very casual relation to her wrists; just make the cuffs part of her hands and let them pivot - the animation simply can't do "tied up" her whole body moves. The ball-and-chain flips out and buzzes around on the floor. Usually the scene with the hand chains starts with a chain flipout and a hair flipout. Enhancements: - I propose a better UI. Take the left analog, for example, and, when moved up and down, a symbol appears above my left wrist, the symbol for rear entry. Flip up or down and the icon changes: front, mouth, etc. Left alone for 2 seconds, scene moves to that pose (or push in). Flip left and right to move through stages. Right to set up, right again to animate, right again to finish. Left backpadles. That way I could go though all animation with basically zero UI except a floating white rune, roughly 20 cm across, white. Right analog, for example could flip through locations (up/down) and setups (left/right). The paddle could grap and drag the world around me (or me, negative effect), complete with height. You can have trigger for interact and 2 free buttons to give as toys to children and you would still have a free hand. Wink. - Can we have better optimization? It's fine for now, but the quality SHOOTS up when I crank the graphics but a 980ti OC can't drive that at all and I feel like it kinda should. It's a low detail environment and ONE model. - I know this is personal preference, but the only variation the game offers after you have set the girls sliders is locations and clothes and one is considerably flimsier. I feel like a mix and match system for clothes, headwear and footwear would make the entire experience more varied. At your own pace, of course.

Ndi

I feel like the statement "VR has fallen under 50%" is meaningless since the poll is restricted to $12+. What does that mean? It doesn't mean 50% of people playing it, that's for sure. It doesn't mean 50% of the cash that goes into development either. I am aware that people are even less likely to be into VR on lower tiers, what with VR being expensive, but "are you into vr" should be a straight, open, everyone votes poll without the multipliers if you want to see the audience overall and it should be an open poll with votes multiplied by dollar amounts to see what the cash wants. Additionally, since you promised that everyone with $24 pledged overall all get the game, we can safely assume that people who pledged and then stopped (AKA bought the game at the agreed for price) should also have a word to say. We can also probably agree that pledge-and-leave people more likely want VR than not since this project was started with a VR focus.

Leo

Oculus Rift here. It is very important to me that VR functionality continue to develop. Only thing to report with the latest build is that the controls to rotate the camera don't seem to work for me. I have tried the button combinations listed in the instructions and every other possible combination, and nothing seems to make the camera rotate. Otherwise it controls (and especially looks) very well.

Leo

Appreciate the reply - unfortunately that doesn't appear to work for me. It just pans the camera without rotating (the same as if I was holding the bottom trigger without clicking the stick).

Project Helius

Wonderful points, anything else? And can you elaborate on the "T shaped thingy" issue further, with an image maybe?

Project Helius

Poll results were calculated monthly, we'd decide how much time is spent on the VR version from the last month's power distribution. Anyway, thanks for the feedback! Really constructive and helpful.

Ndi

Wow, replies. @cyan: I just want to specify I was proposing an enhancement. A joystick nav would not replace the UI, there is not enough room for sliders, equipping the girl, etc. I don't think the regular UI could go away in any case, since people use mice.

Ndi

@Helius Yes, yes it's called a Pillory :) I took a few screens but I kinda got carried away so this is going to be more of a constructive criticism look at the pillory location than a bug report because I have taken A LOT of pictures. Also, it jumps from 20 to 50 because I already had other screens in the folder, I did not take 50 screens, please don't call any authorities. I would also like to add that I may seem _suspiciously knowledgeable_. Try to ignore that. No bodies were technically ever found. Here goes: Exhibit A: Screen 24 : <a href="https://ibb.co/mNzmG8" rel="nofollow noopener" target="_blank">https://ibb.co/mNzmG8</a> Right hand, first animation, idle. First observation, of course, is the clipping. Some animations have her hand right in the middle of the restraint, whereas others are on the bottom. The bottom feels more intuitive, as gravity will more likely have someone's hands hang in a restraint, but the animation seems to be done for "plenty of room" mode and it clips. This is what I meant by "something changed and now animations don't fit". Second observation, that's not a restraint. If she has a nose itch, she can scratch it and never even touch any part of the pillory. How intentional this is is something that I don't know, maybe it was never meant to be a restraint, but a toy (as evidenced by the lack of a buckle), in which case, ignore me, I am going to assume that all restraints were meant to be at least a minimum of realistic from now on. Third observation, that's not how human hands work. Hands move from side to side, as a result they have tendons on each side and that tends to make the hand to want to stay straight with the forearm (bones, anatomy, etc etc). Because the wrist tends to move forward and back more, if left limp, wrists will tend to slide forward and close and any tension on her part would close and straighten the hand. A simple experiment shows that anything over 10 degrees doesn't happen naturally by relaxing. See Exhibit A1: <a href="https://ibb.co/i7wf9T" rel="nofollow noopener" target="_blank">https://ibb.co/i7wf9T</a> (Continued) Screen 25 <a href="https://ibb.co/fNi2pT" rel="nofollow noopener" target="_blank">https://ibb.co/fNi2pT</a> Basically the same points, this is a better angle on the room her hand has, the awkward palm angle, unnatural open palm and introducing anatomy issue #2: Pectoral pull. Because humans have hands that generally work in front, hands tend to rest in a position that is in front. When hands are pulled back, the body tends to follow, pulled back by pectorals. This manifests as a tendency to touch anything you've been pinned against. If you go to a wall and touch your wrists to the wall, you are pretty much guaranteed to touch it with your dorsals (upper back), followed by Gluteus (ass). That distance between the pillory and her back simply won't happen, and it feels more like it's cold and icky than being tied to it. This would be felt in the animation if you want realism at any point. When pushed back/pinned by a partner, she would move smoothly backwards until her back/pelvis touched the pole, then that part would abruptly stop while the rest of her body would travel until it also stops. Think "putting beads on the table". (Continued) Screen 48 <a href="https://ibb.co/e8iDw8" rel="nofollow noopener" target="_blank">https://ibb.co/e8iDw8</a> Another angle on the matter. It looks fine from the front, but look how awkward her hands are from the side. Her back is still slanted forward, even though the position would automatically make her sit up, back straight, chest forward, to minimize strain on shoulders. That just looks uncomfortable, frankly, in real live this would be firmly in the "complain" range. And I don't know about those palms, myself. Maybe it's just me, she looks like she likes Pterodactyls a lot. You may also notice her hair is back, the ponytail comes and goes in screens. Exhibit B: Screen 49 : <a href="https://ibb.co/kDhsOo" rel="nofollow noopener" target="_blank">https://ibb.co/kDhsOo</a> This is another animation. As you can see, same hand, this time, way lower in the restraint. Hence the "casual relationship". MAN that hand is awkward. Exhibit C: Screen 50: <a href="https://ibb.co/bWACOo" rel="nofollow noopener" target="_blank">https://ibb.co/bWACOo</a> OK, now this is better, the hands are way more natural, I like that the hands a further apart, even though there is room, which seems to suggest that she is pulling out from the center. A feel of contrast between (perceived) hand movement and the design of the restraint gives it a dynamic feel. Hand cuffs look better when they look like they a little tension on them. On the less than optimal side, that restraint is huge. That is too large to be a leg restraint and those begin where hand restrains end. I understand that could be a side effect of the girl sliders and I'm playing Thinderella, but those are huge. Also in the hands department, hands, normally left alone, go into a fist - that means that fingers touch. See Exhibit A1 above. Never be afraid to clip fingers when making a fist - nobody expects deformable finger skin. May I also suggest that anyone in the middle of an act, may it be suffering or enjoying (or both) of, would very likely make a fist/squeeze. The relaxed hand really breaks the realism the facial animation tries hard to sell. Exhibit D: Screen 51: <a href="https://ibb.co/ks18w8" rel="nofollow noopener" target="_blank">https://ibb.co/ks18w8</a> The clipping. Same deal, model seems lower, looks fine, when animation starts it clips. <a href="https://ibb.co/icWBio" rel="nofollow noopener" target="_blank">https://ibb.co/icWBio</a> Quite a bit. That's basically it (he says, after an entire book). I have video of the hair, but I assume that I'm not unique in the hair flipout, and I also have video of the clipping, but like I said, it happens when the animation does its thing and looks fine when standing still. Also, since I'm already on 5 watch lists, let me suggest a few things when dealing with "tied up". You want thicker restraints. Not only is it easier to animate, but other than porn stars nobody uses thin restraints, they dig into the flesh, which is painful AF and bad for circulation. Those are for photos only. Almost all restraints are padded by at least 5mm on the toy ones and at least 1 cm on ones that a human might lean onto. Stuff that is designed to be suspended by is even thicker. Gym gear that lets you do suspended abdomen exercise can be as thick as 2 cm and they are designed to be used over other gear. As a result, you may want to ditch the (very well made otherwise) thin lether straps with no buckle or obvious method of attachment and replace them by a thicker, padded restraint, longer, that either wraps the forearm (leave the wrist free) or takes the wrist, in which case you can just not animate the wrist almost at all (contrary to what people think, very slight animation is way more natural than none at all). This is what I meant by attaching the restraint. If you attach the restraint to the wrist pivot point and then have a nail-like device pin the back of the restraint to the wooden pillory that would make animation much easier to do. Physically, it would be a forearm wrap nailed to the pillory whole while open and with a couple of buckles on the other side. Logically, it would be a girls with gauntlets (technically, vambraces) that is animated to never move her wrists. This would also eat a lot of the customization work because padded bracelets look exactly like bracelets that clip into the arm. Heavy duty padding: <a href="https://www.power-systems.com/shop/images/product/large/90601_2_.jpg" rel="nofollow noopener" target="_blank">https://www.power-systems.com/shop/images/product/large/90601_2_.jpg</a> Medium duty padding (applied): <a href="https://fitness-body.net/wp-content/uploads/Padded-Ankle-Straps-for-Cable-Machines-by-Indie-Fitness-2-Pieces-Soft-Inner-Padding-Includes-Waterproof-Carry-Pouch-Holds-up-to-220-lbs-0-5.jpg" rel="nofollow noopener" target="_blank">https://fitness-body.net/wp-content/uploads/Padded-Ankle-Straps-for-Cable-Machines-by-Indie-Fitness-2-Pieces-Soft-Inner-Padding-Includes-Waterproof-Carry-Pouch-Holds-up-to-220-lbs-0-5.jpg</a>

Rovert Norrab

Suggestions for VR build would be to incorporate more and improve the interaction between the VR controllers and Erika. Some examples that might be possible: spanking or using devices, removing clothing, pulling hair. I think the posing ability you just added in the current build are a good start.

g-coded

I agree with Rovert, interactions/controlling the animation is what I'm hoping for. I know this means doubling down on the VR side of things, but currently it's just watching animations in VR. This is IMO still better than watching on a flat screen, but other apps that are in development are incorporating this now.

Zgredzik

Hi. First of all. Great game I Love it! Quick question. Is it possible to port the game to android?

Rod

Having the ability to snap-to POV would be helpful.

AnoniMaximus

New user with an Oculus Rift reporting in- * The menu navigation in VR seems funky and is a bit unintuitive- perhaps having something where it's a windowed folder structure would be nice. * The controllers show up as a Vive despite me using a Rift * The sensitivity to move while holding down the side button is a bit too much- that, and having granular controllers through the joystick itself would be nice * There's no way to rotate in VR; I need to look in the way opposite to where I'm facing and reset the view to face where I want to. * There's minor clipping on the models underwear area on some motions; nothing too bad, but just thought I'd mention it nonetheless. * I don't know what the different motions are- some of them share the same icon and are confusing; since I need to progress through the animation sometimes to be able to reset it- better icons or some description as I hover over them would be really nice. * Her ponytail swings around when I move my controller despite being nowhere near it. * Just a personal suggestion- having a ballbusting or strapon animation with her pegging us would be awesome! Edit- for the personal suggestion; it may be as simple as swapping the models around and adding a strapon ;)

petr.koutnik79

I am a Vive user, and to be hones this kind of game is why I got the VR in first place! So thank you guys for it! So far it is the best one out there! To me the only thing that is sort of missing is reaction with controllers or head. Imagine I could "play" with her breasts or she would react if my head would be too close to hers. So far the only thing that reacts is the hair. Also, the pole dance was super hot, was kind of sad to see it was removed. To me the controls are superior, compare to what I had to go through in other VR sex games. Great job! I am definitely supporting you from now on and looking forward to see what is next!

MugenGlider

I'm confused about the payment system you have set up in the Patron tiers. The Passerby tier pays $4 per month. But it says a total of $24+ needs to be paid before having access to the game? Does that mean I have to wait 6 months just to get access to the game? Why can't I just pay $24 all at once to get access to the game in addition to paying $4 per month? Please PM me if possible.

Dicky Boy

Is there a way to change head movement in vr from being inverted in first person. When I look up the person looks down and when I look down they look up. How do we change that?