Equalize Haptics Across Platforms
Momo the Monster
After exposing Haptics without pickups (https://feedback.vrchat.com/admin/board/vrchat-udon-closed-alpha-feedback/p/expose-vrcplayerapiplayhapticeventinhand-for-udon), it's become clear that the same settings produce different outcomes on each platform.
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MisutaaAsriel
Did some testing using a haptics test world (https://vrchat.com/home/launch?worldId=wrld_1f9f4b44-9a69-4c99-b968-dc8555cda602) and
it would appear that the Quest is possibly mis-applying haptic values
. Unsure if this is a limitation of the Quest API, or a bug relating to the Quest client, but even with values as low as 0.05 Amplitude, and 10Hz, for a 1 second haptic event the Quest client provides a solid buzz
, whereas on SteamVR it, appropriately
, provides more of a "thump", similar to the haptic feedback one might find from a modern iPhone or Apple Watch.In simpler terms, the Quest client seems unable to provide
non-vibrating
haptics at all, compared to the PC client, in such a way that suggests the "floor" for amplitude and/or frequency is much higher
on Quest than PC.Both tests were done on the Oculus Quest 2 too, I might note: The Quest Client is obvious, but the PC test was done via Air Link & SteamVR.
Momo the Monster
Merged in a post:
PlayHapticEventInHand Amplitute is way too weak
Reimajo
As pointed out in the initial (completed) canny, the haptics that we can use right now are so weak (around 10% of what is possible) that they are barely noticeable by the player. We should have access to a reasonable haptics power, if not the full amount of what is possible.