Natural Locomotion - Myou cat
List of changes:
  • Profiles for The Forest VR beta hotfix 2.
  • Profiles for Vivecraft 1.12.x (not tested with previous versions). It doesn't run automatically yet.
  • Profile for In Death (for Vive and WMR).
  • Profile for Arizona Sunshine for WMR (already available for others).
  • Improvements to Fallout 4 VR on Rift after the beta went stable.
  • Improved Dead Effect 2 profiles by adding smoothing compensation.
  • Fixed Dead Effect 2 issues with VIve.
  • Added joystick walk, jump with a specific trackpad click direction, smoothing compensation, among other details for The Forest.
  • Enlarged sliders of "describe original locomotion".
  • If SteamVR was expecting an app, it will wait 60 seconds since startup before opening a game (workaround, this will be properly fixed).
  • Many internal changes in preparation to add walk in place.
We're working hard to bring Walk In Place and more movement alternatives to Natural Locomotion, and many more features and profiles. If you want to help speed up development, please tell your friends about Natural Locomotion!

Shout-out to /r/Vive for their support!

As always, report any issues, suggestions or requests in the community forum.

Natural Locomotion - Myou cat
A couple of days ago Skyrim VR beta was promoted as the regular version for everybody. We deprecated the beta profile and changed the regular one to be as the beta. As a reminder, the only change is the original orientation: It explains to use HMD mode, which works better for sprinting. Don't forget to configure your game to be HMD oriented!

As usual, head to the community forum if you have any problem or suggestion.

We're still working on new features. We'll publish each one in the beta thread as soon as possible. Subscribe to that thread for updates.

Natural Locomotion - Myou cat
In the last update to the demo (10 days ago), we accidentally introduced a bug where Vive users with slower GPUs may get dizzy after a while. It has been fixed. This didn't affect the app itself.

Many Skyrim players have reported a lot of lag (2-5 seconds to start or stop walking), when minimizing the window or when using certain mods. That has been fixed as well! This change has been in the beta branch since last week.

List of changes:
  • Improve timing consistency.
  • Fix very unresponsive behavior when minimized or with an overloaded system.
  • Fix latency bug in the demo, that caused motion sickness for Vive users with slower GPUs.
  • Fix for joystick jump also clicking the joystick in Rift.
  • Improvements to instructions for Skyrim VR and Rec Room.
Same known issues as last time.

Next update will be BIG. Subscribe to the beta thread to receive notifications of changes as they're published.

Natural Locomotion - Myou cat
During long sessions, Vive users had a hard time pressing the grip buttons all the time, which is not comfortable and has risk of repeated strain injury (RSI). We added a "Sticky grips" feature, which you can enable in settings.

Complete list of changes:
  • Vive Pro support. It must be enabled in settings.
  • Sticky grips. Available in settings.
  • One side enables both. Available in edit profile -> configure buttons.
  • Fixes for Oculus Rift users during startup.
  • Fixed presence of virtual controllers (like LIV's).
  • Fixed long standing issue of not having both controllers connected when starting a profile.
  • Open SteamVR automatically if it fails to connect.
  • Added "How to move" video on Steam.
  • Demo updated with new models, snap turning and many walking fixes.
Known issues:
  • By default one can't use the flashlight in Fallout 4 VR. Can be remapped to trigger but one jumps when turning the flashlight on or off. Or it can be remapped to right home (use the button in the headset to open home).
  • If you close the app without clicking "stop", some buttons remain muted until you restart SteamVR.
  • If the demo scene is started without headset tracking, floor may be wrong in Vive, and Rift uses fall to the infinite void.
  • In the demo, one jumps after crouching.
As usual, head to the community forum if you have any problem or suggestion.

Natural Locomotion - Myou cat
Preparing a public release has proven too time consuming, slowing down development of new features, fixes and game profiles.

We decided to make a public beta branch that we'll be updating much more frequently, with features or changes that may break things for some people, but that you lovers of the bleeding edge can enjoy while helping us polish the application.

Please visit this forum thread for instructions as well as a list of the current features not in the regular version.

Instead of making announcements for the beta branch, we'll be modifying that forum thread with any changes in the beta.

Thank you!

Natural Locomotion - Myou cat
Bethesda just released an update to Skyrim VR where orientation mode is configurable, and both controller and HMD orientation modes work properly! We added a separate profile for it, defaulting to HMD orientation, but you can switch it to controller orientation if you prefer (for "combine" mode). Remember that the setting of both the game and the profile must match, otherwise there are unexpected results. NaLo is always oriented to the handles of both hands.

Additionally we're adding some more profiles.

Changes:
  • Added OrbusVR profile.
  • Added profiles for four Serious Sam games.
  • Added profile for Skyrim VR beta.
  • Tweaked Skyrim VR once more (except VIve's). Active zone is bigger because the original ini setting applies after dead zone, but NaLo does before.
  • Fixed defaults when creating a new profile for Vive or WMR.
  • Removed absolute speed limit of 8 m/s.
See previous post for known issues we're still solving.

As always, report problems in the community forum.

Natural Locomotion - Myou cat
The Rift+WMR beta week lasted a little bit more than we intended, but here we are with the results! Among many other things, you'll no longer jump after crouching, you can adjust speed and sprint threshold and WMR users will have more control in Skyrim.

We hope you find this version to be much more intuitive, more stable and cooler. Let us know below!



Full list of changes:
  • Driver install script has been rewritten for robustness.
  • Adjusted parameters for Skyrim in all platforms.
  • Added VRChat on all platforms.
  • Added speed multiplier and sprint threshold.
  • Separated trackpad/joystick settings in two: original locomotion and emulation preferences.
  • Added images for activation buttons in the active locomotion screen.
  • Fixed more issues with unintended walking.
  • Fixed side switching (esp. important in WMR). It calibrates after walking a few times.
  • Fixed crouch jump. It calibrates after walking a few times.
  • Added a setting for those who prefer the old jump behaviour.
  • Made "passthrough pressing quickly" a little less quick. Renamed from "click passthrough".
  • Minor changes to several profiles.
  • UI improvements.
  • New screenshots.

The changes won't stop here, we are back full steam on bringing more features and more profiles this week! We're also making new videos that explain how to use Natural Locomotion. Click "follow" to be notified of updates.

Known issues:
  • Fallout 4 VR is broken in Oculus Rift.
  • If you close the app without clicking "stop", some buttons remain muted until you restart SteamVR.
  • Vive Pro users need to switch controllers, and to use "controller orientation" instead of "Skyrim".
  • The demo doesn't have any of the fixes of the last 3 weeks.
  • If the demo scene is started without headset tracking, floor is wrong in Vive and Rift uses fall to the infinite void.

As always, report any issues in the community forum. The previous version is temporarily available in the betas tab as "previous_version".


Natural Locomotion - Myou cat
Motion sensitivity has been better calibrated for walking and jumping with Windows Mixed Reality. Settings getting reset has been fixed. A new profile for Skyrim for WMR has the following scheme:
  • Walk with grips. Shout with left joystick click (instead of SteamVR overlay).
  • Go back from menus, etc, with the left grip by pressing it quickly.
  • All touchpads and all joysticks work like they did originally.

The new quick press button passthrough feature works for all headsets, but no other built-in profile is using it right now.

Known issues for WMR:
  • If you press the grips while the controllers were flying due to lost tracking, the sides may be reversed. If that happens, just press a grip again when both controllers are tracking.

Natural Locomotion - Myou cat
This update was really tough. Skyrim direction detection is weird. It's not HMD based or controller based. It's so weird we added its own option:

"When thumb moves up, player walks towards Skyrim"


It was working good enough in Vive by pure chance, because of how the controller is held. But it had a weird spot and was very difficult to sprint. These issues were amplified a lot with Oculus Touch controllers, and we had to fix it before we announced Rift support...

Vive users will also see an improvement with these changes, as the active "forwards" area is bigger. Zig-zagging is fixed and running straight is now possible, which was a prerequisite for sprinting.

Did it improve Skyrim VR for you? Tell us below!

The activation button for most Rift profiles is thumb rest (the little touchpad-like thing).


Full list of changes:
  • Added Oculus Rift support.
  • Added Windows Mixed Reality (WMR) support.
  • Added headset detection and have separate built-in profiles for each.
  • Added "Skyrim" direction mode. Removed "Slerp" parameter.
  • Set not to run game by default.
  • Added most options to running profile screen.
  • Added "run game now" button to running profile screen.
  • Use original left trigger in FO4VR, flashlight is disabled for now.
  • Removed "palm side down/up" remaps until they're fixed.
  • Added Vive profiles for Kartong, H3VR, Payday 2 VR, Dead Effect 2 VR.
  • Added Rift profiles for Onward, Pavlov VR, Payday 2 VR, Dead Effect 2 VR, Stand Out, in addition to the old Vive ones.
  • Added WMR profiles for H3VR, Payday 2 VR, Dead Effect 2 VR, in addition to most of the Vive ones.
Known issues:
  • Some people must enable the "switch controllers" option. And some must have it off.
  • In Rift and WMR, sometimes it takes a bit longer to stop than it should. To be fixed soon.
  • Some profiles are not available on all headsets due to current limitations that will be fixed soon.
  • In Rift in some rare cases, if the demo is enabled, when starting Skyrim a black screen may appear. If that happens, disable the demo in settings.
  • WMR jump may be too sensitive. It will be adjusted and we'll add an option.

As usual, head to the forum to report issues.

Natural Locomotion - Myou cat
Looks like we introduced a bug just before releasing the demo, and could only notice it when we finally had time to play Skyrim ourselves. Sometimes after stopping walking and even releasing the grips one would keep walking, sometimes for half a second, and occasionally forever. We said in comments that it's a hardware issue, but that's actually much more rare than what was happening.

This fix makes the experience more predictable and stable. You should be able to take a single step. Tell us your experience below :)

(The demo has not been updated yet)

Changes:
  • Fixed walking getting stuck.
  • Fixed jump lag.
  • Fixed FO4VR by reloading/grenade/mine with menu button, and VATS with left home button.
  • Fixed "enable touchpad when not moving" (fixes FO4VR map).
  • Fixed detection of updated profiles.
  • Added Arizona Sunshine.
  • Added GORN.
  • Improved some messages and profile descriptions.
Known issues:
  • Some people must enable left handed mode even in right handed games (or viceversa)
Restart Steam and, as usual, head to the forum to report issues.

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