Robo Recall Mod Already Adds 360 Play, Official Fix Coming

by Jamie Feltham • March 2nd, 2017

If you, like many Oculus Rift and Touch owners, downloaded Epic Games’ Robo Recall [Review: 7.5/10] when it launched for free yesterday, you’re likely still getting to grips with the game’s teleportation system.

The mechanic is designed to support those with only two sensors, thus can’t use their Touch controllers as well when turning away from them and blocking their view of the devices. As such, when holding down one of Touch’s two analogue sticks to teleport, you can rotate them to change the direction you’ll face when you move. It’s a little tricky, but it’s the best possible solution for those only with the sensors included in the Rift and Touch boxes.

But not everyone will be playing with two sensors.

Though Robo Recall only lists ‘Front-facing’ as its supported tracking mode, those with three sensors can still play the game without worrying about occlusion blocking the Touch tracking. Even in its earliest battles the game gets hectic, and you’ll need to spin on the spot to quickly take care of enemies rather than using the teleportation system, so three sensors are pretty handy.

The problem is if you teleport when you’re looking away from where the game considers the front sensors to be, you’ll end up facing the opposite direction to where you’re looking. Why? Because if you’re playing with a 180 degree setup, you’ll still then have to turn back towards those sensors to see what you wanted to see. That’s all well and good for players with two sensors, but the feature reportedly doesn’t turn off when using three sensors.

That means these players that are spinning around to natrually face enemies in the game are sometimes teleporting and finding themselves facing the wrong way. You can imagine how annoying that could get in the heat of battle.

Luckily, the game’s full mod support — an Epic Games staple — is already here to help. Huge Robot, the developer of the Freedom Locomotion VR system, has become one of the first to make a mod for the game, removing this feature, so 360 setups can be played trouble-free.

Mods are nice, official integration is always preferable, so we reached out to Epic Games to ask if they have any plans to allow three sensor-users to remove this feature. A spokseperson told us that the company will be releasing a patch later this month that will address this issue. Until then, you can download the free mod.

Tagged with: , ,

  • Justos

    Robo recall is the best VR game right now. Everyone should be playing this!

    • Texmex

      It’s good, but not “Teh best” ..

      • Buddydudeguy

        When they fix this HUGE oversite it will be a strong contender for the current best yes. It makes Arizona Sunshine look like shovelware.

        • CaptainHappy

          How so? I’m loving Robo Recall but I loved Arizona Sunshine just as much. It’s still the only FPS VR title I’ve played that feels like it has solid, concurrent story/level progression rather than a disjointed set of areas.

          • Buddydudeguy

            Namely in graphics. Blows AS out of the park. AS is very aliased and the textures look like something someone threw up a lot of the time.

          • CaptainHappy

            I can’t say I thought the graphics were that bad on AS, especially since the last update which removed a lot of the aliasing. The AS devs really dropped the ball on melle combat though, which is fantastic in Robo Recall.

            I just wish it was a bit less like ‘here’s an area, kill everything’… it was a similar deal in AS but they managed to make it feel like a more natural progression.

            Either way, shovelware is harsh when it’s still probably in the top 5 VR titles.

            The John Wick game was shovelware.

      • Justos

        Out of everything ive played this is by far my favourite. Great gunplay, addicting mechanics and upgradable weapons. Is there another VR game with mod support?

        When they fix teleportation all I ask for is more maps/levels and a leaderboard for mods. Or at least enable a toggle to see scores with mods (and what mods were used)

    • NooYawker

      Really? What games have you actually played to make such a statement?

      • Justos

        Obviously I wont list everything Ive played, but the big one to compare it to is Arizona Sunshine. and IMO this game is way better. It looks better, has more addicting gameplay, and has MODS.

        • NooYawker

          It is pretty great they already have mods out. Mods make everything better.

    • Aidan Musson

      It’s awesome, but I wouldn’t say “the best.” Elite Dangerous still holds that title IMO.

    • Sebastien Mathieu

      Arizona sunshine?????

  • Texmex

    Ugh. I love my Rift but these lousy tracking issues makes me wish Oculus would’ve swallowed their pride and made the Rift compatible with Valve’s Lighthouse tracking. Rift + Lighthouse would be the best of both worlds right now.

    • Buddydudeguy

      What tracking issues? 1.12 should have fixed any you had. I didn’t even have any during 1.11.

      • Texmex

        “What tracking issues”

        Read the article.

        • Buddydudeguy

          There is nothing in the article about tracking issues. Is English not your native language? Cuz…ya. Tracking is fine. The front facing teleportation the game uses is what the article is about not ” tracking issues”.

          • Matt Ford

            Well, actually, they kind of are… tracking.. issues… its an issue of how the rift treats you as trackable by default. Thats the absolute crux of this issue. Hes saying he wishes fit went with the vive tracking system (light house) so that we wouldnt have (this) tracking issue of forward facing issue

          • cleetose

            The issue in this article is about the way the game was intentionally designed, not a flaw with the Rift’s tracking (although I do agree that the lighthouse system is better).

          • Buddydudeguy

            lol what? You’re kind of reaching don’t you think?

          • CaptainHappy

            I think he means the whole ‘180 degree by design’ ‘fault’.

            It’s obvious why they did it but it’s also obvious now that Oculus should have supported both 180 AND 360 configs and encouraged devs to design for both.

          • Buddydudeguy

            Right? It’s a issue but it’s not a tracking issue. Anyway you slice it that’s a very strange way to word it.

    • Steak Congregation

      But if Oculus went to Valve and asked to use Lighthouse, Valve could have disagreed or there were terms they weren’t happy with. And if they did, the Rift would have been delayed in order to integrate the tracking system into their design, which would have been at best already somewhat far along. They’d have already invested a lot into the design too so I don’t think they’d desire to let that go to waste.

      • Texmex

        Eh, Valve required no “terms” — Lighthouse is completely open tech available to everyone. Please follow the bouncing ball.

        • Steak Congregation

          Apparently my other comment’s “waiting to be approved” probably because I included a URL. If it gets posted ignore this. What I said was this:

          That might be right now, but I’m talking about when HTC was the only entity outside of Valve to have access to the technology that we know of at the time. Do you have any source that says Valve was open, willing, and ready to give anyone access to Lighthouse before last summer when third party licencing was starting to be openly given?

        • Buddydudeguy

          “Please follow the bouncing ball” says the guy who thinks there is something in the article about ” tracking issues”.

          • CaptainHappy

            It’s a tracking issue in the sense that the game only caters for 180 degree tracking setups. It doesn’t work well with 360 due to the way teleportation works. It’s not a ‘the floor is shifting and my controllers are spinning out of control’ tracking issue.

          • Buddydudeguy

            That’s not what ” tracking issues” means. If you turn away from your sensors and occlude the controllers that’s working perfectly as intended.

            If you want 360 tracking go buy a third sensor. I have no issue with tracking. I do however have a issue with the horrible teleportation that is designed to work only for front facing users.

            See the distinct difference?

          • CaptainHappy

            I already have a third sensor (and fourth, which is finally getting used since the 1.12 update). I’m also well aware of what tracking issues are, I’ve had Touch since day 1.

            The issue is with the game being designed for 180 tracking, which is what Oculus decided to make their default configuration. So it’s an issue because of tracking… design? Other people that don’t speak English as their native language could easily misrepresent their sentiment on this subject.

          • Buddydudeguy

            You used the wrong term, plain and simple. Tracking issues imply drifiting and loss of tracking etc, NOT…this.

          • jlschmugge

            The two-sensor tracking issue is occlusion when the controllers are behind you, as the standard Rift setup assumes you have the sensors on a desk at probably waist level. You can move them up at eye level or higher on a wall and make sure they are separated to 6′ to minimize this issue, but it’s still going to happen at just the right spot.

          • Buddydudeguy

            That’s not what ” tracking issues” means. If you turn away from your sensors and occlude the controllers that’s working perfectly as intended.

            If you want 360 tracking go buy a third sensor. I have no issue with tracking. I do however have a issue with the horrible teleportation that is designed to work only for front facing users.

            See the distinct difference?

          • jlschmugge

            Tomayto tomahto, by design Oculus focuses on the front two sensor model, making losing tracking inevitable. So by design, tracking is lost. Sure when you have three sensors tracking is flawless, but that is a bonus.

            Regardless of that, it is ridiculous to expect people to face the same direction in this game no matter how many sensors you have. I have two sensors and there’s no way they are going to get me to face the same direction. I’ve tried planting my feet and not turn my body, it’s near impossible. The game may be designed to work only for front facing, but ‘work’ is being gracious. Luckily I have my sensors mounted high up so they get pretty good room coverage. I am just as annoyed that they didn’t include a 360 option, or that if it is supposed to be only front-facing, that they made a game that enemies come at you from all directions.

            It’s good to hear that there will be an official patch on the way. I tried the mod, in which my score went up 75 percent because I was facing where I expected. It would be nice to have that on the leaderboards. I just hope you aren’t required to have three cameras to enable 360 mode.

          • Buddydudeguy

            I know it’s ridiculous. I didn’t argue that. But it’s not ” tracking issues” “tracking issues” implies floating, drifting loss of tracking etc.

          • jlschmugge

            We are just going to have different interpretations here. I get where you are going, but loss of tracking because of design is a tracking issue to me. And when the system’s default design creates an inherent issue of loosing tracking from occlusion, one in which its existence necessitates games to require forward facing as default, then it’s an issue, albeit one that is eliminated with 3 sensors.

            Both Vive and Rift by default use two sensor-to-emitter relationships, and both can be occluded by the same methods of hiding the controllers behind something. By design the Vive system minimizes occlusion by allowing the lighthouses to be placed anywhere higher up and further apart. The Rift is limited by the fact you cannot space the two-sensor configuration more than 6 feet apart, and it yells at you if you try. I really like my Rift for its svelte design and comfort, but if the Rift didn’t have this one flaw, there wouldn’t be debate about tracking between the two. Fortunately, Oculus’ price drop now makes it $140 cheaper to have the same tracking experience as the Vive, considering someone is inclined enough to buy the extra sensor and install it, but Oculus will still be requiring games to be made forward facing by default, and comment threads like this one will fill with complaints about the lack of 360 modes.

            I’ve mitigated occlusion of my sensors by placing them high up on the wall, one at head level, and the other near the ceiling, but it still has a few bad spots. I actually want to experiment with pointing the sensors straight down from the ceiling into the play area to eliminate most occlusion scenarios, but too lazy and cheap to spring for the hardware right now.

          • Buddydudeguy

            I have my front sensors 8 feet apart and it doesn’t squawk. 360 tracking is fine. There’s no misinterpretation here. It’s straight up bad choice of words. I can confirm having sensors high up and pointed downwords does wonders. Having sensors on your desk is complete fail and I have no idea why Oculus ever made this the “default” sort of anything.

          • jlschmugge

            I gather you have three sensors you can place wherever you want? I have just two, and in the setup it doesn’t let me continue until they are within 6 feet apart.

    • Walextheone

      Do you really have tracking issues now? After 1.12?

    • Sebastien Mathieu

      sold my rift because of Tracking… never had a problem with my VIVE…

  • Buddydudeguy

    Thank god. This was a huge over site on their part ignoring 360 set ups and only pleasing front facing users. Its borderline unplayable ( to me, IMO before anyone comments) to teleport forward and arrive facing a random direction. Other than this this game is sooo polished and really cool.

    • cleetose

      That was my experience as well. Incredibly fun gameplay, but the crapshoot every time I teleported was very irritating and made me stop playing earlier than I would have otherwise.

      • Bundy

        I was wondering why every time I teleported I was facing some random direction.

        • CENTER

          Yeah me too. It gets very frustrating.

    • DougP

      Re: “ignoring 360 set ups and only pleasing front facing users
      That’s a majority of Rift users – makes sense it’s who they targeted.

      • Roman Nepšinský

        Yep, but they did it all wrong, at least for some people. I have 2 cameras, but 3 meters apart and angled, so I can cover more than 180 degrees. And I am also aware of my physical front facing all the time thanks to leaning to furniture behind me.

        So when I want to teleport to some other location and point with the arrow directly towards the enemy, I am fully ever of my facing and just want the game to teleport me to the arrow direction. And not this current nonsense. :-/

  • dan bryant

    Glad they are fixing this issue
    Also is any one having issues with the haptic feedback?
    I got to the fourth level and both controllers just stopped rumbling.

  • ❤️ E 💛 P 💚 I 💙 C 💜

  • jimrp

    How about the option to walk or run?

    • James Andre

      there is a locomotion mod that gives movement and strafe on left controller in mod mode only(no game progression) is so much better you can back petal and walk up to the bots to grab them. almost OP

  • NooYawker

    Freedom Locomotion makes a really cool demo about moving around VR freely without getting sick. Everyone should look it up.

  • Kalle

    Well I’m playing with 2 sensors and I welcome this as well. Not everyone with 2 sensors use them frontfacing.

    Mine are in a diagonal setup, rough 3,5m x 2,5m playing area, and after 1.12 it’s as good as flawless, had some righthand jitter before, but it’s finally gone.

  • Andrew Barrett

    One more fix I’d like to see (for those of us with 2 front facing cameras still). They’ve used the same teleport/facing system from Arizona Sunshine – now they need to implement the “pull back on thumbstick to do a 180”. I frequently have Robos attacking from behind and have occlusion issues if I try to turn to face them.

  • I was just playing and this annoyed me so much. Like the mod fix, but you can’t progress with it on, hmmm, need an official patch.

  • jlschmugge

    “That’s all well and good for those with two sensors”

    No, it’s not. I suppose I managed to get my two sensors in the right positions that occlusion is rarely an issue, but be it two or three sensors, it has the same gameplay that gets you spun around. This game must be frustrating for those who do have a lot of two-sensor occlusion, as you have to constantly figure out where the hell “forward” is and constantly loose tracking.

  • jlschmugge

    Does the mod work regardless of two or three sensors? This facing the wrong way is annoying for two sensors too.

  • Lisa Keaton

    Did you notice the $50 Oculus Store Credit. I assume due to recent price decrease for Rift + Touch. Free Touch game and $50 bucks.

  • Petya Jánocska

    Looks like amazing! 😮
    But who live in Ukraine, cant be bay and try it.. :/ 🙂

  • Bill

    I completely ignored the Oculus setup instructions and have two sensors diagonally opposite each other about six foot up the wall. I can go anywhere in my room and never lose sight of sensors regardless of which direction I’m facing, whether I’m standing or flat on the floor. I get full 360 in RR with no issues at all (other than crapping myself when one jumps out at me!).

  • CENTER

    It would have made sense if they just added it as an option from the get go. I can understand the message that says ”turn to face sensors”, but the fact that if your body is facing sideways and you teleport with the arrows facing forward and it switches you to be oriented facing the sensors, is stupid. It’s very disorienting.