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JetX VR Download For Pc [full Version]





















































About This Game JetX features an arcade racing, epic battles in the arena and a rich variety of modes. Players can race with friends or compete against the bots to reach for the first place in the online leaderboard. Our game is an inviting challenge originally built for Virtual Reality, now also available for PC.Crystal caves, otherworldly landscapes, space wastes in a sharp low-polygon aesthetics. Arm yourself, collect power-ups and go ahead to the victory!Motion Is Life - Designed from scratch for VR to minimize motion-sickness, JetX features a powerful, unique flight system that gives you extensive control and impressive freedom.Immersive VR - JetX is the fastest VR game ever made.PC\VR Multiplayer - Race and battle against HTC Vive, Oculus Rift and PC players together, regardless of your platform of choice. VR support is optional.Dynamic PvP battles - Carefully crafted combat mechanics and a variety of impactful power-ups always ensure no two fights feel the same. Clever Bots - Never feel alone and even play offline: Designed to challenge and push you to your limits, our bots are not to be underestimated.Multiple Weapons - Swap weapons on the fly or master your favorites; with multiple guns to choose from, you are sure to find a fit for your playstyle.Game Modes - Pick from our expanding list of game types, including Race, Arena, Boss Battle, Energy Core and more to come!Live Leaderboard - Veni, vidi, vici!More levels, game modes, weapons, and new, awesome features are coming. Stay tuned!Motion Sickness:While many players will be able to jump right in without worry, we recommend sitting down for your first few games. Motion-sickness, should you experience it, dramatically decreases after one or two sessions. If you still have trouble, the game’s Safe Mode feature (accessible via the pause menu) will help alleviate your dizziness.A Word From Singularity Lab:This is one of our first complete game projects and we are extremely excited to hear any feedback you may have! The whole team at Singularity Lab has carefully crafted and polished each aspect of the game, in order to bring you the best possible experience. We really hope you will like JetX! Thank you and see you in the game!Team Singularity.Available for arcade on SpringboardVR! 7aa9394dea Title: JetX VRGenre: Action, Casual, RacingDeveloper:Singularity LabPublisher:Fibrum LimitedRelease Date: 11 Apr, 2019 JetX VR Download For Pc [full Version] jetx vr game This is like a very fast, mobile (and agile) version of Skyfront! Maps are beautiful in a cartoony sort of style, and the movement mechanic is much quicker than in Skyfront - it feels kind of like the mobility in Sprint Vector (no arm-swinging, however - you use airguns in both hands similar to Skyfront). Great feeling game!I wish there were people online to play against - the bots are a lot of fun but a community is really what this game needs. My suggestion - give a free trial license to some arcades, maybe set up some tournament events or something.. After playing the tutorial and one game of death match I found the controls to be too awkward. Not an enjoyable VR experience and still have a headache after playing.. Gameplay feels pretty similar to Skyfront VR, which is also a flying shooter. What Jet X does to differentiate itself is the game modes in addition to deathmatch. There is a racing mode (really fun) and my favorite, energy core. In this mode, everyone is after the energy core. When someone picks it up, everyone gangs up to kill them and drop the core. Next person picks it up and flies away from everyone to hold the core as long as possible. First player to hold the core for a total of 100 seconds wins. Right now, the player base is pretty small, but if you can convince a friend or two to also buy in, it is loads of fun.. One of the most underrated VR games I have played. It is 100x better then space junkies and way cheaper. The only issue is a lack of player base because not many people know about these hidden gems.. Online, people were saying 'this is like a poor man's Space Junkies'.As a poor man myself, this is something to give a positive review for.Well, that was a bit terse wasn't - played it a bit more here is my full review. It looks and feels far more like a 'poor man's Starblood Arena - a really polished and fantastic game on the PSVR. A game that Sony are closing the servers down for because of the lack of a player base. And here is the Elephant in the room. So far I have only managed to find two online games - the first one on day one against two youtubers who were there to film content for their channel, next time against a guy who quit 30 seconds into the game. I don't know about you, but there are far too many dead VR multiplayer games in my library, and some of them certainly deserve more love (Oval, Walk on Arrow etc). It confuses me why developers are still making multiplayer games for such a niche platform - unless they live in a cave, they must know that 95% of VR MP games are DOA. Hopefully, things pick up with the release of the Quest - and games such as this (with VERY simplistic graphics and 'pick up and play' gameplay) look like they were made with this in mind. This game has potential, but without a player base - the single player is too thin to sustain interest. There are similar games with far better gameplay and graphics (Starblood Arena - RIP - runs rings around this, in all aspects). So - why the thumbs up? - at the discount price, it has enough content to *just about* validate a purchase. Also, this is not a 'bad' game. If the price goes up (and I see things going the opposite way) - its a thumbs down. I guess I will be playing this now and again to get my Starblood Arena fix, when those servers are closed down. Also, I really hate being negative about the effort dev teams bring to this fledgling market. I am just squeezing enough juice out of this to justify a purchase. I hope it takes off, finds a player base and allows the devs to work further to give more depth to the gameplay. If I were playing this on the Quest (unlikely, as I am not getting one!) and had paid a reasonable price for it, I am sure it would be a blast.. Game is very fun with friends. Feels polished with some small things I would change but overall extremely enjoyable. All the modes feel fleshed out and fun, and for 15$ what you get with the game is worth it.. Great Game its SOOO much better then Space Junkies it has great and varied game modes I played deathmatch and what id call >killer tag\/keep away and there are more that iv not tried yet... Cool large maps and both zero gravity and gravity maps... 10 bucks Give it a shot!! Now explaining it by listing other games ha> its got some Wipe Out, Mario Cart, unreal tournament "great action fast" a bit of Decent\/Overload "thou down is down & up is up" ... Very fun At the price i highly recommend taking the time to try it out with some friends More WMR improvements and fixes! New Skyrim profile for WMR.: 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.. Added profiles for OrbusVR, Serious Sam series, and Skyrim VR beta!: 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.. Added support for Oculus Rift and Windows Mixed Reality! Fixed Skyrim sprinting and zig zagging! Added profiles and more...: 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.. Added Minecraft (Vivecraft), The Forest, In Death, Arizona Sunshine (WMR), improved FO4VR on Rift, Dead Effect 2, and other changes: List of changes:Profiles for The Forest VR beta hotfix 2.Profiles for Vivecraft[www.vivecraft.org] 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 Fixed "Waiting for driver...": The problem started happening today, and it has been found and fixed. The beta branches were not affected.We're sorry for the inconveniences!Update to the Joycon branch: Phone connection code was bogus and has been fixed.. Lag FIXED! Simulation sickness bug in demo FIXED!: 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.. Updated Skyrim VR profile for the new version of the game: 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.. Stuck walking FIXED! Jump lag fixed! FO4VR fixed, and added a couple more profiles: 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.. Vive Pro support, sticky grips, enable both hands with one activator, updated demo and fixes...: 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.

 
 
 

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