Dying Light is one of those games that  you will probably never forget, it has a special place in any gamers heart who loves zombie games. The community for the game is still very much alive and active on a daily basis, according to the video the game still has 500,000 people playing every week! Considering the community is thriving, does this give the Dying Light team more incentive to create more content for the game, further extending it’s life? The answer is YES! With a new video the Dying Light team has announced 10 BRAND NEW DLC content releases over the next 12 months, completely free to everyone who already owns the game, covering new enemies, new in game events, new mysteries and much more!

As someone who bought the game when it first released, purchased bozarks horde, bought the following before it became the standard edition and pretty much watched the game develop and grow over time, it’s been an incredible experience not only to play the game, interact with people and contribute to the community but also as a game developer who admires the team behind this great game. Just to see that brand new content is coming gives you more then an incentive to re-install the game if you haven’t already (i’m already set), the night is long and zombies are making a come back! (get out of here game of thrones)

While the info that’s provided is a bit vague and only scratches the surface, suspense is something i’m sure they are going for, let’s face it, this tactic works with awesome games, the wait is on!

 

 

Something that has not been publicly announced but a lot of people are interested in, is a VR version of Dying Light. The game itself was not specifically designed with VR in mind and there’s a lot of aspects that would probably not go over too well anyways (rolling around on the ground, sliding, stuff of this nature) but does that stop enthusiasts? No way! For a few years now, since the Oculus DK2 arrived on the scene, gamers all over have been hacking into a feature the game has built into the back end, Oculus support. But I thought it wasn’t supported? Well according to the Dying Light team, VR integration was in the specs for the game a long time ago but was never fully implemented (and has yet to be really). This means that somewhere in the back end is a command that allows to play the game in VR, whoooooo!

 

I personally had not purchased a VR device since it’s initial release (DK1) but I was able to get my hands on one recently, a nice DK2 that works perfectly, of course the first thing I did when I got it was go looking for awesome games to play, in no time at all I found a ton of people playing Dying Light and Outlast in VR. This gave me a spurt of inspiration to get Dying Light working in my DK2, who wouldn’t want to play an open world zombie game in VR?!?!

 

Little did I know I was in for a long journey and after a few days of constant digging, tinkering with the runtime installations, trying extended mode, etc. etc., I finally found an article shared on Reddit revealing an “easter egg” update for the game (setup instructions below). According to the post the Dying Light team silently updated the game with better support for the Oculus device (DK2 and CV1), is this because of the growing popularity of the Oculus CV1 or perhaps they merely thought it was time after a few years of hearing people complaining? We will never know but one things for certain, the update is very real.

 

 

From what i’ve seen from watching other people play the game in older videos is that the head movement was limited, gameplay was sometime sluggish, UI elements were either extremely small or off screen, things of that nature basically making it not too easy to play the game. While these issues persisted, plenty of people continued to play the game in VR nonetheless, for veterans, the UI is most likely not as necessary (except the mini map, well maybe), beside that the game seemed playable.

 

These are things I expected when I booted up Dying Light with my DK2 running and ready to go, to my surprise the reddit post had been right, there were definitely changes/upgrades made to the VR experience, so much so they were very apparent. Better yet the CV1’s added 10% pixel density does help with reading menus, and also makes the visuals look incredible!

 

First off the letters are mostly readable and are not as small, menus and in game UI are also not as small, providing a bearable experience (still not perfect but hey), I think the most notable difference is the motion tracking, now you can control the head motion fully, look at your shoes, checkout the roof, turn and look at a zombie chase you as you run away (without using the in game command), yea it all works flawlessly, so much so I played for a good long while before taking the VR device off and saying “ok that’s enough”.

 

VR Co-Op Demonstration:

 

 

A few things to mention are that it’s not perfect, so of course there are still issues and glitches, one being that any in game movie (not cutscene) such as the intro clips, title screen or in game movies (like the end of the following), jitters and has no audio whatsoever. I’m not entirely sure what the issues is there but if this is your first time beating the game or the following DLC, I recommend doing so outside of VR. A few issues here and there are expected but overall it’s an awesome experience, one that can only get better as time goes on (hopefully)!

 

Even though this update was silent, it’s a major upgrade and I think we should all clap our hands in gratitude, great work and keep it up!

 

Setup Instructions for Dying Light:
1) Have Oculus Home installed, and configure it for a seated single tracker setup.
2) Open WordPad or Notepad, then browse to the game’s directory folder (it’s usually …/steamapps/common/). Change the view mode to All Files (.), then open the video.SCR file.
3) Next, simply add OculusEnabled() to the bottom of the config.
4) Save the file and close it, then run Oculus Home, then Dying Light and it should automatically display in the Rift.
5) To turn off Rift support, just remove OculusEnabled() from the video.SCR file and save it again.

 

The setup above seems rather simple but for a first time setup of the Oculus on your device, it really depends on version of windows you are running and if you have the proper updates, Oculus home requires very specific updates to be made to the windows system and only displays what you need about 50% of the time. The other 50% of the time the installation fails and says something like “upgrade your system” without any details to what you need, since I am a windows 7 user I needed SP1 and a few windows updates to be installed (KB2670838, KB3033929, .NET 4.6).

 

Hopefully those few things can help you get past that huge wall and into the world of VR!

 

 
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