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Today's update brings the following changes:
At long last, were excited to announce a big new update for Percussive VR! Theres a lot to cover, so lets dive right in!
Ho ho ho! This update has been a long time in the making, so let's cut to the chase and talk about all the cool new features!
Happy Year of the Dog, everyone! It’s been a long time coming, but we have a big patch available now!
Changes include:
Happy Year of the Dog, everyone! Its been a long time coming, but we have a big patch available now!
Changes include:
Hi there, and welcome to the first update of the Spring season (or Fall, depending on which half of the globe you're on)! Some big under-the-hood improvements are still underway, but we took a little break from that work to bring you this in the meantime:
That's right! Xylophone is here! The fourth instrument in our collection has just been added to your personal practice studio. As with the others, the height is fully adjustable, note labels can be toggled on or off, and you have your choice of mallet materials (in this case, hard rubber or wood).
Let us know what you think! Happy jamming!
Hi there, and welcome to the first update of the Spring season (or Fall, depending on which half of the globe you're on)! Some big under-the-hood improvements are still underway, but we took a little break from that work to bring you this in the meantime:
That's right! Xylophone is here! The fourth instrument in our collection has just been added to your personal practice studio. As with the others, the height is fully adjustable, note labels can be toggled on or off, and you have your choice of mallet materials (in this case, hard rubber or wood).
Let us know what you think! Happy jamming!
Salutations! Apologies for the long wait since the last update, but several holidays and national political crises later we're back with some fresh new code for you to play with.
As promised in the last update, say hello to note labels! An essential resource for learners, these indicators help identify both the name of the note as well as the octave. They appear right on top of all the keys, and can be switched on and off via the controllers.
This addition isn't just for one instrument; the labels will work for all of them!
And that's not all! Today's update also brings:
Salutations! Apologies for the long wait since the last update, but several holidays and national political crises later we're back with some fresh new code for you to play with.
As promised in the last update, say hello to note labels! An essential resource for learners, these indicators help identify both the name of the note as well as the octave. They appear right on top of all the keys, and can be switched on and off via the controllers.
This addition isn't just for one instrument; the labels will work for all of them!
And that's not all! Today's update also brings:
Season's greetings! Santa's come early this year with a new update that brings some much-needed technical groundwork that will pave the way for many features to come. What does this mean for you? A shiny new in-game menu!
In this release there is only one menu pane available, but as you can see there are some additional panes already in the works. The first pane, Instruments, lets you instantly teleport to an instrument of your choosing.
The next planned feature being worked on, by popular demand, is note labels. Stay tuned, and as always please leave your feedback/questions/suggestions here in the Discussions forum.
Happy jamming!
Season's greetings! Santa's come early this year with a new update that brings some much-needed technical groundwork that will pave the way for many features to come. What does this mean for you? A shiny new in-game menu!
In this release there is only one menu pane available, but as you can see there are some additional panes already in the works. The first pane, Instruments, lets you instantly teleport to an instrument of your choosing.
The next planned feature being worked on, by popular demand, is note labels. Stay tuned, and as always please leave your feedback/questions/suggestions here in the Discussions forum.
Happy jamming!
Greetings, virtual percussionists! I know it's been a few weeks since the last release, and I wanted to give you all an update on what's currently being worked on (and what to expect in the next releases).
Greetings, virtual percussionists! I know it's been a few weeks since the last release, and I wanted to give you all an update on what's currently being worked on (and what to expect in the next releases).
Hello again! This update reduces a lot of the lag/delay between hitting the keys and hearing the sound. This has been a big source of pain for players trying to perform fast runs, so hopefully this helps a bit! Happy jamming!
Hello again! This update reduces a lot of the lag/delay between hitting the keys and hearing the sound. This has been a big source of pain for players trying to perform fast runs, so hopefully this helps a bit! Happy jamming!
Hello, and a huge THANKS to everyone who has joined our Early Access during its very first week! It's been a thrill to see everyone's honest feedback, so please keep it coming - you'll be directly steering the development effort by doing so!
This first patch mostly cleans up and improves some of the underlying code that handles how mallet switching works, but also adds a new feature - height adjustment! Simply reach out to the instrument, squeeze the grip button(s) on the sides of your Vive controller, and move your hand up and down to raise or lower the instrument! Some of the animation work still needs to be improved here, but this version at least gets the job done.
The next patch should focus on tweaks to the physics and audio playback aspects of Percussive VR, since we know there are some needed improvements there. We'll be looking for ways to minimize the "lag" between hitting the instrument and hearing the note, and make sure every stroke successfully hits the instrument when it should.
Happy jamming!
Hello, and a huge THANKS to everyone who has joined our Early Access during its very first week! It's been a thrill to see everyone's honest feedback, so please keep it coming - you'll be directly steering the development effort by doing so!
This first patch mostly cleans up and improves some of the underlying code that handles how mallet switching works, but also adds a new feature - height adjustment! Simply reach out to the instrument, squeeze the grip button(s) on the sides of your Vive controller, and move your hand up and down to raise or lower the instrument! Some of the animation work still needs to be improved here, but this version at least gets the job done.
The next patch should focus on tweaks to the physics and audio playback aspects of Percussive VR, since we know there are some needed improvements there. We'll be looking for ways to minimize the "lag" between hitting the instrument and hearing the note, and make sure every stroke successfully hits the instrument when it should.
Happy jamming!
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