Frequently Asked Questions

Here you can find answers to some **frequently asked questions**. If you have a question that isn't listed below, please try searching the H3VR subreddit. If you are reporting a bug, please use the Steam Forums.

## Technical

**Where can I buy the game?**

On Steam.

**Where is the website?**

http://h3vr.com/.

**Who are the developers?**

RUST LTD. is the developer and publisher. The lead developer, CTO, and most famous face of the game is Anton Hand, as he weekly produces a devlog series on YouTube and often posts on Reddit. The CEO is Lucas Miller, the president is Luke Noonan and the COO is Adam Sulzdorf-Liszkiewicz.

**What are the minimum system requirements?**

* OS: Windows 7, Windows 8.1 or Windows 10
* Processor: Intel i5-4590 or AMD FX 8350 equivalent
* Memory: 8 Gb RAM
* Graphics: Nvidia GeForce GTX 1060/970 or AMD Radeon R9 290 equivalent
* DirectX: Version 11
* Storage: 10 Gb available space
* Additional Notes: Installation on SSD is highly recommended

Bear in mind that unlike most VR games, H3VR is more CPU than GPU intensive. Your performance in other VR games may not be reflective of your performance in H3VR.

**What is the engine of the game?**

Unity version 5.6.7. The engine will not be upgraded as it would take months to rebuild the game.

**Does this game support LIV Mixed Reality?**

*Yes*. You can search the subreddit for examples of videos made with LIV, as well as some recommendations on how to optimize your recordings. See LIV's website for more information. That being said, the game has its own internal system for third-person camera footage; see Spectator Camera for more information.

**Does the game support the Oculus Rift?**

Similarly to all SteamVR based games, H3VR does support the Oculus Rift. This being said, the developers do not test for the Oculus extensively before an update goes live and therefore the Oculus logo is not displayed in the game's store page. Note that a 360 setup is recommended to avoid tracking issues.

**Does the game support Oculus Quest/Quest 2?**

The game does not natively run on either platform, but you can still play with a PC of minimum spec through SteamVR. Connect your Quest via the link cable or on a virtual desktop via SideQuest. See this thread for more info.

**Does the game support HP Reverb G2?**

*Yes*. As with Oculus Rift, testing isn't extensive for this platform, but it should be compatible.

**Will the game be coming out on PSVR?**

*No*. The PS4 and PS4 Pro do not have the CPU processing power necessary for H3's physics system. It is also highly unlikely to come out on the PSVR2, due to the outdated version of the Unity engine H3 uses.

**Are any third-party peripherals supported?**

The Options Panel lets you choose between using a physical gunstock, or the in-game Virtual Stock. Other than that, H3VR doesn't specifically support any peripherals like BHaptics or Omni treadmills.

That being said, community members still experiment with peripheral support. Players have been able to use Katwalk C Treadmills without much trouble, though some tweaking with settings is required. Also, bHaptics is supported through a mod.

**Why hot dogs?**

RUST wanted an alliterative title to the game. They started with the adage, "Close only counts with horseshoes and hand grenades". Hot dogs was chosen as the third element to tie in with the American summertime feel that the previous two elements suggested. As for the Sosigs, hot dog shaped enemies were chosen for a variety of reasons:

* The simple shapes made them performance cheap to help keep the game running smoothly.
* H3VR has an emphasis on recreational shooting and the weapons themselves, and combat simulation was not emphasized in H3VR's early development.
* Human targets wouldn't fit well into H3's sandbox environments.
* Hot dogs fit better into the light-hearted, whimsical feel that Anton was aiming for, being more fun and non-threatening. Graphic violence, especially against people, is not part of the game's vision.

## General Troubleshooting

**My game keeps crashing upon startup.**

There can be multiple reasons for this, but a well-known bug is that any Citrix application will cause older Unity games to crash. Uninstalling Citrix applications is currently the only solution. Otherwise, you can try asking the Steam forums, subreddit or Discord server for help.

**I am having general difficulties with loading/playing the game.**

A quick fix for most problems is to uninstall any mods and verify game files in Steam. If problems persist, submit a bug report on the Steam forums.

**My game is laggy / has a low framerate, what can I do to fix it?**

First and foremost, make sure that the game window has cursor focus and that no other windows are open underneath the game window, otherwise you'll experience a huge performance penalties on your CPU and GPU. If you still experience lag, go to the Options Panel and tweak your settings until you get a reasonable framerate. Most settings that impact performance can be found under the Performance & Quality Options tab. Other settings that impact performance include Bullet Trails, Hit Decals, etc.

**My controllers bump into each other when I reload.**

Try turning on Easy Mag Loading or Alternate Magazine Poses in the Options Panel, under Input & Controls Options.

## Getting Started

**Is there a tutorial?**

*Yes*. H3VR is currently in the process of adding a complete tutorial system to the Item Spawner. Right now, you can see a selection of videos on the home page to get you started. More will be added in future updates for weapons and gameplay mechanics.

An official video tutorial series is available here, but we recommend reading the Beginner's Tutorial page for a more up-to-date video tutorial series. A free-play tutorial map is also available, called the Sampler Platter, giving users general instructions for various types of weapons. If you skip the video series, we recommend that you read the instruction guide in the Main Menu scene to pick your preferred Movement Mode, and then go to the Sampler Platter. This wiki also has some written instructions for getting started and for different firearm control schemes.

**How do I access the Main Menu?**

Point the underside of one of your controllers toward you face. The Wrist Menu should appear. Point the other controller at it and use buttons with the trigger.

**Where do I find controls for things?**

Basic controls are found right in the main menu scene to get your started. From there, the game will ask if you want to play using Classic Controls, which is recommended (and the only mode available) for HTC Vive and WMR, or Streamlined Controls, which is recommended on Oculus Quest. If you're new to the game and are using a controller with more than one face button, you should use Streamlined Controls.

Controls for most firearm types can be found in the Item Spawner, when you have the page for that firearm open. Note that there is still a lot of variance within types, so you may need to play around to discover the firearm’s full operation if you are not familiar with its real-world equivalent. We recommend that if you are still confused about a firearm's controls, you look it up here on the wiki.

**How do I move about?**

At the moment, 7 Movement Modes are available: Teleport, Dash, Slide, Joystick Teleport, Twinstick, Armswinger, and Single Touchpad/Joystick. If you are playing on Classic Controls, you cannot use the touchpad for movement and firearm controls at the same time. If you are playing on Streamlined Controls, you cannot use Joystick Teleport, Slide, or Single Touchpad/Joystick. Advanced options for each of these modes can be found in the Options Panel (available in the Wrist Menu). Please check the Movement Modes article for details on how each movement mode works depending on the control scheme that you have chosen.

**I get motion sick easily, what settings should I use?**

Teleport is generally the safest for people who get motion-sick easily, and it's easy to use on any platform and with either control scheme. Snap-turning is generally better than using smooth turning, as well, if you prefer to stand in place. Likewise, if you go into the Options Panel, you can fine-tune your global settings or for individual movement modes to find what works best for you.

**How do I get more ammo?**

Spawn-Locking is a mechanic that allows you to create duplicates of magazines or bullets. In all Sandbox scenes and many other scenes, you can use spawn-locking to give yourself as much ammo as you need. See the link above for details. You can also use the Ammo Panel to spawn individual cartridges, or refill any gun or magazine that you're holding. The Ammo Panel is also useful if you want to change the ammo type for your gun, such as switching from full metal jacket to armor piercing.

**How do I hold more than one round in my hand / quickbelt?**

If you have multiple rounds spawned in, grab one round, and then hold down on the touchpad (Classic Controls) or the A/X button (Streamlined Controls). Move your controller over the other rounds to pick them up in your hand. If you only have one round, and you're in a game mode that allows for Spawn-Locking, place the round in any quickbelt slot. Spawnlock that round by pressing the touchpad or the B/Y button. Grab a copy of the round, and then dump that round back into the quickbelt slot by pressing up on the touchpad or B/Y. Repeat until the slot is full. A player can typically hold 11 pistol and intermediate rifle rounds, 6 shotgun rounds, 5 full-power and anti-material rounds, or 4 40mm grenades.

## Weapon Questions

**How many guns are in the game?**

As of Update #98, over 400, including guns with multiple variants. Anton's backlog for future guns can have as many as 100 more guns, when he's busy working on other aspects of the game.

**Why can't I shoot this gun?**

Nearly all guns spawn in with the safety on. Pistols spawn in with the safety off, but you may have accidentally engaged the safety by pressing the wrong button. To toggle the safety, if you're using Classic Controls, press up on the touchpad for pistols or left for long arms. If you're using Streamlined Controls, press the B/Y Button. Note that a very small number of weapons do not have the safety switch mapped to the controller, but instead require a physical interaction elsewhere on the gun (eg the QBZ-95). This more commonly applies to fire selectors, which may be located on a different part of the gun than the grip.

If you're still having trouble, you may have missed a step specific to your weapon. Check the article for that weapon to see how to operate it. Nearly all weapons have written instructions, as well as a devlog video.

**Why does my semi-auto shotgun fail to cycle sometimes?**

Semi-auto shotguns cannot cycle low-power shells, such as dragon's breath, flares, and freedomfetti. You will need to manually pull the charging handle between each shot. Or, if you're using the SPAS-12, switch to pump-action mode.

**How do I switch the SPAS-12 to pump-action mode?**

1. Ensure that the safety is off, the bolt is in the forward position (there is a bolt release just above the trigger on the right side), and that there are no rounds chambered.
2. Hold the weapon with both hands, and with your forward (foregrip) hand, click the touchpad left or right or the B Button. You should hear an audible click and the slide should now move.
3. Loading is the same as with semi-auto mode, except that you will use the pump between each shot instead of the bolt handle.
4. Repeat this procedure to switch back to semi-auto mode.

**How do I work the lever on a lever-action weapon?**

1. Hold the weapon with both hands.
2. Hold down the trigger on the hand holding the fore of the weapon (ie if you're right handed, the trigger on your left hand).
3. Move the hand holding the grip of the weapon forward, then back.

Holding down the trigger is not necessary if the weapon's hammer is uncocked. Different lever-actions have different loading procedures; some have a loading gate on the side, some load through the ejection port, and some are loaded by twisting a cap off the front of the magazine tube. Consult the relevant wiki article for each weapon.

## Requested Features

**How long will the game be in Early Access?**

There's no definite time that the game will leave early access; that being said, as of 2021, the core systems of the game are largely complete, and updates going forward will be geared towards adding content and polishing the user interface, as well as improving the new user experience.

**Will the game feature humanoid AI or targets to shoot at?**

*No*. H3VR is a game specifically made to simulate the behavior of firearms with sport shooting and the general fascination with guns in mind. The developers do not intend to give the player an incentive to shoot humans which is why H3VR will not feature any kind of human targets. There are plenty of six foot wieners, though.

**Will ballistics gel be added?**

*No*. Ballistics gel would be almost impossible to simulate with the variety of cartridges in the game and the limited processing power of PCs. Additionally, if there was a realistic, feasible-to-implement simulation of ballistics gel, real-world ballistics gel would essentially be rendered obsolete.

**Will multiplayer be added?**

Local asymmetric multiplayer: *Maybe*. It is technically feasible for a second player to join in with a gamepad, but this is not a planned feature at this time. That being said, you may want to check out LAMBDA, which is a mod that enables a second player to use the keyboard and mouse to possess objects and sosigs. LAMBDA is not officially supported (as is the case for any mod) so use at your own risk.

Networked online multiplayer: *No*. The physics simulations need to be too accurate to work with the latency multiplayer creates; having one player have a performance hiccup would result in complete de-sync followed by a feedback loop of poor performance. For it to work the game would've needed to be built for multiplayer from the ground up, and rebuilding every system it is way too monumental a task. For example, games like *Pavlov* are animation-driven rather than physics-driven, which results in far less data to send over network. That said, the mod H3MP does implement networked multiplayer, however the experience may be buggy due to the aforementioned reasons.

**Will there be night vision/thermal scopes?**

*No*. This is for a variety of reasons: Sosigs can't see in the dark, and giving them flashlights would cause rendering issues, so dark settings in general are not being made. As for thermal, every single object would need to be completely rerendered.

**Will the game have a slow motion (bullet time) feature?**

*No*. The issue is that the physics simulation completely falls apart when a different timescale is used. Bullet penetration would break (for a host of reasons related to quantized time), a number of firearm functionality bits would break, objects would follow the player's hand slower (and be dropped easily as the player could move their hand away from them) and the vfx would look bad.

**Will there be weapon jamming?**

*No*. The amount of code needed to simulate all possible failure states per gun is astronomical, compared to how often a gun would realistically jam. The only weapons with failure states are flintlocks, and this is primarily due to user error when loading.

**Will players be able to design their own maps?**

*No*. The levels are almost entirely static (collision, lighting, pathfinding, occlusion culling, etc.) for performance reasons. They need to be authored entirely in Unity, with the developer's full project. Making a functional level editor is far outside of their resources and time. While there is a modding community making maps, these maps are unsupported and frequently lack nuances designed to work with the game's AI, such as collisions and sound occlusion, and may break in future updates. That being said, Gameplanner is intended to allow players to take existing maps and customize them to their own preferences. It should be noted, however, that the player setting up barriers in their custom scenarios will interfere with Sosig pathing behavior.

**Will the player have hands?**

*Sort of*... Controller geometry makes it impossible to draw a hand while holding small objects like cartridges, matches, etc. and still being able to do things with that object (such as chambering a round, etc.). That said, there are "hands" exclusively for Index users made from sausages, but they are primarily intended as a joke and are comically oversized and don't represent real hand interactions (e.g. when palming cartridges, the fingers don't line up to hold the cartridges). Using them can be difficult when manipulating small objects such as pistol cartridges.

**Will X game mode or X scene be added?**

*Depends*. New scenes generally require a lot of effort, and are added very slowly. The focus at this stage in development is to polish existing scenes, with brand new scenes being rolled out gradually. As of 2021, scene development will be focused on new Take and Hold levels and Sandbox scenes.

**Will old scenes like Wurstworld be updated (i.e. add more weapons, replace Wienerbots with Sosigs, etc)?**

*No*. Wurstworld and other older scenes are considered to be complete and will not be added to.

**Will the game have Steam Workshop support?**

*Possibly*. This will be limited to creating and sharing playable scenarios (setting up bots & targets in existing scenes) once the new Gameplanner system is implemented and stabilized. Workshop content will not support new firearms or skins; firearms have too much customization including models, textures, colliders, scripts, fx nodes, etc. and the developers want to keep a high standard for the game's firearms selection. That all being said, a modding community for H3VR exists; we recommend reading the guide for Modding in H3VR.

## Sources

1. ↑ What version of Unity does H3 run on and why can't it be upgraded to a later version?
2. ↑ More Slicer action, this time some combat testing.
3. ↑ Will any of the agents be humanoid?
4. ↑ Ballistic gel
5. ↑ Can we get something organic to kill
6. ↑ Anton please can we have ballistics gel as it would be sick to see bullet penetration
7. ↑ Multiplayer?
8. ↑ Let's talk about multiplayer for a sec.
9. ↑ anton pls add in a scope that can see better in dark areas
10. ↑ Quick question
11. ↑ So with the new gravity settings it got me thinking... bullet time?
12. ↑ Slow motion?
13. ↑ [Question Anton have you considered adding a malfunction engine to H3?]
14. ↑ A reasonable way to add gun jams
15. ↑ Map editor
16. ↑ Question
17. ↑ Adding hands?
18. ↑ Wurstworld Updates?
19. ↑ Is a workshop for guns ever possible?
20. ↑ Workshop compatibility?