Bugs, Bugs, and More Bugs (FAQ and Fixes)
With Unreal Engine 5.2 out of the way, we're making massive changes to fix remaining bugs and improve overall performance and stability.
We also made an appearance at the UploadVR Showcase, officially announcing that we are releasing a Quest alpha sometime this summer. There is no set date on when we'll release it, but stay tuned in Discord for news on it.
[previewyoutube][/previewyoutube]
[h2]Known Issues (and Fixes)[/h2]
We believe we've fixed two of the most game-breaking bugs that we've had since updating to Unreal Engine 5, which are the frozen hand bug and the world-shaking/wobbling bug. These bugs, especially the frozen hand bug, are hard to replicate so it's difficult to know for sure, but we've implemented some changes that seem to have fixed these issues for us. If you have these bugs after updating, please make sure you're using the correct OpenXR runtime and then let us know in Discord.
Outside of that, there are 2 remaining major bugs that we are working on fixing. However, until we have a more permanent fix you, can get around them pretty easily.
[h3]I cannot grab things/Bindings not working[/h3]
Make sure you are running the correct runtime for your headset.
If you are using Virtual Desktop or the correct runtime doesn't fix the issue, grab one of the community bindings posted in SteamVR. This will fix the issue until we get it fully resolved with OpenXR.
[h3]My UI/Tablet are not showing correctly/can't open or see the menu[/h3]
Make sure you aren't using the beta branch of SteamVR, this has some known issues. Otherwise, run compatibility mode when you launch the game. If the issue persists, let us know in Discord with some information on your setup.
[h2]Community Feedback[/h2]
Based on community feedback, we've fixed many bugs and attempted to improve the overall game feel and balance.
[h2]Maps[/h2]
We've also made huge performance gains without sacrificing visual fidelity. To give you an idea, here's what Cliffside and Miru look like on a high-end PC with maxed-out settings.

And this is what they look like on low with the new optimizations made to match what it'll look like on Quest, specifically with low 'Effects' and 'View Distance.'

[h3]Other known issues[/h3]
We look forward to seeing all of your feedback and bug reports in Discord.
See you all in-game!
Love you all, AEXLAB
We also made an appearance at the UploadVR Showcase, officially announcing that we are releasing a Quest alpha sometime this summer. There is no set date on when we'll release it, but stay tuned in Discord for news on it.
[previewyoutube][/previewyoutube]
[h2]Known Issues (and Fixes)[/h2]
We believe we've fixed two of the most game-breaking bugs that we've had since updating to Unreal Engine 5, which are the frozen hand bug and the world-shaking/wobbling bug. These bugs, especially the frozen hand bug, are hard to replicate so it's difficult to know for sure, but we've implemented some changes that seem to have fixed these issues for us. If you have these bugs after updating, please make sure you're using the correct OpenXR runtime and then let us know in Discord.
Outside of that, there are 2 remaining major bugs that we are working on fixing. However, until we have a more permanent fix you, can get around them pretty easily.
[h3]I cannot grab things/Bindings not working[/h3]
Make sure you are running the correct runtime for your headset.
- For Meta/Oculus, open the Oculus app > Go to settings > Select General > OpenXR Runtime > Set Oculus as active
- For SteamVR headsets, launch SteamVR > open the settings through the hamburger menu > Select the Developer tab > Set SteamVR as OpenXR Runtime
If you are using Virtual Desktop or the correct runtime doesn't fix the issue, grab one of the community bindings posted in SteamVR. This will fix the issue until we get it fully resolved with OpenXR.
[h3]My UI/Tablet are not showing correctly/can't open or see the menu[/h3]
Make sure you aren't using the beta branch of SteamVR, this has some known issues. Otherwise, run compatibility mode when you launch the game. If the issue persists, let us know in Discord with some information on your setup.
[h2]Community Feedback[/h2]
Based on community feedback, we've fixed many bugs and attempted to improve the overall game feel and balance.
- Changes to damage penetration to mitigate the likelihood of hands and arms blocking a headshot kill.
- PM9 recoil adjusted and DPS adjusted to match other secondary firearms.
- Charging handles/slide now more accurately pick the correct grip animation.
- Controller positions on guns adjusted to feel more consistent and be more comfortable on a gun-to-gun basis, this should also help physical stock users.
- Controller trigger and gripping settings were tweaked to make shooting and throwing feel smoother again.
- Improvements to the Quest Pro controller position profile (which must be manually chosen), though more feedback is needed.
- Throwing improvements to guns, mags, and tacticals.
- Overall physics improvements to make throwing feel closer to how it felt before moving to Chaos.
- Improved Charging handle gripping to feel better after the OpenXR controller position changes.
- Made it easier to grab a pistol with your secondary hand without having to hit your controllers together.
- Fixed an issue that caused your gun to start acting differently after hitting an object in some instances.
- Graphical settings have been overhauled. Choosing low on "Effects" and "ViewDistance" will very closely mimic Quest optimizations, resulting in much better performance on PC.
- Shortened the amount of time you need to hold the thumbstick to toggle the fire rate selector. Still need to do more work on this to make it feel good on every controller.
- Scoutzknives movement speed was adjusted.
[h2]Maps[/h2]
- Major optimizations on every map. All maps should match Quest level of optimizations on low 'Effects' and 'View Distance' in-game.
- 1v1_Armory/1v1_Miru adjusted for spawn camping; more cover and spawns added.
- Maar adjustments to cover and timings.
- Multiple collision issues impacting player movement/ability to vault certain areas improved on each map.
- Slight improvements to certain materials in Cliffside/Armory with optimizations.
- Collision reworked and simplified on Este and other maps.
- New skybox for 1v1_Volt Night and some other maps.
- Added missing physmats for footsteps set on 1v1_Maar and other maps.
- The Void was updated visually with an additional lighting pass.
- Lods added and reworked/improved on many assets.
- Minor gameplay and layout tweaks to Khidi/Miru.
- Night scenario on 1v1 Miru Improved.
- Fixed many seams in Maar/improved material fidelity and improved visibility/matched tonemapper to closer represent Vulkans look.
- Optimizations and improvements to Miru/Cliffside
We've also made huge performance gains without sacrificing visual fidelity. To give you an idea, here's what Cliffside and Miru look like on a high-end PC with maxed-out settings.

And this is what they look like on low with the new optimizations made to match what it'll look like on Quest, specifically with low 'Effects' and 'View Distance.'

[h3]Other known issues[/h3]
- Cannot change maps in the scoreboard while offline. This only affects players that are offline, you'll still be able to change maps in custom games.
- Enemy Highlights frequently stop working. We are looking to fix this very soon.
We look forward to seeing all of your feedback and bug reports in Discord.
See you all in-game!
Love you all, AEXLAB