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Zero Caliber VR News

The Steam Awards - Labor of Love

Hey everyone!

I'm working on our next devblog, it's gonna be really exciting!
In the meantime, please consider nominating Zero Caliber VR for the "Labor of Love" award, it would mean a lot to the team. :)

Your continuous support brought joy to an otherwise pretty awful 2020, so thank you!!

Sincerely,
Dan & the whole XREAL Games Team

Zero Caliber Update v0.12.1 - Important fixes, Jack-o'-lanterns and... PvP info!

Update 04/11:
  • Fixed a control issue related to WMR controllers (snap/smooth turning)
  • Fixed an issue where people couldn't see/join each other's Co-op servers


Hey everyone,

This is it! This is the update before the update that everyone is expecting!
While we do everything we can to keep delaying the PvP, we thought it’d be cool to bring the Jack-o'-lanterns back just in time for spooktober.
We carved a huge amount of pumpkins and placed them all over the night mission 'Retaliation' (you can find a few of them in the Lobby as well). Shoot ‘em!



For real though, we're really hard at work to bring you new and exciting features.
Besides some light-hearted fun, this update contains significant fixes and improvements as well.
We discovered an error in the Co-op server creation process that made the created server invisible for others. This is now fixed, and so is the error in the initial setup that would cause an infinite loop during the benchmark.
If you still experience benchmark issues (getting stuck), please refer to this topic.

We also implemented basic bHaptics support. https://www.bhaptics.com/



Check the full patch notes below! Eagle-eyed players might notice that some of these fixes are related to the upcoming PvP game mode. More on that at the end of this post!

[h3]GAMEPLAY | CONTROLS[/h3]
  • Initial setup loop fixed
  • Increased shotgun damage
  • Fixed visual displays for Touch controllers on the Tutorial
  • Basic bHaptics support (Tactot, Tactal and Tactosy for Arm)


[h3]MULTIPLAYER[/h3]
  • Netcode optimization
  • The scoreboard stays visible after opening it - previously you had to hold down the scoreboard button
  • The scoreboard always pops up on the right hand - just like the menu
  • Fixed an error that would let players create more than one Co-op session at the same time resulting in connection issues
  • Fixed an issue where the server did not kick offline players


[h3]WEAPONS | ATTACHMENTS[/h3]
  • Fixed visual trigger bugs on BAR, AWP, Colt 1911
  • Fixed missing basic AR4 and Python magazines from the rack
  • Fixed an attachment scaling issue in the armory


Have you tried this awesome spooky skin yet?



[h3]MAPS[/h3]
  • Lockup - lot of environment fixes to prevent the possibility of getting stuck
  • Retaliation - minor visual fixes


[h3]VOICE CHAT [/h3]
  • Even though the voice chat isn’t enabled just yet, you can spot a few signs foreshadowing its arrival (like an option to turn it on in the settings - it's currently greyed out for this reason).


[h3]PVP | DEDICATED SERVERS[/h3]

They're coming, we promise!
We're going to dedicate a whole devblog to the PvP and dedicated servers next week, so stay tuned!
Our current plan is to include an easily accessible beta in December's update. (There will indeed be a December update!)
Don't get us wrong, the PvP is far from being done (and from being 100% polished), but we don't want you to wait any longer.

I'm gonna just leave this here:



---

Alright everyone, that's all for this update. It's not much, but it's an important step towards the December update.
Have fun, and keep the feedback coming, I'll try to get back to everyone. :)

-Dan & the XREAL Games Team-

Zero Caliber Update v0.12.0 - New map, friendly AI off, optimization & more!

Hey everyone!

We kind of forgot to properly number our past updates, so let’s call this one v0.12.0.
After our previous update, we were going to release a hotfix to fix a few fixes we fixed earlier.
Then we went full XREAL Games and added a bunch of stuff up until the point we couldn’t call it a ‘hotfix’ anymore - so it became a content update instead.

Besides the new map, we added the option to turn friendly AI off - this has probably been the most requested feature by the community.



Set the difficulty to hard, and friendly AI off - challenge guaranteed on all maps!

We fixed the sound output- and item unlock issues, and overhauled the game’s haptic feedback system. Controllers go brrrr!
We also improved the so-called 'weapon smoothing' to add a bit more weight to the weapons. They behave more realistically this way, and the smoothing helps with aiming as well.

Another important improvement is the new batch of graphics optimizations, which will maybe hopefully finally stabilize the game’s performance for everyone.
If you are still experiencing abysmally low fps after the update, please reach out to us at [email protected].

We could go on and on about all the little fixes and tweaks forever, but ain't nobody got time for that.
Full patch notes:

[h3]MAPS | WEAPONS[/h3]
  • A brand new mission: 'Night Shift' Part 1 - Prepare for a rocky ride, and remember: red things go BOOM! Night Shift is located at the top left of the world map.
    Also, there might be a new weapon skin hidden somewhere.




  • Minor gameplay fixes across all maps
  • Improved attachment removal to prevent accidentally ripping off attachments in the heat of the battle
  • Almost all weapons got downscaled to better match their real life size.


[h3]GAMEPLAY | AI[/h3]
  • Option to disable friendly AI on all maps - This makes the game way more spicier!
  • Destroyable covers - they're debuting on the new map. Let us know if you'd like to see them used more!



  • Better weapon smoothing - weapon handling is a bit more realistic now with better weight simulation. It makes aiming easier.
  • New enemy type: Auto-turret, also debuting on the new map.
  • Bought weapons and attachments will no longer disappear. You might have more bought weapons than before as a side effect.
  • Rewards for reaching Rank 100 will now properly unlock.
  • Fixed XP calculations - harder difficulties yield more XP again.


[h3]CONTROLS[/h3]
  • Improved and more sophisticated haptic feedback with different rumbling patterns for different actions.
  • There is now an option to turn haptic feedback (vibration) off completely.
  • Fixed controller mappings in the tutorial - there is no outdated information displayed anymore.


[h3]GRAPHICS[/h3]
  • Reworked shadows
  • Tons of graphical optimizations. Please let us know if you notice any positive or negative change in performance!


[h3]SOUND[/h3]
  • New in-game option to select your preferred audio output device. The game sounds are no longer forced to the headset for Oculus users. Look for it in the audio settings!
  • New pistol sounds and reworked silencer sounds, especially for the weapons with built-in silencers.
  • Louder sounds for almost every player interaction for a more immersive experience.


---

I probably missed a few things from the list, but that's most of it for this update.
"But where are all the other things you've mentioned in the recent devblog?" you might ask.
We're still working on all of those things, they are just not ripe yet.

Except... PvP! We have a beta version ready to be tested. Well, more like an alpha really. We're still figuring out how it's all gonna be done, but the most likely scenario is an invitation based test run through our Discord in September.
I'm not saying you should join us there but... you totally should. (:


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For those who own the game on THAT other store we aren't supposed to name: please come-by our Discord (linked above) and look for an announcement about the matter.
That, or follow us on Twitter for more frequent updates.

---

That's all for now. Thank you for your attention, and thank you for supporting us!
Have fun!
-XREAL Games Team-

Zero Caliber Devblog - A new map is coming! + New hand model & of course... PvP!

Hey everyone!

We have released Zero Caliber’s latest update recently - its reception was incredible!
We received so many compliments and positive feedback, it’s unreal. Thank you!

As you might be aware, the whole team has been working remotely for the past few months due to the COVID-19 situation - unfortunately this made developing and testing a bit more complicated than expected.
This doesn’t mean we’re slowing down though, quite the contrary! We’re working harder than ever to bring you the next update as soon as possible.

Since we’re really good at meeting our deadlines (said no one ever), we’d rather not promise any exact dates just yet. One thing is for sure: you don’t have to wait another 4 months for the next update. :)

Now let’s see what we have up our sleeves!

[h3]NEW MAP - ‘NIGHT SHIFT’[/h3]

We know you’re eagerly waiting for new content. Now that we’re a bit more comfortable with the game’s performance and graphics, we can focus on new missions.

In the next one, the Tlalokii are back at it once again - they’re going to get you into a rocky situation!
The bad guys are hiding somewhere in the Rocky Mountains - you’ll be tasked to infiltrate their camp and teach them some good manners.



Destroyable covers are making a debut as well!

[h3]NEW HANDS[/h3]

Balloon hands. There, we said it.



The current hand model is a bit larger than optimal, so we are going to swap it to a better-looking, smaller one. Actually we’ve been wanting to change it for a long time now, hopefully we can get it done in time for the next update.
We’re going to show the new model in the next devblog, so stay tuned!

[h3]WEAPON SCALE[/h3]

With smaller hands come smaller weapons.
As you may have noticed, our weapon models are upscaled compared to their real life counterparts - a lot of you wanted us to downscale them. It is now happening!
Back when we released Zero Caliber, the two most dominant VR headsets were the HTC VIVE and the Oculus Rift CV1. Their resolution was great at the time but still, without upscaling, all the little details on the weapons and attachments would’ve been lost.

Now that screen resolutions are getting better and better, there is no need for this (VIVE and Rift CV1 owners don’t have to worry, all the little details will remain the same!).

Not to mention that the new hand model would be too tiny to hold the big boys.

[h3]OPTIMIZATION[/h3]

Even though we’re more comfortable with the game’s performance now, we’ll keep optimizing it more and more.
Shadows are next on our list, currently having the biggest impact on performance.

[h3]AI[/h3]

We’ll improve the flanking maneuvers used by the enemy AI.
They can, and do flank right now as well, but their movement can be choppy at times - in the next update they’ll be able to flank and use covers much more effectively… in theory.
We have to manually implement this improvement to each combat situation, which takes a lot of time. We’ll see how this goes.

[h3]PvP | DEDICATED SERVERS[/h3]

YES!
Just to reassure you that PvP does exist, here are a few clips stitched together from our latest test session:



Testing the PvP game mode before it’s widely available for everyone will be crucial - this is why we’re going to have a Private Beta first.
We’re still actively discussing the ‘when’s and ‘how’s internally, but one thing is for sure: participants will be selected via our Discord server, so if you don’t want to miss it come join us there! ;)
Dedicated servers are a must for a smooth PvP experience - we’re working on them as well. Hopefully Murphy will be on our side this time and everything will go smooth as butter.

We plan to have 3 maps ready for the Private Beta: 2 PvP, and 1 PvPvE map.

---

This isn't everything we're working on, but a sizable chunk of it. Fixes and improvements all-around are always part of every update.
We’re going to keep you in the loop, so keep an eye out for our future Steam devblogs!

---

As always, thank you for your continuous support and feedback! -XREAL Games Team-

Zero Caliber Update: Player customization, massive graphics overhaul & more!

Hey everyone!


It’s been a couple of months since our last update.
During these months 2020 went bonkers, which understandably affected our development speed as well.
Despite all the circumstances though, we have been extremely busy behind the scenes!

Where to begin…

The two major changes happened under the hood: game engine update to a newer version, and ditching deferred rendering in favor of forward rendering.
Both of these changes were necessary to make the game more stable, more optimized. The first thing you will notice is the much sharper imagery (perks of forward rendering).




We had to convert all the environments and light settings to fit in the forward rendering pipeline - and while we were at it, we spiced up the atmosphere across all maps.
The results are… stunning! Better frames, better, sharper visuals, smoother gameplay. What’s not to like? :)




These changes took a lot of time to make and test (especially in a remote working environment) and didn’t leave room for new content. Except for… the promised player customization!
You can now customize your character with a wide selection of armors, helmets and other accessories - look for the dressing room in the lobby!





We could go on and on rambling about the overhauled ‘Timber pt.1’ mission, the Index Controller finger tracking support, the UI improvements or the gazillion of new graphics settings but… let’s just see the detailed patch notes!

[Quick edit: some players are experiencing issues with already purchased weapons/items (they have to be purchased again after the update). This is not intentional, please read this topic for a solution/workaround: https://steamcommunity.com/app/877200/discussions/0/2522527267211108580/.]


[h3]GAMEPLAY | AI[/h3]
  • Player Customization - Find your style by customizing your character’s outfit in the new dressing room!
    It works just like the weapon skin system: you can unlock new items by progressing through the ranks. Look for special helmets hidden on several maps!





  • Implemented several UI improvements
  • Forced full screen - The game now starts (and remains) in full screen mode instead of windowed mode.
  • Optimized game performance - We changed and improved a looot of under the hood components and optimized almost every part of the game to achieve better frames all-around.
  • Huge AI- and AI weapon optimization
  • Charging enemies no longer run into the player
  • AI and their weapons no longer collide with the player’s weapon


[h3]MAPS | WEAPONS[/h3]
  • Overhauled ‘Timber pt. 1’: new objectives, new enemies, new covers, better overall combat feeling. Replaying it is recommended even for seasoned Zero Caliber veterans!
  • Fixed bullet count for the USP extended mag
  • Fixed L85 ironsight flip
  • Fixed weapon rails
  • Kriss Vector detach fix
  • Balance changes for M4A1, AK47, P90, Colt 1911, Colt Python, AWP and Remington 870
  • Fixed an issue with grenade pins
  • Fixed overpowered enemies on ‘Lockup’
  • Fixed a pickup POI on ‘Canyon’
  • Explosive tank collision fixed
  • Several playzone fixes
  • Fixed rare issues of AI spawning in unreachable locations


[h3]PLAYER | CONTROLS[/h3]
  • Implemented finger tracking for Valve Index controllers. Need we say more?
    Pre-defined hand gestures still work.




  • Improved default Index controller bindings - ejecting mags is now the 'A' button
  • Reduced player speed for gameplay balance- and motion sickness reasons
  • Player height is now adjustable between 150-210 cm


[h3]MULTIPLAYER [/h3]
  • Improved sync between the host and clients to reduce lag, thus resulting in a smoother and more stable Co-op gameplay
  • Fixed the sync of crouching and prone stances
  • Fixed an issue that caused extended magazines to be replaced with default magazines in Co-op sessions
  • Being able to pull off other players’ attachments is disabled (except for magazines)
  • Fixed various issues preventing the player from using force pull or grabbing weapons
  • Fixed multiple issues caused by respawning and reviving other players
  • Various fixes for client side issues and performance
  • Fixed intro subtitles being displayed multiple times in Co-op
  • Fixed scaling enemy numbers for different player counts
  • After a mission’s end screen, the game doesn’t throw players to another map automatically after 5 minutes
  • The server list and the number of players on the multiplayer screen now refreshes every time upon joining, not only after checkpoints as before


[h3]SOUNDS[/h3]
  • Sound is now forced on Oculus headsets
  • More immersive bullet impact sounds
  • Altered soundscape when low on HP


[h3]GFX[/h3]
  • Customizable quality settings for better scalability - We reworked the graphics settings menu. There are now a ton of options to fine tune graphics settings. Choose the combination best suited for your system’s capabilities!
    The game still performs a benchmark test upon launching for the first time after the update, and sets the graphics accordingly. This is on point most of the time.





  • Switched to forward rendering from the previously used deferred rendering. This results in a sharper imagery and better performance all-around
  • Improved lighting and reworked atmosphere on all maps
  • Improved GPU performance thanks to forward rendering
  • Tweaked temporal anti-aliasing for sharper rendering
  • Introduced five new graphic quality presets to easily set up the game’s performance
  • New highlight system for interactable items/objects




  • Materials and lights are converted to forward rendering on all maps
  • More accurate light maps
  • Optimized textures
  • Several minor asset fixes


…and hundreds of other minor fixes.

[h3]KNOWN ISSUES[/h3]
  • A few players might run into these issues - they are known and will be fixed in a later update. Sorry for any inconvenience they might cause!
  • Weapon lighting inconsistencies in the armory
  • In the 'Tutorial' the game might display buttons necessary to perform certain actions on the opposite controller
  • The initial benchmark might not recognize hardware correctly, thus setting graphics quality below the PC's capability
  • Noisy cricket effect: the Kriss Vector and/or its attachments might become tiny when attaching-removing them rapidly.
  • Blurry environment textures
  • Loss of force pull/interaction ability when removing and reinserting other players' magazines


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[h3]“But XREAL, where is the PvP?”[/h3]

Good question, glad you asked!
We don’t feel comfortable enough to release it yet. All the major changes introduced in this update are a necessary step towards it, but PvP itself isn’t 100% ready.
It is coming very soon though! We’re planning some sort of beta testing in the coming weeks.
Joining our Discord server is the best way to get notified about it. ;)
-> https://discord.gg/JyK2gVh

After making sure this update doesn’t break the game, we’re going to keep tinkering with dedicated servers to prevent major issues when PvP finally drops.

[h3]WORKSHOP SUPPORT[/h3]

YES! We've been wanting to introduce modding and workshop support for ages, and now it looks like it is happening!
No ETA yet, as we're still in the midst of finding the best way to implement it, but it IS coming.

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Thank you for sticking with us until the end, and thank you for your patience! We are really sorry for the delay and hope that the update can compensate for it.

As it is with every major change, things might not be perfect 100% of the time - if you encounter anything strange (and it's not listed under the 'KNOWN ISSUES' section), please report them in our Bug reports section.
We see every topic even if we don't respond immediately.


We'll soon be back with our plans for the next major update - until then, make sure to follow us on Social Media to catch all the latest news!

Youtube
Facebook
Twitter
Instagram

As always, thank you everyone for your continuous support! Stay safe and have fun!
-XREAL Games Team-


P.S: Come hang out on our Discord, would love to hear how VR affected your life during this social distancing period. :)