The Talos Principle Now Officially Supports SteamVR

As Valve looks to develop SteamVR before the launch of the HTC Vive head-mounted display (HMD) at the end of the year, the company will want as much software available at launch as possible. Now developer Croteam, the creator of Serious Sam has added its videogame The Talos Principle to the SteamVR roster with a recent update.

The Talos Principle is a first-person puzzle game in the tradition of philosophical science fiction. Waking in a strange world of ancient ruins and advanced technology the player is tasked with solving increasingly complex puzzles whilst deciding to have faith or ask the difficult question in life.

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The current build which is in a public beta phase can be accessed through Steam, and if players wish to change back to the normal game from the beta they can but save games maybe lost.

Below is a log for all the current changes for the beta, showing the latest bug fixes and improvements like SteamVR that the developer has made.

VRFocus will be reporting on any further updates to The Talos Principle and SteamVR in the future.

New features:

  • Prepared for Road To Gehenna DLC.
  • SteamVR is now officially supported. To enable it, right click on The Talos Principle in your Steam Library, then click on Properties / Set Launch Options, and add the following parameter: +vr 1
  •  Added support for the newest ATI GPUs.

Gameplay/visual improvements:

  • Improved behavior of wide plasma walls: players will no longer be pushed to the original point of entry, and touch effects should sound more natural.
  • Improved the appearance of soft shadows on vegetation.
  • Added support for viewer-facing cloud particles, which should look more natural.
  • Deliberate glitching will no longer occur while player is using a terminal.

Bug fixes:

  • Fixed several cases where connectors would lose their connections when using time recorder.
  • Fixed SSAO artifacts on certain resolutions and buffer scales.
  • Fixed an issue causing some crumbs to be rendered black (e.g. black grass).
  • Fixed artifacts along object edges lit by fast lights when using MSAA.
  • Shader caching and texture loading progress screen will now render correctly on triple screen setups.

Optimizations:

  • Major overhaul of crumbs rendering. There should be a noticable increase in performance on lower-end PCs.
  • Optimized visibility system for distant lights, which improves performance on lower-end CPUs.
  • Improved performance of plasma wall rendering on ATI cards.
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