I released version 1.4 today with the following changes:
Vive Tracker and Sports Racket support! (was already part of the last update, but I couldn't announce it then) It works with both macOS and Windows. If you got a tracker connected but want to use the controller instead, you'll have to unpair the tracker.
The music can be paused/continued by pressing A/X on Oculus Touch or Thumbpad upon Vive wand.
The racket rotation can be changed by pressing thumbstick/pad and moving it left or right. This will change the rotation with 15° steps.
Pressing both sticks/pads will reset the racket rotation to default.
Fixed multiple potential crashes and improved performance some more on lower end hardware such as AMD Pro 460.
Full support for Oculus Dash if launching with the Oculus SDK. (Steam should offer a choice if not launched from within OpenVR)
While I still got some ideas on how to improve things further, this should tackle the main things people have been complaining about.
I hope you enjoy the game and that everything works correctly :)
MacOS support!
Some already noticed that a few weeks ago I rolled out a first version for macOS. Now I finally released an update fixing some remaining issues and am ready to officially announce the macOS support.
Blobby Tennis is one of the first SteamVR games for macOS!
Hardware requirements are somewhat steep (for Macs...). You will have the best experience with the headset attached to an external GPU, but the latest generation of the MacBook Pro and iMac with dedicated GPU should also be able to run Blobby Tennis at consistent 90fps.
Let me know if you encounter any issue!
PS: The supersampling setting on SteamVR can now be changed without a restart on both macOS and Windows!
Big Engine Update
I just uploaded Version 1.1 of Blobby Tennis and while it doesn't change anything relevant to the actual gameplay or look of the game, I made some major improvements to the game engine:
* The game now supports a wider range of graphics cards (DirectX12 Feature Level 11.0 and better, which means any DirectX12 compatible graphics card should be able to start the game)
* The preview window can now be scaled and switched to fullscreen without issues, making recording high quality videos possible
* Massive performance improvements (It is about twice as fast than it was on my system!)
* Fixed some potential crashes
I also looked into adjusting supersampling at runtime, but it looks like there is currently an issue with the combination of SteamVR, DirectX12 and the Oculus composer causing a crash. The default 8x multisampling should make it unnecessary anyway.