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Space Pirate Trainer - this is freaking amazing

Mellzor
Protege
So I was a bit sceptical about Space Pirate Trainer at first.
But with the xmas sales I got it.

I gotta say, holy smokes this game is **** awesome !

There is a shield ingame to reflect bullets, but you can also change it to a sabre / sword type of stick.
The sword can also deflect bullets back, or just slash through a bot.

Sword in left hand, Gun in right hand, and feel badass like Kirito deflecting entire streams of bullets back while doing some crazy matrix-michael jackson-fusion movements.



Oh man I'm in love.

The graphics are actually pretty amazing, especially the explosions.
And the soundtrack is brutal.
I find myself frantically waving around my 2 lightsabers like glow sticks in between the waves going completely mental rofl 😄

You have a regular mode where the bullets will enter slow motion as they come close to you, and the hardcore mode where everything just goes full speed.

At some point I was deflecting bullets going only by the sound, the 3d sound is phenomenal, its so good that you can actually pinpoint the shots / shooters location.

So get in shape and master the sword at the same time.

GET TO IT !
64 REPLIES 64

cdx47
Honored Guest
Didn't know about the sword/lasso etc. Definitely will try that 🙂

Brendan110_0
Explorer
Great game, free too - thanks to Oculus for the $15 credit. Best to play with a group to outscore! 

RuneSR2
Grand Champion
alzxw9srpq2c.jpg

Space Pirate Trainer just received a massive performance update in the Oculus Store - 745MB download:

Space Pirate Trainer - QuarkCannon

Arrr Pirates,

We've just released a big performance update. SPT should now run much smoother than ever before. Kudos to Microsoft, Intel, Unity and Valve for pushing this further than we thought."

rgjgtfr76iwi.jpg

And I just checked it out - the patch is simply awesome. I get solid 90 fps using super sampling (ss) 2.0 and everything maxed out, ok did only use 2xMSAA, but with ss 2.0 I simply can't see any difference with higher MSAA levels. Plus I got 30 - 70 % headroom, although down to 10 - 40 % with fog enabled. But I've always played without fog, because I prefer the clear view and the fog has ugly banding artifacts. 

In short - even owners of GTX 980/1060 may now be able to use very high levels of super sampling and still get rock solid 90 fps. Maybe not ss 2.0, but at least 1.5 - 1.8 should work like a charm.  

For owners of GTX 1070 or better, this game looks and plays simply awesome with extremely high levels of super sampling - maybe especially important for all of us using the CV1. 

This game truly deserves a 95 % rating. 

v7z16cb7tall.jpg

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD
"Ask not what VR can do for you, but what you can do for VR"

Wildt
Consultant
I'm at work now, but I cannot wait to see if they've finally fixed the shaders used for the shield. They changed it a while back causing the transparency in the Oculus SDK version to be much worse than before. For this reason I've been using the SteamVR version since then.

The devs were being dicks about it. First they tried the "cannot reproduce"  excuse, and then ended up saying "real space prirates don't hide behind a shield".

hanney
Explorer
WIldt - we spent several weeks trying to replicate your reported issue, and were unable to. We've since done a whole sweeping clean up of the game so it should run better on all hardware.

Wildt
Consultant

hanney said:

WIldt - we spent several weeks trying to replicate your reported issue


I don't know what to say other than poor job then.

@Th4sing3, the top scorer on hardcore who also had an nvidia card, experienced exactly the same. I've recently done a full reinstall of windows, and the problem persists. 

Takes a total of 5 minutes to reproduce!

But as I've said on the steam forums, I'm happy as long as the SteamVR branch works.

MowTin
Expert Trustee

Wildt said:


hanney said:

WIldt - we spent several weeks trying to replicate your reported issue


I don't know what to say other than poor job then.




I'm a developer. Sometimes users report issues that you mysteriously can't reproduce. The problem with PCs is every PC is different. Different hardware and different software. 
i7 9700k 3090 rtx   CV1, Rift-S, Index, G2

hanney
Explorer
So you've tested with the 1.22 build that was pushed yesterday?

Wildt
Consultant

hanney said:

So you've tested with the 1.22 build that was pushed yesterday?


Will do tonight.

Wildt
Consultant
@hanney - I'm unsure what exact build version I'm using - where is it displayed? (OH just says V1.2)
Anywho, tried all 3 builds - nothing has changed! :neutral:   SteamVR version looks good, but Oculus SDK version in Steam and on Oculus Home have the same messed up distortion shaders.
Seriously - anyone with an nvidia card and SPT on Steam:  Launch the SteamVR version and hold the shield at like 50cm from your face and move it around while looking at the gui items or that tesla defence turret to your left. Now switch to Oculus mode and do the same. The difference is massive! There are several waves where it's a big handicap when the small droids and their laser beams just blend into one big static noise mess.