Beat Saber Sabers
Beat Saber is a VR rhythm game where you slash the beats of adrenaline-pumping music as they fly towards you, surrounded by a futuristic world. Beat Saber is an immersive rhythm experience you have never seen before! Enjoy tons of handcrafted levels and swing your way through the pulsing music beats, surrounded by a futuristic world. Use your sabers to slash the beats as they come flying at you – every beat indicates which saber.
A vague Twitter response has many wondering if the rhythm slasher could be heading to the portable console.
Last week Beat Games posted a mysterious tweet featuring a GIF of a Beat Saber block whipping rapidly back-and-forth accompanied by the message “NOVEMBER 7.” Since then the developer has remained quiet, providing commenters with cryptic responses that have only increased speculation surrounding the date.
Within the thread of comments, one user asks whether or not the rhythm slasher would ever be available on the Nintendo Switch console. Beat Games’ response was an interesting one:
“We are definitely having something like this in mind for the future :)”
While the comment — which has already been deleted — in no way confirms an official Switch port of the game, it’s interesting to learn that Beat Games is already been playing around with the concept. The question is whether or not the system can support the intense level of tracking demanded by the experience. While the Nintendo Joycon controls do feature a gyroscope and accelerometer, they are still limited to 3DoF, allowing the console to track their direction and orientation, but not their physical locations.
Anyone who’s played just a few rounds of Beat Saber will tell you that timing and accuracy are everything; even a fraction-of-a-second can mean the difference between a great score and a perfect one. While we have seen the Nintendo Joycon controllers used successfully in more aggressive gaming formats, such as ARMS, it’s tough to say whether or not the controllers would be able to keep up with the fast movements required by the rhythm slasher.
Still, it’s hard to ignore the appeal of a potential non-VR Beat Saber experience, one that could be played on a conventional TV without the need for a headset. There is the possibility of support for Labo VR, though the current VR Viewer does not feature a dedicated head strap, requiring players to instead hold the tablet to their headset manually.
As for what the November 7th date is actually referring to, your guess is as good as mine. While the GIF provided does appear to show a Beat Saber block moving rotating left and right, Beat Games has already stated that the games’ long-teased 360 mode won’t be arriving until December. There’s also the possibility of a Beat Saber x SUPERHOT VR collaboration which Beat Games teased back in October as part of an online poll, though the likelihood of that project existing, let alone ready for release, is slim to none.
Feature Image Credit: Beat Games
With the release of Oculus Quest, more and more players are jumping into Beat Saber. And while it’s easy enough to cut cubes to the beat, there’s a trick to achieving the highest score. Here’s how scoring works in Beat Saber.Beat Saber requires decent timing to slice directional blocks on the beat, but unlike most rhythm games, getting the highest score is about swing technique, not perfect timing. If you’ve found yourself wondering ‘how do I get the highest score in Beat Saber‘, you aren’t alone—the details of the scoring mechanics aren’t well explained in the game itself, but luckily you’ve come to the right place.This video from developer Beat Games shows that swinging in a wide arc (both before and after your cut) is key to achieving getting the most points out of each cut, while the alignment of your cut also helps to a degree. While the video is correct in concept (and applies to all versions of the game), the; here’s a breakdown of the three factors at play. Swing angle before cut – 100 degrees ideally.
Swing angle after cut – 60 degrees ideally. Center cut – closer to center of arrow means earns additional pointsCollectively, both the swing angle before and after the cut contribute up to 100 points. Darius sega game. The centrality of the cut contribute up to 15, meaning you can get a maximum of 115 point per note.Of course there’s also the combo counter which you can see in-game on the right which stacks up to 8x for consecutive cuts and multiplies each cut score accordingly but drops back to 1x if you miss a block.The key to going above A to achieve S and SS ranks is holding a steady combo and having the ideal cut technique.If you’re hunting to top scores, check out the Practice Mode (activated on any song by tapping the graduation cap icon). With Practice Mode in Beat Saber you can play specific parts of the track and even play in slow motion to learn complex block patterns. While you practice, remember that swing angle contributes much more to your score (up to 100 points per block) than cut centrality (up to 15 points per block), so you’ll want to prioritize accordingly. I’ve personally found that the tracking of the oculus quest makes scoring highly per block a lot more challenging than when using my HTC vive.
I usually like to swing really large and often times find myself starting my swing from behind my head or behind/near my hips. With the quest, I’ve been having to really focus my swings to stay in the tracking volume of the headset. While I know that the quest can interpolate controller position based on acceleration and whatnot when the controllers leave the tracking area, it just doesn’t give the same feeling and points than when I play on the vive.I would be curious to hear what other people who have both headsets have experienced. Most recent survey demonstrates that on average 63% men and women are involved into web browsing activities. The Internet is booming per day and therefore we are nowadays having an ocean of money making opportunities using the internet to generate income. Absolutely everyone prefer to dedicate more time his/her good buddies by going any lovely place in the world.
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I get tracking issues resulting in multiple missed blocks per game (depending a bit on the song) if I take wide swings with my arms rather than my wrists, which is a pity since I find it much easier to play with the lighter Touch controllers compared to Vive wands (and my Rift is in an office without room to play). Still great that a stand-alone Beat Saber device even exists though, and it’s not impossible they’ll be able to improve the tracking software yet. Windward passage map. Great article!
I find it a lot harder on the quest than on PSVR due to the touch controller being at an angle and very flimsy. Also the obvious problem of loosing up the battery cover in fast downswings but I now ordered the Mamut VR grip, that should help.Anyway, I had to learn all songs anew, since the „trusted old“ swing technique from PSVR doesn‘t work.I also have random tracking issues in that I cut a cube but it wont register it. Anybody else with that problem?I was really looking forward to this wireless version but somehow I play much less then I did on my PSVR, which I played daily. Thing is, I find it very hard to go back to wired VR and 180 tracking. After reading these posts have any of you actually played it on an Oculus Quest Doesn’t sound like it Ok.
Actually what I want to post is if you reach one of the levels where you have to make let’s say 650 M I believe it’s level 11 even if the music is stopped and there are no blocks if you move your arms around you’ll still gain ‘m’s” whatever they are I found this accidentally when I was like at 640 something and I waved my arms around in exasperation then the counter moved so I waved frantically ant it went past 650 and the fireworks happened and I passed the level I was going to keep this to myself but I enjoy top notch competition.