Frequently Asked Questions
Here are the answers to some of the most asked questions. If you can’t find the answer you are looking for, feel free to join our Discord server and chat with us there.
In the menu, select the “GUIDE” button to the left of the gameplay panel. There you will find a lot of information about all objects, weapons, and game features.
For every ball you hit in the game, you get points which accumulate to a score. Each ball earns you points if hit properly, that is with the minimum amount of strength required. Harder hits (i.e. increased speeds) will earn you more points per ball. The amount of strength required depends on the selected difficulty. Collecting streams will also earn you points per beat.
You will lose points if you get hit by walls or ball obstacles. You can get hit at both the hands and the head.
If you hit balls or streams consecutively, you will build up a combo, that is, a count of consecutive hits. The combo will get added (as its quadratic gauss sum) to your score at the end of the song. When you run into an obstacle, the combo will get added right away, and start again from zero.
At the end of each song, you will be granted an activity bonus based on the amount of movement you make. Similarly, the harder you hit the higher your strength bonus will be.
At the end of the song, you’ll get a rating for your performance in the song. The rating is based on the percentage of balls you hit, the percentage of streams you followed (if any), and the percentage of obstacles you managed to avoid. This will yield one of 10 possible ratings between F and A++.
The top rating of A++ corresponds to a “Flawless Victory”, and can only be attained if each ball was hit with full strength, no streams were missed, and no obstacles were hit.
Experience levels are based on the score you receive while playing. So, keep playing songs and you will earn your next experience level eventually.
Weapons are locked to experience levels. You gain new experience points by playing. Thus, just keep playing to unlock new weapons. Here is the list of experience you require to unlock new weapons:
200k: Unlock Hammer
500k: Unlock Shield
900k: Unlock PowerFist
“Endurance” mode takes out the gap between songs in a playlist (disabling the info screen), thus testing your endurance. “Endless” mode means that the playlist will repeat from the beginning after it has finished playing.
PowerBeatsVR has a live strength meter, that can show you the strength of your last hit, average strength, and max strength for each hand separately. You can activate it in OPTIONS/FITNESS.
PowerBeatsVR is a fast-paced game which is synced to the music. As such, it requires good VR tracking quality and enough CPU/GPU processing power.
First, make sure that your VR tracking setup is the best it can be. A loss of tracking, even if only for milliseconds, can lead to lags in the game or controller drift which makes you miss hits. Follow your individual VR hardware guides to set up the best possible tracking, which usually involves proper distances (for external tracking) good lighting, no reflective surfaces, fresh controller batteries, and the VR software reporting good tracking (if there is a status).
Second, make sure your PC follows the minimum requirements. As usual, a better CPU and GPU are, well, better. Depending on your hardware, you may want to tweak the graphical fidelity of the game. Go to the options of the game (menu left-hand side), select VIDEO, and set “Spectator Camera” to “OFF”. Then, reduce Quality Settings to the next lower setting, and keep reducing until the issue is gone.
Yes! Please go to OPTIONS>GAME and select “No vertical walls”, “No horizontal walls”, or both.
Yes! You can configure all workouts to your personal height – from 1 meter (3,28’) to 2.2 meters (7,22’). Go to OPTIONS>GAME to configure (or measure) your height.
Select a maximum player height, maximum playspace width (if you have the space), the 100% power balls modifier, the small balls modifier, and superspeed. Play on Expert difficulty. Good luck.
Yes. Please go to OPTIONS>GAME, scroll down, and select the “Adjust” button next to “Controller Alignment”. Follow the instructions, which means holding down the specified button and moving your hands, such that the alignment matches what you are expecting. Don’t worry, you can always click “Reset” if it doesn’t work out.
PowerBeatsVR is different from other games in that both the head and the hands collide with obstacles. Thus, make sure you avoid obstacles with your entire body (yes, this includes squatting in many cases).
Go to the options of the game (menu left-hand side), select GAME, and change playspace width and player height to your liking. If you want to change the playspace width yourself, make sure to deactivate the “AUTO” checkbox.
To auto-measure your height, stand up straight and select the “MEASURE” button.
You can choose between curved and straight paths in the options. Go to OPTIONS on the left-hand side, select the GAME tab, and scroll down to the bottom to select the right path type for you.
PowerBeatsVR features two different types of balls: “Normal” and “Power” Balls. Power Balls require a larger hit speed than normal balls, that is, you need to hit them harder to ensure that they get destroyed at all and (depending on the difficulty level) you get full points.
If the game tells you to “move forward” or “move back”, it means that you are not standing in the center of your playspace. When you are standing too far forward or backward the balls coming at you will reach you too early or too late regarding the beat of the music. Since you don’t always want to look at the marker on the floor to ensure you are standing right we implemented this warning. If it bothers you, you can go to the GAME tab and adjust the tolerance before you will get the warning, or turn it off completely.
You can find the in-game screenshots in the Steam folder, that is Steam\steamapps\common\PowerBeatsVR. The usual install location for Steam is C:\Program Files\Steam.
GENERATOR AND LOCAL SONGS
The Generator options dialog gives you the ability to configure the types of “Patterns” the Generator will consider when creating your workout, and the relative frequency of those patterns.
A “pattern” refers to a certain sort of movement. Six patterns are currently available; the first three are simple or basic (those are the only ones available in “Beginner” difficulty), while the second three are more complex or compound patterns.
This pattern generates single or double balls per beat which you are supposed to hit with your fists. Depending on the difficulty, those will be harder to hit / come in the “steel” version.
Generates singular walls for you to avoid, without any added difficulty like balls to the side.
Generates steams for collecting points by holding your hands into the stream. Depending on the difficulty, the streams will spread further out, sideways and vertically.
The “squats” pattern creates combinations of patterns in which you are required to duck under walls and then stand up again to hit balls or swings; also, bad balls might be included. The complexity of the squats and elements placed between or under walls increases with the the chosen difficulty.
The “Toggle” button switches between the on-beat and off-beat mode. If you perfetly machted the delay to your beat and you hit the objects perfectly on the beat the “Toggle” button would switch your playstyle to hit on the off-beat, means with half a beat delay.
Also it could happen that the song detection was matching with the off-beats but you would like to hit on the beats so you can just use the “Toggle” button instead tweaking manually the value.
For more information about on- or off-beat you can also check the following link:
The generator generates walls both for the “Walls” pattern as well as for the “Squats” and “Jumps” patterns. If you want to keep the “Squats” and “Jumps” but remove the walls, please add the “No horizontal walls” and “No vertical walls” modifiers in the settings.
PowerBeatsVR can auto-generate workouts for all the songs in .mp3, .wav, .flac, and .ogg format on your computer. After starting the game, switch to the LOCAL tab in the main window (next to Volume1 and Volume2 of our official songs).
Then, simply navigate to the folder on your PC where your music is stored and select a file. When attempting to play it, PowerBeatsVR will ask you for some input regarding generation, and launch your own music with a special workout for you!
PowerBeatsVR supports songs in .mp3, .flac, .wav, and .ogg. Only songs which are in this format will show up in the LOCAL tab. Please make sure your songs are in one of these formats.
If your songs are in a different format, you might want to convert it. A good open source program for this is Audacity, which is a complete audio editor which also allows opening and exporting multiple formats such as the above. It’s recommended to use the .mp3 format, which can be exported from Audacity using File > Export.
The beat detection works best for beat-heavy music and struggles when the music does not have a beat. However, if you want to generate music for a track for which beats can’t be detected automatically, you can still set up the BPM count yourself as well as the offset. You can either use the metronome in the Generator settings menu to get it right or you can try a beat detection website, such as https://www.conversion-tool.com/bpmdetector/ or https://getsongbpm.com/tools/audio.
HEART RATE MONITORS
For PowerBeatsVR to be able to connect to a Heart Rate device, you need two things: A Heart Rate Monitor (in the form of a watch or breast strap), and a receiving device on your PC, most commonly sold in the form of a USB “dongle”.
You have two technological options: You can either
- buy a Bluetooth 4.0 “Low Energy” (BLE) Heart Rate Monitor (HRM) device and an accompanying Bluetooth 4.0 dongle for PC, or
- buy an ANT+ enabled device and an accompanying ANT+ dongle for PC.
- Some HRM support both, Bluetooth 4.0 BLE and ANT+ and will work with either dongle or receiver.
BLE-HRM as well as ANT+ are standards, and some devices support it, while others do not. It’s often not easy to figure out if a device supports this standard or not, because it is cheaper for vendors to just support their own apps on smartphones without actually adhering to BLE/HRM or ANT+, and still claim “smartphone support”.
Devices we know are working:
- The Wahoo Tickr and Blue HR (chest strap)
- Polar H10 and Polar H7 (chest strap)
- Polar OH1 (arm strap)
- TAOPE Smart Cardio (chest strap)
Bluetooth / ANT+ heart rate monitors by Fitcare Electronics (also sold as HW702a, smartLAB HRM, BerryKing Sportbeat,…)
Devices we know are not working:
- Fitbit HRMs
If you’d like to buy a device which is not on this list, please try to make sure it is BLE/HRM or ANT+ compatible.
Connections between Bluetooth and ANT+ devices and PC dongles are notoriously fickle and affected by many factors outside of our influence. If you run into problems and it worked before, try re-starting the game, unplugging your dongle, or rebooting the PC.
In general, there are multiple problems that can influence your wireless signal. Keep in mind that WiFi, Bluetooth, ANT+, DECT, etc. all transmit in the same frequency range, so the more devices there are around transmitting, the higher the risk to run into communication problems.
Your VR controllers usually communicate via Bluetooth as well.
Things like moving the Bluetooth / ANT+ receiver (dongle) from the back to the front of the PC housing often does wonders. In general, having the wireless connection as short and as direct as possible improves reception significantly.
Even in some extreme cases putting the dongle on a usb extension cable and moving it close to the player could establish a connection.
Also, don’t connect to your HRM device from Windows, but connect to it directly from inside the game to ensure best results.
The “official” songs come preinstalled with PowerBeatsVR in two volumes (1 & 2). Note that you can auto-generate layouts for any arbitrary songs on your computer as well (supported formats: mp3, ogg, flac, and wav).
We owe big thanks to these amazing artists for their great music tracks! Make sure you check out their other works! Links are included for all artists.
Volume 1 (released April 2019)
A Dark Angel
by Yan Terrien
Length adjusted for better gameplay integration
by Alex Berosa
Beast but not least!
Shayla – Calling For You
by Mike Chino Beats
CC BY-SA 3.0
by Jeans East (feat. Diandra Faye)
I Won’t Fall In Love
by Jeans East (feat. MaryLinn)
by Jeans East
by Kevin MacLeod
The Whole Ten
by Ozzy Jock
by Broken Elegance
Length adjusted for better gameplay integration
Volume 2 (released November 2020)
by Kevin MacLeod
Length adjusted for better gameplay integration
by Extan (feat. Farisha)
In the Options menu in the Sound tab there are sliders to adjust the volume of music and effects, as well as further options regarding the motivation voice, hit sounds etc..
You can either switch to a female motivating voice or you can completely deactivate the voice in OPTIONS/SOUND/.
During EA, we had different highscore lists depending on your playspace width and your player height. We have now consolidated these lists to only one size. If you played during EA on a small playspace size and playspace width, you can choose to migrate this data to the new highscores. Go to OPTIONS > GAME and scroll down to the bottom. Press “Start” for EA Highscore Migration.
Note that this can take quite a while, depending on the Steam server availability. In some cases, Steam does not accept new leaderboard scores without providing an error, which means your scores won’t show up after the process. In that case, please try again the next day.
If you are running the game from within Steam or Viveport, make sure you have installed SteamVR, and it is active.
PowerBeatsVR respects your playspace and queries the width you configured in your VR settings on each startup. All objects in the game (balls, walls, streams) are then and placed within that width.
You can hand-configure the width you want in the game options: Deselect the [AUTO] checkbox next to “Playspace width” and move the slide between 2 and 3 meters, depending on the size of your playspace.
CAUTION: The minimum playspace for PowerBeatsVR is 2 meters by 1.5 meters (6.5ft x 5ft), which is also the minimum recommended size for all room scale VR entertainment. Thus, please ensure that you have this amount of space available when playing PowerBeatsVR.
Note: On some platforms, you may need to rotate the game by 90° (which can also be done in the settings) if the width and depth of the playspace seem inverted.
Go to the options of the game (menu left-hand side), select GAME and rotate the playspace to your liking.
The answer for both is “Yes and No”.
No: At this moment we do not have “native” Quest version available which you can install and run on the Quest itself.
Yes: However, if you do have a gaming-ready PC and Oculus Link cable, you can play the game by just connecting it to the PC and either starting the Oculus version of PowerBeatsVR or going through SteamVR. If you want to play wireless, you can use the Virtual Desktop app. Our users in Discord have reported that this works out quite nicely. For a basic video on how to set it up, see this video. If you are experiencing delay when using the Virtual Desktop, also watch this video.
After the PCVR release, we will start working on the Quest port. Assuming we are successful, yes, you’ll be able to play the game on the Quest if you’ve previously bought it on PC (“crossbuy option”).
Yes, VR can be a great and(!) fun cardio workout. Metabolic testings of several institutes have shown, that working out in VR with the right game is even comparable to sports like rowing or tennis. With calorie burn rates of up to 13 kcal/min VR fitness is as effective as using stationary bikes, rowing machines, or treadmills in the gym, but way more fun.
Growing numbers of players report that they have lost several pounds within just a few weeks. This proves VR as an effective tool for weight loss and that getting fit with VR is indeed possible.
Most VR fitness games, apart from PowerBeatsVR and some other rare titles, are still stationary and don’t require the player to move from his starting position. For a stationary game, a playspace of 5ft (1.5m) is the minimum requirement to avoid any contact with walls or furniture. However, having a playspace width of 10ft (3m) is ideal for the whole range of current VR fitness titles.
PowerBeatsVR, as an example, can be best played with a minimum playspace width of 6.5ft (2m) but can use up to 3m of width, if the player provides enough space.
VR in General
VR requires consistent high framerates, as lower framerates and lags can induce motion sickness. In addition, two images (screens) have to be rendered at once, which results in a very high resolution that has to be rendered to make it look good.
Nowadays, tethered VR headsets at the lower end have a resolution of 1080×1200 pixels per eye at a refresh rate of 90Hz. Most WMR headsets already have 1440×1440 pixels. The Vive Index even requires the computer to render 1440×1600 pixels per eye at a refresh rate of 144Hz.
As a comparison, on a modern console, most games run at 1920×1080 at 30Hz. So, VR is up to 5 times more demanding, when only considering inherent display resolution and refresh rate.
VR gaming has considerably higher hardware requirements than conventional gaming. Here are the specs provided by Oculus and HTC:
Oculus Rift recommendations:
Graphics Card: NVIDIA GTX 1060 / AMD Radeon RX 480 or better
CPU: Intel i5-4590 / AMD Ryzen 5 1500X or better
Memory: 8GB+ RAM
OS: Windows 10
HTC Vive recommendations:
Graphics Card: NVIDIA GTX 1060 / AMD Radeon RX 480 or better
CPU: Intel i5-4590 / AMD FX 8350 or better
Memory: 4GB+ RAM
OS: Windows 10
Whether your glasses fit into the VR headset, depends on their size and the headset you are using.
Smaller frames fit comfortably into most devices.
The VR headset with the least space for glasses is the Oculus Rift. Make sure that your frame is no wider than 142 mm with a height of less than 50 mm if you want to go with the Rift.
Before putting your headset on, also make sure that there is enough space between glasses and VR lenses. Otherwise, they may get scratched.
The HTC Vive is a bit more spacious than the Rift. There your frame can be as wide as 152 mm with a height of up to 60 mm. This headset also allows varying the distance from the lenses to your glasses.
So, before you buy a headset, measure your glasses to make sure they will fit.