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  • Please bring old UI back

Glad I saw this thread. So far I’ve seen no update to my DeoVR app. Heading in this second to see if I can disable auto updates just in case. I rely on speed and tilt controls so sure as hell don’t want core functionality pushed steps away. I agree with the poster(s) that suggested QA and beta testing should happen within the team or with willing participants. But don’t push out a broken release, or refuse to rollback when there’s loud outcry from the customer base. I work in software product management side of a Fortune 100 company. That’s just basics.

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doublevr lmao "it's important to get things going and fix on the fly" that single statement says more about your lack of knowledge on UI/UX design than anything else. Take your ego down like 5 notches, accept that you pushed out a bad redesign, and roll it back.

    doublevr

    Please excuse me if I step on anybody's toes.

    Change for just changing is pointless. The new design makes it more difficult for most of us to access the functions we use most frequently.

    And what is the benefit? I'm not experiencing a benefit from the redesign. Is anyone?

    That we can make some of the adjustments through controllers is not a benefit, it's an excuse for the failure of the new design.

      Just wanted to shed some light what's going on with Deo. We did not want to make any announcement until the big update is released, but we are going through much deeper pipeline upgrade than we initially expected.

      We are overwhelmed with so many things going on at once. The whole DeoVR structure got really big and complex - it's a beast that serves petabytes of streamed videos monthly. Updated UI release has started a major pipeline upgrade with Android Overlay being the ultimate goal bringing huge quality boost and saying goodbye to any flickering or performance issues.

      Thinking of myself I absolutely hated almost every UI update of my favorite service because that's something I got used to. After some month or two I absolutely loved the new one. Now think this. The new people came in with their ideas (we can't grow the player without getting new people). I can't tell them that current design is sacred and you have to find something else to do. People are eager to try new things and there's a learning curve to go through. Right now we are focused to identify the UI problems and fix them asap. Strong language is not making us feel good. You know DeoVR was always very receptive about critics, you don't have to turn bad expressing your frustrations.

      This week UI update release which we expect to fine tune with every upcoming update.
      Next week we plan to roll out Open XR update which should add performance boost on Quests and unify development across all platforms. Rather technical updated.
      A week later (around Feb 21) we plan to release well expected Android Overlay quality boost that should also address all performance issues. Once released I will present the whole DeoVR pipeline which is impressive.

      I hate to postpone quality boost release as much as you do. Yet it's development and things go out of hands once you least expect this.

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        Aesthetics sounds a whole lot like really pisspoor management. " I can't tell them that current design is sacred and you have to find something else to do" .... yes you can. Good working systems do that all the time. It's totally amateur to change design to "give people something to do", it's foolish. Instead of having people do a total redesign, maybe have them read up on "UI/UX 101 and how to do beta, usability, and A/B testing". such a dumb take.

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          [deleted] Thanks for feedback Bobby, you have good points and I have nothing to add other than we'll not repeat these mistakes again.
          On UX side of things we are looking for people, if you know anyone who would be interested please message careers@sexlikereal.com

            [deleted] accept that you pushed out a bad redesign, and roll it back

            All comments here and also in steam forum about yesterdsays ui update for deo are NEGATIV...
            So guys come on... just roll it back...
            Release your new ui and performance downgrade as seperate alpha/ beta client... people could test but don't FORCE us to use it...

              But why you're forcing us to use untested software....
              Since you guys already had 2 clients (deovr and slrapp) you easily could run one as stable version and the other as alpha/beta client.
              I can see you point for future development things...

              But since old ui ist still used in v11 (camgirl section) it would be sooooo... easy to let us at least choose between old/new ui...
              Simple switch in option menu would do the trick....

              I mean 99% negative feedback... come on... please

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              Aesthetics Roll it back. Your UI/UX is hot garbage, you fucked up, it happens, just roll it back. I cannot believe an adult, let alone someone else working in software would have the responses you have. No software professional, particularly one dealing with design, would consider the release or your behavior reasonable or good. Grow up and revert your changes until it's actually ready.

              Aesthetics , okay--I'm not saying that the old design is scared--new designs can be great--but not when they bury frequently used features under layers of menus, when in the past they were available with a simple click. That's my issue with the new design.

              [deleted] ... ... I am adding my voice to this thread. The new Player UI is just terrible. The previous player was vastly more efficient and easier to use. Burying the settings menu in layers of buttons is utterly baffling from a UI stand point. The pop out pane with the settings on the previous version was 100% easier to use and more intuitive. Using the new player is frustrating beyond measure.

              PLEASE either roll back to the previous player or at least give us the option to switch to it. I am a little shocked this player got approved.

              justsomedude101

              I mean...yeah. That's literally the purpose of a beta test, to see how the app works in the real world with users.

              That´s why you usually have a separate beta channel, or even multiple tiers of release channels, so the people who are willing to test the latest development can do but you do not force it out on the main release channel until it is ready.

                mebejoe

                And what is the benefit? I'm not experiencing a benefit from the redesign. Is anyone?

                Well I think the new progressbar that shows and directly syncs with the bookmarks is really nice.
                Also the content description is much nicer than before. And after the latest update the distance is also reasonable again and not straight in your face.

                So it definitely has some potential.

                  doublevr ... I adjust the sync for almost every video so having it on the pop out pane where it was, was 100% easier to use. The new Player UI is simple unusable now for this adjustment. Clicking in and out of a 2 layered menu to access the setting I use the most has simply downgraded the UI experience by a factor of 10.

                    ibins Yeah, that's fair.

                    I'm not a fan of some of the cosmetic changes and how certain features are now layered in sub-menus, but my complaints are pretty minimal tbh. But it seems like some people are having a much more frustrating experience than I am, so I'll leave it to the dudes who have some constructive feedback for the devs to chime in.

                    Aesthetics

                    Let me try to tactfully spell this out: Right now, VR videos are being made by all different studios, using all different tilts, heights, etc. for different POVs/scenes, not to mention actors/actresses frequently come off of their center marks and so viewers also regularly have to utilize horizontal shift(even multiple times throughout just one particular shot a vid). If this wasn't the case and there were standard angles, etc., then perhaps SLR devs could create preset viewing angle buttons(e.g. for doggie/missionary/etc.) and then this whole thing wouldn't be such a hot issue. Unfortunately, VR productions are still evolving and we're just not quite there yet, so we just accept the constantly needing to shift around for now as part of the package. But that's precisely what makes these UI changes such a problem for so many of us. (Tbh, I somehow accidentally avoided updating my client and was actually still using the old UI until just the other day when I ran the app launcher from my PC and got notified about it - and now I've updated & landed myself in this same boat with these other disgruntled folks, which is what led me to the forum here. )

                    As I'm sure you already understand, probably the two most important components to being a player that people will actually like and want to keep using are(probably in this order) 1. Compatibility(able to play most everything you throw at it) and 2. Ease of use(able to navigate functions without hassle). I'd argue that the range of functions the player has is pretty important, too...but let's be real - even having a ton of cool functions doesn't much matter if users can't readily utilize the most important/frequently used ones without having to fumble around and toggle back and forth thru submenus just to get to them.

                    Which brings me to the other part: You(and a couple others, I think) keep mentioning that the controllers can be mapped for those functions. Yes, we understand that(and many of us DO already do that for the most vital functions like zoom, etc.) - but the problem is that, while we have TWO controllers, well, most of us are, in practicality, only able to...uh...enjoy videos with ONE controller in hand. And there's NO WAY to map that many functions into one controller. (In fact, IIRC, the last time I tried, there were even additional complications with trying to map certain functions onto the same controller with other functions, due to both of the functions requiring overlapping trigger hold/stick move combinations or something).

                    Apologies for the novella, but I hope you can appreciate where we're coming from here. This isn't simply a case of, "we're used to what we're used to, and this is new and we don't want to adapt". It's a significant redesign of the entire playback overlay, which now requires several more motions/clicks to navigate. That's like adding 2FA to your car's accelerator and brake pedals. Sorry to sound a bit crass, but people's loads are often QUITE time sensitive, if you know what I mean. That said, making changes to a UI which add several seconds onto minor on-the-fly adjustments can literally fundamentally break the usability of the entire player. And I'm pretty sure that's why you're getting all of the backlash. Well...that, and because the responses to our feedback seem to have a general undertone of, "well, too bad, because we're not going to change it". Which....yeah.. fwiw, I just don't think that stance is gonna go over too well.

                    Look, SLR does some awesome work overall, and I think it's only going to get better as you continue to grow and evolve; I don't like seeing you guys getting piled onto any more than you do(unless it's a fur pile and you're into that and everyone's consenting, in which case more power to ya!). But I think you really might want to hear the community on this one. If the devs simply can't/won't roll the UI back, then there's got to be some kind of doable compromise here - perhaps either push a patch to add a new/old UI toggle in the main settings menu or offer the older version as a separate downloader/installer. At the very least, provide some kind of reassurance that another UI update will be implemented poste haste which will specifically address the issues which have repeatedly been raised in this thread.