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Virtual Fighting Championship (VFC)

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Минимальные:
  • ОС: Windows 7 SP1 or Newer
  • Процессор: Intel i7-7700 HQ, or equivalent AMD
  • Оперативная память: 4 GB ОЗУ
  • Видеокарта: NVIDIA GeForce GTX 1060, Or better
  • Сеть: Широкополосное подключение к интернету
  • Место на диске: 2500 MB
  • Звуковая карта: Not important
  • Дополнительно: Cable connection (wifi signal will result in poor performance)

Hi There!

Since our EA release in Oct 2018, VFC is still under active development. VFC is aiming to become the most sophisticated and most fulfilling VR fighting game of this generation.

The game development and design follow two strict pillars of thought:
- Sophisticated Realism
- Larger than life fulfillment

To learn more about the game, visit our official webpage at www.vfcgame.com

What is Virtual Fighting Championship


Simply put, VFC is a game that is everything about VR fighting and fitness.

VFC currently boasts three game modes:
- VFC Academy
- Colosseum
- PvP Arena

In VFC Academy, players can train and learn fighting techniques, the aim of this game mode is to provide a training and fitness tool for the player to use on a daily basis, it seeks to maximize the 'fun' in order to minimize the 'pain' of training.

Colosseum mode is our current single player game mode in the game (Yes, there are more coming in the near future), it allows player to fight in an arena using your fighting skills up against waves and waves of robot warriors.


And the main dish is our PvP Arena, which allows two players to duke it out in a real-time classic PvP fashion.

Sophisticated Realism

- A system of physics that reflect the real world interactions
- Human body simulation and posture reverse engineering using only three-point tracking
- Body parts segmentation
- Punch type recognition
- Defensive dynamic simulation
- Martial art actualization enablement (Muay Thai, Kungfu, Karate and more)

Larger than life fufillment

- Combo based skill shots (like traditional fighting game)
- Sensational Visual & Sound effects on effective/critical strikes
- Interactable environment
- Character cosmetics

Word from developer - Yang


Hi community, we are extremely thankful for your support and kind words. This is mostly a 1 person project with some help from friends and relatives, so bear with me as I will progressively add more feature and play modes to the game!

In VFC's final form, competitive PvP element will represent 20-30% of its value, Single-player content will be of equivalent 30-40%, and there will also be various fun modes and training modules, which is a place where we want to mesh in all the small good mini-game ideas.

How to play PvP in VFC


In PvP you fight against another player in a square sized free roam arena with your fist and abilities and is done in a true fighting game style of combat.

You can absolutely do it all: Jabs, hooks, crossovers, Dempsey rolls...The damage dealt in the game correspond to how hard you throw your punch in real life (velocity and distance of travel)

An in-game full body posture simulation means it is actually possible to dodge your opponent's attack, and of course, it is encouraged that you should dance your heart out!

Robot Infinity Mode


Players will venture into a Colosseum arena that is filled with magnificent war machines and robotic warriors, you will be pitted against them and fight for your life and glory. Those enemies are smart (and sometimes stupid) and tactful, players should not only rely on raw strength but also on situation awareness in order to survive the enemy encounters.

What VFC brings to the table


1. Online combat latency smoothing
It is obvious to many knowledgeable minds, that a PvP melee action game, especially in VR, requires for a very strict connection speed. VFC has made an attempt to smooth out the game-play even under higher latency environment, and during both our internal and closed beta tests, the results are positive, that even under high latency environment (~250 pings), the game can still be played with a reasonable satisfaction


2. Frame to frame accuracy in PvP melee combat interactions
• Each ‘physical assault’ is tracked based on its speed of movement and calculated to quantify their power and hence translate into damage dealt with each hit.
• A sandbox fighting experience using true physics calculation on the strength of your attacks. You should perform the proper punching technique not because the game tells you to, but because it is actually THE better way to win a game.
• Highly accurate real-time hit-box recognition (many games suffers from this, because VR tracking doesn't perform well under high-speed movements, but VFC solved this problem with high satisfaction.)
• The player can parry, and dodge with highly intuitive sensory accuracy.

3. Real-time body posture reconstruction - enabling all your boxing moves
• Using only the handheld VR controllers, VFC simulates the player’s body posture using reverse engineering mechanics, so, inside the game, your in-game avatar will track your actual body movements quite closely (of course let's not pretend weird things wouldn't happen haha!)

4. Motion Sickness Free
We have had thousands of game trails with different individuals when we exhibited VFC at 2016 PAX AUS and received no feedbacks of motion sickness.


*search for tech issue or bug, visit https://www.vfcgame.com/tech-faq

Supported VR Headsets:


HTC VIVE is fully supported

For Oculus, to get the best experience a 360 degree tracking is optimal, but without 360, the game is still good (we tested the game using only 180 degree tracking, and we felt it played quite well)

We haven't tested extensively for WMR just yet (will do in the near future), but we had a WMR user in our closed beta test, and he didn't experience any major issue

Full body tracking using either VIVE trackers or supporting gears for Oculus and other compatible headsets (to enable kicking!) will be added to single-player and Co-op mode later down the road depending on community demands.

Play area requirement

More space you have the merrier, but VFC should be played with a minimum space of 1.5 metre x 2 metre, which is equivalent to 4.9 feet x 6.5 feet.

Internet connection and online PvP

We recommend you to use cable internet connection, as the wireless connection will cause small graphic lags.


The game uses NAT punch through to pair up the P2P connection between players, but if the connection punch-through failed, we do have a relay server to backup the connection (but that will cause higher than optimal latency level).

If you want a guaranteed optimal connection quality every time, please enable your router's UPnP setting (universal plug and play), so that the P2P connection will be much more stable.

Each brand and model of router varies in its navigation menu to change the UPnP setting. Please seek guidance on your router's official page to learn how to enable the UPnP setting! - we understand the security concern behind this, so players should make an informed decision on this setting!

Please join our vibrant, friendly, kind, light-hearted, cosy and warm discord channel!
Discord: https://discord.gg/jGnHB58

Right now, we will be absorbing all your feedback and bug reports over there (we're actively developing the game, so your suggestion or reports will literally be reacted by us almost instantaneous!). And once the time comes, we will organise small tournaments in discord, so join! :D


Available for Arcades on SynthesisVR
Available for Arcades on PrivateLabelVR
Available for Arcades on SpringboardVR Вы можете купить Virtual Fighting Championship (VFC) в Украине и СНГ дешево и быстро.

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