Only for letting a friend play on this headset — a fresh start, nothing of theirs saved. You don't need it to play.
Two headsets, two people. Swap a code here on your phone or PC first, then put the headset on. Nothing goes to any server.
Opponent
Match format
Court
Display
Court surface and grip textures from ambientCG.com (Asphalt023S, Ground061, Grass005, Leather037). Sky reflections by Greg Zaal and Jarod Guest, from Poly Haven. All Creative Commons CC0 1.0 Universal — credited by choice, not by requirement.
Options
Feed reach is how far from where you are standing the ball machine may put a ball — measured where it arrives at you, not where it lands. On the old setting (Full court) half of every fed ball arrived more than 2.1 m away and one in ten more than 4 m, so practice was a walking drill nobody had asked for. Auto means two steps standing, and arm's length when Seated is on. Full court restores exactly what the game did before. Also on the VR menu as Feed Reach.
Rest easing lengthens the gap between fed balls after about twelve minutes of practice or drills, reaching its most at thirty and never going past 3.4 s — the gentlest gap the Feed often dial already offers. It does not slow the ball, narrow the feed, shrink a target or change one point of score, and it never touches a Rush round or a match. It says so, once, the first time it changes anything.
Service attempts is two — that is tennis, and a double fault loses the point. Three or Five is a beginner aid: every fault is still called and still counted, you simply get another go before the point is gone. It applies to your serve only; your opponent always plays tennis rules. Re-tossing is always free and never a fault, at any setting. Also on the VR menu as Service Attempts.
Shot shaping changes what your VR swing decides. Classic is the default: your swing picks the direction, while the target depth stays the same. At full Aim Assist, modelled contacts land in, including frame clips; lower assist settings allow errors. Intent takes depth and topspin from how much your swing travels upward and how fast the head is moving, aims where the swing path points instead of stopping at the sideline, and lets a frame clip float short instead of being steered in like a clean drive. It reads your SWING, not your grip: the racket face is only consulted once you have calibrated (VR menu → Calibrate Racket), because an uncalibrated grip may be rolled and aim your shots somewhere you are not pointing. Classic's intermediate Aim Assist settings are tuned for a gradual difficulty increase. Also on the VR menu as Shot Shaping.
Ball tracking marks where the incoming ball will land, and (in Practice, Target Drill and Rush) rings the mark with a circle that closes as it arrives. Auto leaves a match to you. Unless it is set to Off or Landing spot it also rings your own serve toss and beats once, half a second before the ball falls to hitting height. Also on the VR menu as Ball Tracking.
Racket fit (VR)
Racket grip: not calibrated
Capture it in the headset: VR menu → Calibrate Racket, or the X button on your left hand.
No swings logged yet.
Every miss you could plausibly have hit is measured; the running median is the number to calibrate against. Also on the VR menu as Swing Report.
Conditions
Assists
Locker
Accessibility
Language
Audio
VR: your racket hand swings for real, and the racket is always in it — pull and release the left trigger to throw the ball up for a serve. Left stick shuffles along the baseline.
Desktop: mouse aims and steers your shots, click swings, Space tosses, A/D/W/S move, C camera, P photo, Tab stats, Esc menu.