Says you who thinks to know what I assume.Says you, who assumes a false economy choice between VR (at least basic headlook in case we are getting off topic here) and other players interests.
That's rich.
As you say, that's rich.
Says you who thinks to know what I assume.Says you, who assumes a false economy choice between VR (at least basic headlook in case we are getting off topic here) and other players interests.
That's rich.
How do YOU know Frontier don't want to try to make VR work in Odyssey? HOW DO YOU KNOW?More like FDev doesn't want to try to do something that they may have to learn to understand. They want to make money, doing only the easy things they already know how to do.
You have to be blinded by loyalty, or completely unaware of how easy it is to keep existing VR headlook support, or both, to believe FDev is willing to make even the slightest accommodation for VR, but somehow, by some weird magic, somehow can't .How do YOU know Frontier don't want to try to make VR work in Odyssey? HOW DO YOU KNOW?
Because the simple answer is YOU DON'T KNOW
this is why it's not going to be a thing: https://forums.frontier.co.uk/threads/opinion-vr-in-odyssey-is-harder-than-you-think.546835/
Every single point on that thread has been debunked.
Smart enough to know you have no idea whether Frontier do or don't want to support VR.You seem like a smart enough person to see this for yourself.
Link?Given Frontier's CEO doesn't think VR has much of a future, the balance of probability points in one direction...
Had to go looking, but here: https://gamedaily.biz/article/194/david-braben-why-the-industry-needs-the-return-of-the-publisherLink?
Also, I think a lot of people don't realize just how much of HL Alyx is cool 3d modeling and scripting everything . The basic teleport/thumbstick locomotion mechanic has been around a long time. Granted, because FDev has their own engine, they might have to do some of it from scratch, but this does not take a lot of code.
Given Frontier's CEO doesn't think VR has much of a future, the balance of probability points in one direction...
He didn't say that precisely. He said it would remain niche for the foreseeable.
That is currently the state of affairs.
Despite record PCVR growth after HL:Alyx, headset ownership amongst Steam is only just nearing 2%, IE approx 2 million of 100 million users. (Not all PC gamers or VR users are on Steam, but it's clearly a useful baseline).
PSVR has sold approx 4.2m units as of March 2019, compared to the approx 108m PS4 units out there.
VR is growing. And it's great. But it is still absolutely, categorically, niche.
And that means low unit sales and ROI for anyone making VR games (who isn't being funded by an invested entity like Oculus / Valve etc).
Despite record PCVR growth after HL:Alyx, headset ownership amongst Steam is only just nearing 2%, IE approx 2 million of 100 million users. (Not all PC gamers or VR users are on Steam, but it's clearly a useful baseline).
Whilst I don't disagree that the VR user base is still a small percentage overall, I think comparing the user base to the overall number of Steam accounts is quite misleading.
How many of those 100 million accounts have been used in the last year? How many of those accounts are used by machines capable of 1080p gaming and above? How many of those 100 million accounts are used by core gamers with reasonable gaming PC's? 2 million of 100 million users is kind of a somewhat useless stat in this context if, lets say for arguments sake, that 75 million of them are incapable of running games like Elite anyway.
Like I say, I don't disagree that VR is still relatively niche, but I would say that the uptake among core PC gamers is probably a bit better than those stats would suggest. I would also disagree that it makes a useful baseline. I would say that the amount of PC gamers with good gaming rigs is probably a small percentage of those 100 million too, but that hasn't stopped developers from developing games targeted specifically at that market.
The basic teleport/thumbstick locomotion mechanic has been around a long time. Granted, because FDev has their own engine, they might have to do some of it from scratch, but this does not take a lot of code.