And standing in the middle of an empty room pointing at invisible things doesn't look stupid at allNot at all interested in voice control myself. I don't want to look even more stupid then what I already do with a VR unit on my head.
And standing in the middle of an empty room pointing at invisible things doesn't look stupid at allNot at all interested in voice control myself. I don't want to look even more stupid then what I already do with a VR unit on my head.
The Serious Sam games can be played with KB+M I believe. I'm not sure why anyone would want to, but they can.I have yet to find a single FPS VR game that uses keyboard+mouse. (If any of you know of one, please tell me... or even a game with a mod that allows it)
So at least for me, FDev only needs to provide the same "controls" experience, just in 3d (VR).
With FDev's existing VR experience, this shouldn't be that difficult for them.
And as for the gamers who just want to step into the stuff, motion controller might reduce the risk of VR motion sickness but as far as I know they don't completely eliminate it so VRgins unaware of the risk could be in for a nasty surpise.
Besides the biggest risk of VR isn't nausea, it's auto strangulation everyone know that...
Because the market share is so low compared to pancake, most of devs won't bother until there's a VR zealot among them in the company. It's simply not profitable now to build AAA games for VR from scratch.If it's so damned easy to add VR in for everything, why are VR games so much less common?
I am not buying it till it is in VR if it never is then I never will.The Odyssey-DLC is basically non-existent as far as i am concerned as long as it does not support vr.
We've had "it's too expensive to implement" - well unless David Braben was outright lying in 2014, it took somewhere around 1-3 man days to implement.
Given Odyssey's 2 year dev cycle with 100 people working on it and let's say 30 of those being actual devs/coders then that's 200 x 2 x 30 = 12,000 man days available. Even ten times the original effort to just get the seated experience back i.e. 30 man days out of 12,000 doesn't seem expensive to me. Triple that cost for basic legs VR functionality and that's still only 90 man days out of 12,000.
As for the argument that "VR gives players nausea and especially when walking" - well there's this neat trick in games development where you put a menu option in to turn off VR and go back to 2D gaming, if your physiology can't do VR. Its that simple.
To argue somehow that players will go out and spend £1,500 on a GPU and HMD and then force themselves to play VR Odyssey whilst continually throwing up, is just plain delusional.
The real reason for cutting VR, I suspect, is that the Odyssey project is in trouble and everything not absolutely necessary for release on 31st March 2021 is being thrown in the bin to save it. We've seen recent public facing changes in staff (the CMs), what I would call "core development" staff changes (Dr Ross) and what looks like a very recent leadership change (Director), during a mid way period in the dev cycle. You would expect a smoothly running project at this point to be just grafting/grinding out the core changes and assets required from an earlier period of feature setting and tryouts to see what works, not making cuts to existing functionality and what looks like parachuting in "white knight, subject matter experts" to "help" develop the title's headline feature (FPS play)...
Indeed...
Am almost tempted to get over my dislike of PvP for this .. and has a campaign tooSource: https://youtu.be/nCcfJ9uEwvs
It's not elite, but it's looking like I won't have much choice soon, furthermore I can't get the motivation to log in now really. If am going to have to stop playing soon anyway there doesn't seem much point now <sigh>
You've got a point, a small, struggling indie dev like Frontier couldn't possible afford the cost of VR developement after all it's the big publishers that release the best VR titles out there. Indies just can't compete.Our wild napkin math on this stuff should include a ballpark for dev cost. The best available measure for that is the US rule of thumb of 10k per dev per month [1],[2],[3].
Although it may not be the best fit for the UK, it’s still suggestive of dev costs that can run into the millions in various 'meaningful dev' scenarios. (Such as significant R&D, and/or permanent staffing for long-term upkeep).
Given the lower expected unit sales to VR players, '10x the cost of prior dev efforts', or comparable dev investment, can become significant on an ROI front.
When a while back Nvidia experience inflicted itself onto me I noticed that "A plague tale" had screen space reflections turned on and was surprised the game even supported that. I'm currently playing through Detroit: become human and I noticed it too uses screen space reflections.Because the market share is so low compared to pancake, most of devs won't bother until there's a VR zealot among them in the company. It's simply not profitable now to build AAA games for VR from scratch.
If you want comparison, look at RTX availability. Now, would you code your game for RTX now? Not many companies do that, same with VR. Those who do, have agreements with Nvidia for pushing support further. And while raytracing is the absolute bomb and revolution when it comes to computer graphics, you don't see much support for it YET.
You've got a point, a small, struggling indie dev like Frontier couldn't possible afford the cost of VR developement after all it's the big publishers that release the best VR titles out there. Indies just can't compete.
Worth noting that ED's revenues are currently naturally dwindling, given the years of free updates and end of the console launch peaks etc:
If we use '120k pa per dev' cost calculations (which seems to be an industry benchmark of sorts), napkin maths suggests 12m+ costs, and that the other franchise profits may be required see ED to the late 2020 launch.
- FY18: ED's best revenue year to date - 22m
- FY19: "if you look at the analyst numbers they're expecting about 80 million pounds which is roughly split between about 60 million pounds from Jurassic World Evolution and about 20 million pounds from Elite Dangerous and Planet Coaster combined."
- Analysts / brokers Liberum project annual revenue of 10-15m pa up to 2022
Because you get what you pay for.VR games are a lot cheaper as well.
It depends on the control scheme. Think of simply using a gamepad, same principle applies. That said I prefer mix of both, having a possiblity to turn by the controller (usually to realign myself with the room, for example facing away from a TV in a boxing game ;-) ) and full head turning. There's also a method called "Onward locomotion" as it was pioneered by the game Onward. It uses position of your controller as a heading in which you move, allowing you to move and shoot in different directions at the same time.Don't know if this has been mentioned as I've only skimmed the last couple of pages, but I have a question. How does VR do FPS style movement?....I ask because traditional Mouse+WASD is incredibly unrealistic with how the human body really moves. In an FPS I can instantly turn 180 and sprint full pelt then instantly turn 90 degrees and jump up in the air, etc etc, all stuff the real human body cannot do. I presume good VR devs take all that into account?