If amateur developers at home without access to the source code for the game(s) or the engine(s) of the game's they play can make VR mods for things like GTA-V & Alien Isolation, surely a professional team, who have access to the source for the game and work in the company who makes the engine for their game, and have previously had VR in the previous & current versions of the game can "plug it in" to the new version they are working on?
I see some new faces in this thread saying why VR into Odessy cannot be done - did you know one guy - Greg - took one day to get VR running on Elite Dangerous Alpha?
I know I've posted this before, but it seems to be relevant again:
08:41 - [snip] so we released the first alpha on the
08:44 - 15th or December 2013 and the reception
08:49 - could have been better people really
08:51 - positive and excited about playing game
08:52 - and we were excited we're very proud of
08:54 - what we made to be honest but it's
08:55 - amazing one of the the clarion calls
08:58 - wouldn't this be wonderful and oculus
08:59 - rift because DK one was around a lot of
09:02 - our team had bought it personally so
09:04 - they can play around with their two home
09:05 - we had a few in the office and we be
09:09 - honest going to really resist one of the
09:11 - engineers are persuading me that
a guy
09:14 -
called Greg that he reckoned he could do
09:17 -
it within he's initially said 24 hours
09:19 -
and he said oh well three days or two
09:21 -
but actually within a day he had managed
09:24 -
to get it working on oculus rift it was
09:26 - just such a magical experience we
09:28 - thought we'd go for it and then so on
09:29 - twentieth of december we ship the game
09:31 - with oculus rift support for christmas
09:33 - so all the backers were amazed because
09:35 - they weren't expecting when we hadn't
09:37 - been expecting it ever [snip]
Source: https://youtu.be/vN2BWY872M8?list=PL3Ym79LECwSIkd3OyJEpy_9PwQEuHew2b&t=521
Even say that was just a day for HMD look from the pilot's seat, they have since added VR for SRV, and some creature comforts such as "SRV keep horizon" etc so say it takes "Greg" or his successor a couple of days to retrace the steps of VR in ED + Horizons into Odessy, and another couple of days to put in a Legs version of the creature comforts like a "reduce head bob" equivalent to SRV keep horizon, these would be tweaks to copies of existing "features" not all new groundbreaking code work. So we'll say give "Greg" / "Greg II" a week to do that all... one developer week in a team of 120 six to eight months from launch?
Even say the team is 60 devs + 60 "others" (design / art / sound / graphics / etc) so its one developer in a team of sixty for a week six to eight months from launch. Even going with 6 months to launch not 8, total dev team capacity is 24weeks x 60devs = 1440dev weeks, one "dev week" isn't going to make much difference to the overall launch date now is it? If VR took one dev week, there is still 1439 dev weeks left to do the rest of the game. it's less than one percent of the developer resources available.
Even giving Greg / "Greg II" a couple of colleagues to help him for the same full week, leaves 1437 dev weeks to get the rest of the game done. Go nuts, give him three colleagues, so the VR team is now one for VR in ships & SLF's much the same experience), one for VR in SRV's, one for VR on planets surfaces on foot, and one for VR in urban on foot social hubs & starports etc and you've got 4 dev weeks for VR and 1436 for the rest of the game.