I think we can't make that assumption. I have been keeping my eye out for any solid information about how many VR players Elite has, or even how much of FDev's bottom line comes from Elite, and I haven't seen anything reliable yet. (Links gratefully accepted!)
Oh, I'm not making any assumptions, really. I do get the
feeling that VR is a significant minority of the player base, that cannot be easily dismissed, but naturally actual hard facts are difficult to come by.
You definitely have to balance the costs of the development against any projected revenue.
True, but as has been discussed to death, much of that development is already in place.
We can all look at the current features of Elite, VR and otherwise Elite (ex. SRV turret, free look), and say, "Surely it can't be hard to support VR, 90% of it is already there!" However, as a developer—but not a video game developer—my experience with "just do X" is that it's never that simple in software development.
No, but as a software developer, it should be clear that it wasn't exactly something that would have required a major rewrite. The in-VR pancake screen borders on being more effort to implement than an actual no frills VR view. It is as if a conscious decision was made to actively deny a VR mode to on foot play on Odyssey.
I'm also not sure what the talent pool is like in Cambridge. That can be a limiting factor.
My feeling all along has been that FDev have had a resource management problem. Whether it's a lack of resources, or experienced resources, or retaining them, or project managing them, Odyssey represents a frightening limited amount of development for what should be a software company of FDev's size.
At best the feature set is a bare MVP, which might explain the lack of VR support because it is so bare-bones that literally anything other than the absolute bare minimum has been omitted. Look at the xenobiology game play - it's little more than a hack with a very limited procedural generation model for the flora (which would repeat before very long) and a basic, incredibly limited play loop. Can you imagine trying to rank up to Elite with that? You'll go postal long before.
I have seen some fairly optimistic predictions of where the VR market is headed. At least in 2021, it's hard for me not to think that the global shortage of GPUs and other chips, as well as the expense and limited availability of VR headsets (for example,
the Index will become available in Australia this August) may be suppressing the any potential growth in VR. Frontier taking a "let's wait and see in 2022" approach seems plausible to me.
And that may well be the rationale. Thing is, despite FDev's promises about openness, we still don't know, hence the speculation.
That's very interesting! I'm not sure I disagree with him, either, and I say that as someone with a Valve Index who plays Elite solely in VR.
Perhaps, but call be a libertarian, but I don't take kindly to being told what's good for me. I do think that the release of a MVP was probably the primary reason for why it has been omitted going forward, but naturally we're going to speculate on alternative reasons in lieu of official ones.
However, if it is principally a resource issue, that they released a MVP and are not planning to do further development thereafter, then that would imply that it won't simply be further development in VR that will suffer, but any additional content of features. Basically, if this is the case, there won't be much more to Odyssey in the future, outside of a few reskinned assets (Thargoid models that simply reuse the same 'human' AI and game loops).
Any more detail or confirmation would be great, but I suspect that’s as far as the CM’s can go at the moment. Think it’s clear that the production leads etc aren’t ready to pull the trigger officially on VR Legs yet.
It really is time people stop clutching at straws. It's not happening. Ever. Let it go.