I grew tired of the circular arguments back and forth between us about your belief in the need for Odyssey VR to have hand controllers to "keep up with the Joneses", the "pressure" you put on that requirement could very likely have been a contributing factor in odyssey VR only being "level 1". Again you've quoted the "we do strongly believe that VR should only be enabled for on foot gameplay when we have an experience that truly matches the same quality bar that we set for cockpits" soundbite, so since we are going down that well trodden path again, riddle me this batman, what exactly is the "quality bar that we set for cockpits" ? Is it full motion controllers with inverse kinematics and physics ala Alyx/Boneworks? Or is it stereoscopic VR headlook with conventional controller options? Or is it fixed or tracked virtual flatscreen in the headset?
It was the middle one - that wondrous experience we enjoy so much that we fought in the forum trenches for three hard months to preserve, which you now casually disregard as a "hacky headlook solution". Now please do enlighten me, how do you expect a mod creator, looking in from outside the game, which is written in an obscure engine more often used for themepark management sims, create something better than the hacky "headlook solution" which I'm advocating? And what kind of timeframe do you think it would require this crack mod creator to reverse engineer the game to see how to go about modding it without access to the code or an API or such like? And what kind of mod creator is going to have the skills to take the game out of its native VR mode for when the CMDR is on foot, and then put it in VR-Mod mode or VorpX mode for that part of the gameplay, then transition back to native VR mode for the cockpit parts of the gameplay? Or are you anticipating eschewing the native VR entirely and going all-in with the VR-Mod / VorpX?
It was the middle one - that wondrous experience we enjoy so much that we fought in the forum trenches for three hard months to preserve, which you now casually disregard as a "hacky headlook solution". Now please do enlighten me, how do you expect a mod creator, looking in from outside the game, which is written in an obscure engine more often used for themepark management sims, create something better than the hacky "headlook solution" which I'm advocating? And what kind of timeframe do you think it would require this crack mod creator to reverse engineer the game to see how to go about modding it without access to the code or an API or such like? And what kind of mod creator is going to have the skills to take the game out of its native VR mode for when the CMDR is on foot, and then put it in VR-Mod mode or VorpX mode for that part of the gameplay, then transition back to native VR mode for the cockpit parts of the gameplay? Or are you anticipating eschewing the native VR entirely and going all-in with the VR-Mod / VorpX?