Having the staff costs are largely irrelevant, unless you have the expected revenue they'll generate, or you can't make a simple business case judgement (there would be other factors in any case) which is why I avoided the topic. The cost per FTE seems reasonable though, given a USD to GBP conversion and so long as that's "fully loaded" and not just salaries, as I would have doubts that FDev are paying their people £120K p.a. each. According to some raving socialist last year, £80K plus puts you in the top 5% of earners in the country (its closer to top 15% in reality).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.
My point was and still is that VR is a decent point feature on a box, but its implementation cost in terms of what we know has been committed (a team of 100 for two years of which a conservative estimate is that 30 are devs, but you would hope it would be higher) and a likely man day effort comparison, just doesn't stack up.
As for the "we want it to be a quality feature or it doesn't go in", I guess most of the ground buildings will be erased as well, as most don't have a foundation block on them to avoid them sticking out into thin "air" on steep slopes. They are going to need replacing and/or fixing, or they're going to look even worse on foot - if we take the same logic as VR then they should just get deleted...
Sorry - I just don't follow this. Doesn't No Mans Sky offer a flat screen and VR option? Doesn't War Thunder? Doesn't a dozen other games including Elite Dangerous currently? You try it in VR, you can't get along with it, you uncheck the VR option and play normally again.No modern first-person games offers this though. (The last one to do it might have been the Minecraft port in 2016, which only had nausea-inducing locomotion options).
Why would VR's inclusion suddenly make it a VR exclusive or even a VR primary game? VR is just a render and control option that affords a level of immersion that's just not possible on flat screens, it doesn't need to have weird leftfield solutions implemented (although you might improve to some innovative ones later on). For something like Elite Dangerous its a back of box feature, that enhances the product and makes it more saleable to a discerning and forward looking games enthusiast, it doesn't mean half the box has to have VR splashed across it along with a health warning. It just needs to have the same level of implementation there is currently to not make Odyssey look like its moving backwards technologically.To argue that a software company will put out a game that offers that as a primary experience is delusional
Not when there are industry standard solutions (controller-relative, HMD-relative etc). Which just happen to take time to implement. (And come with some corollary dev demands. IE once you have hands represented in the game, you have to accommodate them to some extent).
Well what we are doing so far is a good start by keeping the issue alive.This is all possible. But it begs the question of: What can we do about such situations as fans?
Frontier have applied oil to squeaky wheels quite often and especially when its something that makes the game "easy" e.g. just after release with the friendly fire and "kill stealing" fixes, because some people can't use trigger discipline, or think the NPC's are somehow trying to deprive them of precious credits if they don't get full bounties for a single burst laser shot on a pirate with full shields.
Personally I think the seated VR experience we have now in Odyssey would be just fine, given you are going to have to have a button press (or a menu item) to get out of your chair or more likely activate FPS telepresence and spawn outside your ship. That action just needs to be tied to a "goto flatscreen render" mode if you're in VR, or at the very least just a restart to get there, if a camera switch is beyond the coding budget allotted.
Maybe Frontier just don't have the coding chops to do VR and the original rendering coder has moved on since 2014...that would be a sad admission if true...