what would VR have besides a different FOV that you can't get with a monitor and any head tracking device ?
To be fair I think that is the issue here,
what does VR support mean?
Do you just want the current in helmet display to be 3D?
AKA, Does it meant that you can turn your game head inside your helmet by tracking the users head? (i.e. only support rotation around the vertical axis)
Possibly AKA, Let's just slap Stereoscopic rendering on the viewport (when we have fixed the current performance issues, but not until then)
- FDev Challenge: What's the point in investing the effort now, if they already have plans for better support in the future
- FDev Challenge: People complaining that they get motion sickness when moving their heads laterally and vertically and nothing happens
Does it mean that you can move your vision as an offset to your body, by moving your real head ?
AKA, We want what we can already do in the pilots chair
- FDev Challenge: Non-VR users complaining that VR users get an advantage due to leaning their vision around a corner without exposing their body.
Does it mean that you can move your game body, by moving your real head?
- FDev Challenge: Non-VR users complaining that VR users get an advantage due to the better input device for controlling this, or that by standing on tiptoes they can see over things (etc)
It's not like VR would magically allow your character to move in a more life-like way not available to monitor people.
Actually I think it has to. If not, then what are you asking for?
Just a view out of your helmet with only rotation tracking?