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“So our biggest hold back on VR really is we’re still doing so much base-level refactoring and the engine, the renderer, we’ll be starting on Vulcan, DX12 refactor as well and we’re doing so much optimization that we feel like we’ve got to get that done first and get the base level engine stuff more finished, not constantly working and refactoring, and then we’ll put VR [in],” Roberts said.
“Because we actually had VR support quite a while ago but, of course, as we change stuff it breaks and then, your engine team, are they going to go and fix the VR stuff or that new procedural planet system that everyone can experience. So that’s what’s always happened in those situations but once all that stablizes of course, yes, we’re going to go and put that support in .”
When you have cake, it is not the cake that creates the most magnificent of experiences, but it is the emotions attached to it.
The cake is a lie.
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Wa min God! Se æx on min heafod is!
And indeed, DX12/Vulkan upgrade > VR Support (and pretty much sort of optimization VR requires to ever properly work).
And you need high res for VR (2 renderings which the cry4 core does not like at all but possible) and each rendering synchronised at 60+ FPS.
And they have to take away all animations where the player is loosing control over the character + the 4 Arm thingy where players get confused when there are arms on your character that cannot be controlled (brain thinks it's got 4 arms).
FOIP will also be a problem while wearing a VR set.
With all these things in mind I would suggest that they don't waste time on VR because it will interfere too much with the gameplay and there is still a chance to create the new puking simulator ... But thats just me on a small multiplayer forum
When you have cake, it is not the cake that creates the most magnificent of experiences, but it is the emotions attached to it.
The cake is a lie.
It's easier to pull off VR when you only have to account like ED, the cockpit experience of it. To get a good VR implementation on those other types of play would likely mean cuts and giveaways (SQ42 cinematics rip). It's like playing those games with good VR focus yet wonky for who plays without it (and vice-versa).
YEAH on the VR FRONT, um, you know, the game's very much built to be VR FRIENDLY because, you know... like al-um... almost all the UI is DIAGETIC and the stuff that isn't we're putting more into being DIAGETIC and we wanna improve the whole DIAGETIC FEEL... ah... so... ahh... you know... our biggest HOLDBACK on the VR is really just we're still doing so much base level REFACTORING and the ENGINE and the RENDERER will, you know, be starting on you know, the X... the VULKAN, the X12 kinda REFACTOR as well, a-and we're doing so much OPTIMISATION that we sorta feel like, 'we've gotta get that done... FIRST', and... get the base level engine stuff more like FINISHED, not constantly working REFACTORING
And then we'll... we'll PUT VR...
Cos we had actual, you know, VR support quite a while ago but again as we CHANGE stuff it BREAKS and then your engine team, you go, 'are they gonna go fix the VR stuff? Are they writing that new... that new... you know like the PROCEDURAL PLANETS that EVERYBODY can experience', and... so that's always been... that's kind of what's happened in those situations
But once all that stabilises of course we're gonna go and get that supported and when we're building things, you know, we're aware of like I said the DI... putting everything in the world itself, ah... which is quite friendly for VR or... you know... and moving your head around and TRACKING the same thing it's like... we track... ah... your HEADLOOK and actually, you know, I... I'd thought that we'd turned it on in 3.0 but it will be something that you can disconnect your LOOK from your AIM... as a PLAYER... ah, you know the AI can already do that...
Cos that's also something that's potentially useful where you're... you know... you're a CERTAIN way, you don't have to look around to like move your gun to look at it
..Cake..
AN' DERE AIN'T NO SUCH FING AS ENUFF DAKKA, YA GROT! Enuff'z more than ya got an' less than too much an' there ain't no such fing as too much dakka. Say dere is, and me Squiggoff'z eatin' tonight!
We are born of the blood. Made men by the blood. Undone by the blood. Our eyes are yet to open. FEAR THE OLD BLOOD.
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"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
The vision!!!
So while building a working game at each step takes time, it's also a requirement and they'd need to have a working version for their own in-house testers even if they'd let no-one else into the game.
Is there an official SC VR headset available btw?
SC also added VR early on, then it quickly becomes obsolete as the game developed, I think Elite Dangerous did the same giving support to one early SDK, that got redone later for newer ones.
But only a very small number of people use it.
Personally I would say CIG should concentrate on the main game development, with VR being in their minds, but with low priority.
Have fun
With Star Citizen they already have many, many things that are just not compatible with VR and trying to retrofit it at a later date with those things in place is only going to be problematic.
At the moment you have automated actions getting in and out of ships, they're going to implement fast versions of those actions as well and neither of those will work with VR, they will one of the most vomit inducing things you could have in a VR game.
I think it's good that they are thinking about having VR but I don't see how they are going to implement it.
If you are holding out for the perfect game, the only game you play will be the waiting one.
You will find a lot of discussion threads about this here in this subforum. The discussion about unifying 1st and 3rd person view, the discussion about MobiGlas displays, the discussion about cockpit design etc.
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As in ... thousands .... (=my personal guestimate). Less than 1 %.
That is not surprising. That is rather frustrating.
VR - despite being awesome - is not really taking off at the moment IMHO. Too expensive for mass market.
Have fun
No offence but this estimate is pointless, if it was just 1% it could be as much as 30,000 which in itself wouldn't be bad for a first consumer version of a very niche product in a niche space game.
It could be as much as 5% or it could be as little as 0.5%, none of us have an inkling of how many people use VR with Elite.
For me = 1
And its not me. I experienced E:D in VR playing on his rig.
Anyone else I personally know = 0
Anyone else i know via mail = 0 (out of dozens that play space games, including E:D and SC).
Do you see a trend here ? And this is a group of people (simulation gamers) that tend to have a higher amount of money available for games and hardware. Higher than the average gamer.
VR gaming is still rare.
As i said, it is a personal guestimate, not a hard fact. But for sure neither pointless nor unlikely.
Have fun
~~ postlarval ~~
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..Cake..