@@GreyMatterShades Absolutely disagree with that statement. A lot of VR games releasing are too much about sandboxes or being repetitive and lack polish. Asides from those, the few good ones lack marketing. A lot of people want experiences like Boneworks or Half Life Alyx or any flatscreen game's experience, and I see flat screen conversion mods beneficial because it SELLS more headsets (I can see people buying hardware for modded SkyrimVR for example). I'm in full support of developers from all walks of life, but it's their responsibility to make a profit, not the fault of the modding community.
@@TehUltimateSnake It does, but it's still possible that it's doing more harm than good. If developers can't make enough money on PC VR to keep the lights on, they'll switch to a different VR platform or switch to flat game development.
I actually played My house.wad in VR and it made a fantastic custom map for DOOM even better it was a little laggy in areas but was still a fun experience
I honestly can't complain about a lack of games to play in VR, most notable classic games are all supported one way or another. You have thousands of quality gaming hours excluding all the simulators. It is just that big publishers are led by uninspired soulless suits interested only in the bottom line. They won't spare 1-2 dudes of their bloated dev-team dedicated to implement VR on the side, thus we don't see VR releases to current big budged titles. However, same big publishers will sell you $60-$80 games, that you beta test for a year or two until they are actually finished without hesitation. This is the only reason we have to rely on modders who sell their VR mods now.
@@PiterburgCowboyconsidering the latest aaa game, even if they can made the vr mechanics, they can't make the game run well even on 1080p without dlss
These kids today love the sandbox and modding stuff. My son has modded the living hell out of B&S, Bonelab, Alyx, Skyrim, etc.. He plays lots of Gary's Mod and stuff like that flatscreen too. I was never into modding like he is but he really seems to enjoy shaping games into what he wants to play rather than being content with what the developers made.
@@sydbarrett5693dont know about him, but I do work. (that's how I can afford all this stuff 😁) and I'm also pretty much enjoying those games over the more casual experiences if you ask me and I mod a lot. 😉 Just preferences of course but mods make many vr experiences actually good. If it wasn't for the openness of the pc plattform, I would've given up on VR long ago.
VR today reminds me of PC gaming in the 90's. I worked on a couple of mods between 99-04. Back then we bought a game and when we got done with it we didn't buy 7 more games. We downloaded mods. The Half-Life 2 modders carried along this idea, and lately I've stopped buying more VR games and started using Half-Life Alyx mods as they are still better feeling than many VR titles being made.
VTOL VR is a great example. The dev of the game used to create mods for others games (AMAZING MODS) and now VtolVR is an amazing incredible experience if you are into planes (my fav VR game)
The Outerwilds mod was one of the most moving experiences I have ever had in gaming. I cannot recommend it enough for anyone looking for a compelling solo game
You need VR legs made from titanium. I have been playing VR for a year and this game gave me motion sickness in 5 minutes. I would love to play it more though.
I honestly can say modders are really the life blood of our communities, the ITR discord even ended up having to add modding channels because other people made third party SDK's for it early on. They'll mod anything they can.
I didn't know about half of these being converted into full 3D. It sounds incredible! You know what game I would love in VR? Mass Effect. I never thought about it, but assuming the role of Commander Shepard in first person sounds awesome
This before/after pistol thumbnail, haha. I think it's the third time you make one. I ignored this video thinking it was one of the previous ones, til I noticed the time stamp. Great roundup as always.
Yup, modders are a godsend and the main reason why I am still invested in VR. My biggest issue with game companies (who already have the source code to these games) just actively miss the business opportunity to officially create VR games. They honestly don't have to be as good as proper VR-games, because what they lack in interactive detail, they can make up with in terms of content. For me, just seeing games I know in a VR environment is still a great deal of fun! I would love if the whole bioshock series came to VR. That would be amazing :) These days though, modders are doing stellar work, I almost don't need proper support. But it's a shame since the level of entry into VR rises even further with the complexity of installing mods
Unfortunately there's a contingent of the VR community who will except nothing less than a perfect VR port. I mean, look at what IOI had to deal with when they brought VR to Hitman 3. Was that a good VR implementation? By all accounts, no. Did they overhype it? Yeah definitely. But the immense backlash they faced over the PC VR mode has probably made it less likely that they'll try to implement VR in another release, and I could totally see other flat developers looking at that and deciding not to bother with VR. After all, why would they pay professional developers to implement VR into their game? If they do, the most vocal portion of the community will 1) demand that it's free even though it cost money to create, and 2) shit on it for any imperfection (including review bombing and social media harassment). Better for the developers to just put the game out flat only and let the community mod it for free. That way they get a boost of sales for no extra work, and face zero backlash if the mod isn't perfect.
@@GreyMatterShades I agree on everything you said. It's a shame that gamers have such a hostile attitude towards game developers. I guess big publishers like EA are fuiling the fire by pissing on gamers, and gamers have trouble understanding that not all companies are screwing with you, they just want to make games and more games. The base toxicity between gamers and developers is, in all honesty, hurting the industry. Personally I am okay with games that are sit down with game pad (or rudimentary VR-controller implementation, like the Alien Isolation mod "MotherVR"). You have head tracking, 3D-depth and preferably a first person perspective with proper world size... That's really the only thing developers need to implement to still entice me to buy a 10-15$ VR-DLC.
It makes me mad how few games have basic, native VR support. Literally all developers need to do is have headtracking/decoupled aiming and you're there. I am totally fine playing with a gamepad -- it's still a huge upgrade over flatscreen (especially for immersive singleplayer games.) It really shouldn't be that hard for developers to implement this basic functionality. It automatically adds _so_ much immersion and would help give a much needed boost to the VR industry as a whole if more games did it.
@@PixelShade I'm totally with you on both counts. I'd love for more games to get basic VR support, and I'd also be willing to pay for it. And yeah, the toxicity of gamers toward developers is profoundly disappointing. I think a big part of the problem is that the average game player has no idea how hard it is to make games, and they also don't understand that developers often aren't in control of a lot of elements of the game's creation (especially the state in which it launches). Publishers can influence game content and monetization strategy, set the budget and payment schedules, and ultimately the release date. They're generally the ones gamers should blame if a game has a scummy business model, or launches as a buggy mess, because the developer probably requested a delay to fix the issues and were denied. And yet the developers get the hate.
Just wish more ppl were aware of all this. I feel there’s 3 things letting VR down atm: -The size/weight of the headsets, which is improving. -The FOV of the headsets at entry level. I think a higher FOV helps with the sick feeling some users get and it just feels more natural. -lastly, the game support. If more games of half life alyx quality were available it would be doing better. Well, we have all these mods which are incredible!! You could also argue the cost including a gpu I suppose but it’s not that expensive. Maybe more demo opportunities for the public would help them be sure it’s right to spend the money on and jump in?
Blade and Sorcery may be much better with modders, but it is worth giving them credit for the fact that such a small team has made one of the best VR games ever. It's just so perfect in every way.
Playing these mods feels like living we're through the golden era of gaming all over again. The creativity and freedom these mods provide are extremely liberating. Contractors mods are the most fun I've had in a multiplayer game in YEARS and the Resident Evil games are mind-blowingly immersive in PCVR. A small part of me _wants_ VR to remain a niche thing -- just so we don't have deal with the garbage and scummy practices that will inevitably come with VR games getting mainstream and more profitable.
VR will never take off until motion controls are "separated" from the headset, mostly in a marketing sense. There is a massive amount of people out there who would prefer controller vr over motion, using the headset as a display to "get inside" the game, they just dont know it yet. People attach motion control to vr and dont understand that you can just use the headset. I have had VR for 4 years and 99 percent of the time Im playing Skyrim, Subnautica, Dolphin VR, Alien Isolation, Flight Sim, with an xbox controller in my hand. The other 1 percent I enjoyed (Boneworks, Beat Saber, Alyx etc) but much prefer the ease of just popping a headset on, pickup up the controller, and playing. Id give anything for Fallout 4 vr to support controller like Skyrim. PS: You missed Horizon Zero Dawn. Not a fan so much of the game, but its the best looking game Ive ever seen in VR.
Oh man I really want to try alien isolation VR - even if seated only and the Resident Evil games. RE in fps was great move in the 7 and 8 so VR is perfect, because there is no better perspective than POV for horror IMO. I think devs dropped the ball, because what modders are doing is exactly what the platform needs! Many people were waiting for VR to re-live their favorite games in new perspective! It is so powerful, and yet no company is wiling to risk it - they all chase safe profits. God bless modders!
Vr mods for RE games I already completed are still easily one of my all-time best game experiences. Just upgraded because I sold my DK2 a while ago and wanna get good controllers to try some more games
The single biggest adversary to the development and evolution of VR has been Meta and nobody's talking about it. The Quest platform has been nothing but a stake in the ground to which every developer has been tethered, inescapably throttling the potential of the medium through the onboard hardware of the Quest. I can't wait for the defunct metaverse idea nobody wanted to be fully packed up so we can get back to moving forward.
New VR user here. Ive been blown away by VR modding. So far the best game ive played in VR is HL2 VR mod. Not an actual official VR game. Thats right, a mod. And free mod at that. Thank you SO much modding community! Made me realize i need to legit start donating to these ppl and not just pass by that donation screen.
How is 7days in VR? I've got nearly a thousand hours in the pancake game, and I swore I wouldn't touch it again until it had VR. How's performance and the UI? I was a bit worried it would be very fiddly and limiting to use the UI with lasers Very comprehensive video dude, absolute top tier VR content! PS I'm glad you started this video with the VR kings; modded FO4VR and SkyrimVR. Literally transcendent experiences, even for VR games.
I really need to find the time to mod both games up and made videos on them, so many great mods. I havent really tried 7 Days in VR but a freind of mine has and really enjoyed it.
I too have plethora hours in 7D2D. As soon as i saw there was VR for it, i instantly got it. It's surprisingly well made. Motion controls feel good. UI sits nicely and not too close to your face. Controls dont feel 'too jank' (it's 7 days remember). The earlier version i tried had a fair bit of jank (jittering), but the latest update has really resolved alot of the issues. 100% I recommend you download it and play it bro. Zombies feel scary again. Jumpscares doing POIs when a zombie falls from the roof, reminded me of RE2 etc.
@@mamefan They've updated it recently because some graphics options didn't work previously. Also note, things like temporal AA simply DONT work. Be sure to turn those off.
Honestly the dream of VR for me was always being able to step into games I already love in VR. Exploring Los Santos, Skyrim or City 17 as if I'm really there. Clearly a game built from the ground up for VR can be incredible (Alyx was the best single player game I've ever played - I had memories for weeks after as if it was a place I actually went to) but a good mod is just as compelling. Seriously - Risk of Rain 2 is probably THE best VR game I've played outside of Alyx and shows you don't need the 1:1 third person hand tracking for it to feel great so long as your first person hand tracking works well.
My new world just opened, didn't even know there is so many modded games and you could play them in VR and experience that game from a different angle...
At risk of being blown up by this community, I'd actually suggest that mods like these represent somewhat of a double edged sword for VR. Before I get into it, I gotta stress that I have a ton of respect for mod makers, and I think the work they're doing is incredible. I don't have anything against them, or the people who play those mods. So what's the negative edge of the sword? Well, if you're a VR game developer it's already hard to make a profit on VR, especially PC VR. Most VR devs are making games with significantly less resources (budget, people, etc.) than your average flat game (publishers aren't gonna green light a big budget for such a small userbase). Now there's an ever expanding slate of triple-A games getting VR support modded in that dramatically outclass your multi-year passion project VR game in almost every way. And if the modded game has been on the market for a year or more, it probably regularly goes on sale for 75% off, with the mod being free (most of the time). So VR developers will be working for years to produce games that inevitably cost more, have worse graphics, smaller scope, and less refined campaigns than modded triple-A games. How are they supposed to compete? There are a few VR devs who are talented enough, or had early success, so they might be able to stay afloat in such an environment, but I don't think you could say that about 80% of them. I fear that the increased prevalence and quality of mods will further exacerbate the exodus of VR developers from the PC space, which could have second-order impacts on hardware support and the overall VR market. Honestly I think the best way to fight this is for VR developers to allow other companies, or individuals, to sell and profit from mods of their VR games (with some sort of financial compensation/profit sharing model). The content mods that hobbyists make for VR games are already incredible, but they'd be much better if people could focus on making them as a full time job. Hell, professional VR studios should be doing this. If I worked at a VR developer in the early stages of making a fantasy game with physics based melee combat, I'd be trying to reach out to the Hellsplit Arena team to license their gameplay, physics, animation, and AI code. Instead of having to spend years trying to reinvent the wheel, we could start where they finished, and focus on iterative improvements and content creation. I've said it before and I'll say it again, VR developers need to start standing on each other's shoulders if they're ever going to hope to compete with triple-A games. And thanks to flat-to-VR mods and hybrids, that's exactly what they're up against. Furthermore it'd be awesome if the talented content mod makers could get paid directly for their hard work.
Yes, I agree with you to an extent, but its not the mods that are working against the VR devs, its their games. Yes, they have less budget and competition from AAA devs. But as mentioned in the video, a lot of these games are not that replayable or don't offer anything novel or pushes anything forward. Games like Into the Radius or Ghosts of Tabor for example are very successful games, whilst clearly inspired from flatscreen games and thus not novel, stood on the back of other devs and created amazing games that don't need mods.
@@khalilwinzor3727 I definitely agree that most VR games at the moment are lacking in one way or another. Part of that can be attributed to the lack of budget, and for some games it might be a lack of developer talent (for *some* games, there are a lot of very talented people making VR games but not every team is as talented as every other team). VR developers also need to get better at recognizing their limitations so that they can make the best game possible within those limitations. One of the reasons why I said developers should be licensing their gameplay from existing games that did it well, is so developers can spend their limited time and budget on making bigger, better, more replayable games. It's a lot easier to make a game when you're starting with the gameplay fundamentals already done. Developing your gameplay systems parallel with the content of the game means a lot of scrapping of work. When the gameplay changes as it develops, you might wind up redoing levels and encounters, changing characters, retooling AI, etc. There's a lot of wasted time and resources. This would be lessened by using an established gameplay framework that only needed minor tweaking/refinement. Aside from this though, I think the mods are *also* working against VR devs. After all, the limitations and failures of VR games are made far more glaring when you put them beside triple-A flat games with well made VR mods. A VR game with a disappointingly short campaign looks all the more inadequate when held up beside the hundreds of hours of content you can get out of a Bethesda game, for example.
VR modded into a game by hobbyists, firstly, can't compare to a true VR port like RE4 where the gameplay, enemy AI and so much else had to be changed to make it truly worth playing it in VR. The majority of VR mods are nothing to be excited about unless you are desperate to use your headset. There's not enough value added, and playing these subpar experiences is for the minority of people, who power on through despite how tiring the experience is compared to flat gaming. Second, VR mods likely have almost no significant impact on sales for AAA games. Licensing AAA assets will bankrupt the indie devs trying to make a living off of a VR game. It's another matter if the AAA devs/publisher are paying for the port, but it's not worth the cost. I would argue that independent devs are the ones who are truly innovating and iterating in the VR space. Gamers will have to be patient and keep on buying, while lowering expectations, so that the industry can stay alive and grow. It will take time for hardware to improve and the audience to grow.
Nothing has motivated me to get into game development like VR has. I’m an engineer first but when it comes to hobbies 90% of my time is put towards learning Unity to make better content
Great video! I recently got a gaming PC and just got into PCVR ( Previously played Quest 2 and PSVR1/2) so this helps me narrow down what games I'd like to try out. Currently playing Half Life Alex and it's a blast. As soon as I finish it I'm going to try the mods for it as well as play Back Mesa and HL2 😁
ready or not in vr would change my life. holy f. i do think this is the key for vr. if we can turn our old amazing games into vr experiences it will become a lot more popular
It's crazy, VR is such an incredible way to play and it's like devs WANT it to fail. I only play Skyrim and Fallout 4 in vr these days. Fallout 4 in particular is a delight to play as a stealth gunslinger ( pistols build ) sneak in, hit VATS ( which is essentially bullet time in VR ) and very naturally aim and shoot with your controller. I was sad that Starfield did not have a VR mode. HLA is fantastic. Ultrawings 2 is a fun arcadish Flight Sim that focuses more on gameplay than sim so it's very pick up and play. Beatsaber is still fun. Subnautica in VR is SUCH a nice place to be, it's beautiful. Not playing much these last 5 days though as the latest Steam VR broke the VR experience in Linux ( LOTS of dropped frames and reprojection ) For those curious - Linux these days is a far far better gaming platform than people give it credit for you really don't "have to be a programmer to use it ".
Not that anyone I believe want it to fail its just its never took off. You can go back to 2018 up to now and its never really taken off. Be it your console or Xbox/PS or all the new handhelds the VR headsets graphics are always years behind. So what ever VR headset you get some 4k! Others 2k but each one is missing something whch is so odd. Just because some RU-vid site makes it appear as if VR is growing and doing great .. its not never has. So you have to play some almost kiddy games, just look at the graphics. The new Quest 3 that some make it sound as if its the BEST VR unit. You know Sony says the same thing about theirs right? Because its made for the Playstaion. Quest 3 was made for META not everything else. So the reviewers leave that part out. Sub to Meta then Quest is the only VR Headset you can get and its the BEST ONE because no other can use Meta pay to play games. The new APPLE VR is not made for games.
The way i see that will hopefully turn vr around are: 1. Make a smaller unit like BigscreenVR that is wireless, to solve the battery issue just do it like Vision Pro with a external battery. Many people complain about face pain and weight of the headset 2. Utilize Foveat Rendering on Headsets to lower spec for PC that can run VR with next Gen Graphics. More variety of lower end PC can benefit thus opening up more potential buyers 3. Make more variety of games like Helldivers 2 VR, Remnant 2 VR, GTA, Cyberpunk. Right now most of them are indie games that are more like demos with poor graphics. Throw in a proper story and design and you'll open up more older audience. 4. Maybe think of a way to ease the motion sickness. Sea bands are the cheapest way to eliminate it however some people may not buy the idea and think it's placebo. Maybe find some other science behind it and prove it scientifically that pressure points do work in a scientific way. 5. Locomotion will be the hardest one but once the motion sickness is at ease from #4, i think this will impact less. Treadmill is just not good enough and too pricy. There are the things devs should really think about to push VR forward, you can disagree with me but i believe non of those have been implemented the right way nor further encouraged by Meta nor Sony. PSVR2 has foveated but they are not pushing devs to develop for it agressively.
Bone lab actually has a lot of map's and even some missions now but most of them are sandbox but some aren't and you can mod anything from like avatars and npc's and items and weapons
I don’t think vr is dying it’s just evolving to becoming more user friendly and portable rather than just for specialist pc enthusiasts with the likes of the psvr 2 , pico and quest and as a result will become more popular - I think vr/ar and holographics is the foreseeable future fir immersion . Can’t understand why 3D went out though ?
Excellent video. This is the kind of video that motivates people to get into PCVR. All we hear these days is negative stories about how VR is dying. On PC VR will continue thanks to modders even if the worst case scenario happens -> Meta/Sony abandon VR completely.
You know the name of the catalyst song? I spent an hour going through 143 split mirrors edge catalyst tracks and couldn't find it. I would really appreciate it since I really remember hearing this. Such a good song
Just to advocate for "Synth Riders" for Rhythm Games because it is a banger, great game you move your whole body and has a great community full of great beatmaps, not as vast as it could be, but there is variety there
surprised this video didn't mention Vivecraft, it's a bit of an older mod, but it's still very well made, my only complaint is the size of the blocks being uncomfortably big but that'd be hard to get around
I've tried it and it's honestly just an extremely uncomfortable experience in VR. There's no way around the ridiculous scale of everything. Even something that appears very slim in game like bamboo becomes like 6 inches thick in VR. Unfortunately the only way to fix it would be to scale up the player or something, which defeats the entire purpose. Minecraft really only looks good and makes sense on a flat screen imo.
The scale didn't bother me at all, everything seemed to be the size that I thought it would be playing minecraft normally. I had great fun playing vivecraft, especially with some modpacks and nice shaders!
@@nou2769 yeah, its fine on a flat screen, but not really in vr in my opinion, you can resize yourself to around 1.9m tall which makes it a lot better but its still just all big lol
This is amazing mate! I’ve been wanting a vid like this for months, a collection of all the mods available with links. Ready or not vr mod is exciting!!
Battle talent is just blade and sorcery with a campaign and only melee. We are still waiting for a campaign for blade and sorcery and when it comes out, I bet it's gonna be great.
As I've only been using VR for last few months - which most of that was just driving Asseto cora comp, race room, dirt rally 2. I played half life alyx, few days back and loved it. Now I'm on the hunt for MORE !! and this vid has showed me loads to try.. Many thanks !! Oh yeah, sub'd liked etc
the issue is that Meta cornered the market by undercutting competition with an entry level headset, all the games have been in a race to the bottom to allow cross-play prioritizing quest 2 playability, Beat-saber for example ever since meta bought it has gone extremely anti-modding with even the slightest patch breaking the mods outright, the day they outright remove custom levels the game will die on pcvr
It's the unfortunately reality that VR is and probably always be a niche industry. The Quest 2 made VR as accessible as it probably ever will be, especially with the current and upcoming hardware being in the $900-$3000 range. Most people just aren't aware of how great VR is enough to risk buying even a Quest 2. Even if they did, a lot of people can't handle the motion sickness, and getting games running on the Quest 2 does require more work than popping in a disc in your Xbox or downloading it on your phone or something. The market just isn't there enough to see full feature games unless it's someone's passion project, like a mod.
i had so much fun with flat to vr mods they are so impresive if the companys taped into these they would make so much money in gamers would be happy win win
Bonelab actually has some amazing mods out like a fully functioning helicopter with seats and stuff and MULTIPLAYER called fusion. Physics items and mods are synced and you can pick up your friends and yeet them as rag dolls and it will be receiving quest support aswell . Genuinely the greatest mod I have ever seen for a game like this. There also are some amazing gun mods out and a handful of great campaign mods, like lab works being a boneworks campaign port with fusion support, meaning quest players will be able to play experience the boneworks campaign in multiplayer.
For whoever is reading this, don't worry about if the game has mods or not, as everything is so new, even if you had it for 7 years. Maybe a Playstation era will barely last this so many years. So i guess you have something that can last much more than that. You have a great device which i have been dreaming for 20 years. I'm maybe about to buy it in two days, so i'm very excited. Always remember that you can do much more than just gaming. I'm very excited to play PC games like ETS and so, but i'm also anxious to see what painting in VR feels like for example.
Dude I dont know about "vr is colapsing" but I know I just got blown away when I first put on the psvr2. Best purchase of my gaming life in the recent years
Huh, did I miss somewhere in your video where you discussed the current most popular VR modding community and game, Cyberpunk 2077? i didn't see or hear it mentioned anywhere. Did they not mod Cyberpunk 2077 2 months ago when this video was made?
i keep hearing how there's 'not enough games' but VR now is more vibrant than flatscreen gaming was in the 90s/200s which is some sort of alleged golden age - i'm playing over 30 hours a week in VR without even hyper-focusing on anything or getting into any multiplayer time sinks. How is that 'not enough'?!
the quality of games have been downgraded to accommodate the wireless nature of gaming using a android device lol. Before we had Quest, the quality of games were much better/higher and more polished. Recent example is Onward where they just downgraded the living daylights out of it.
Not every game is for quest 2 lel. Also I've yet to see a game downgrade the pc version(because they're always seperate) for the quest 2 except onward.
I think it's a shame devs aren't adding official VR support to their games. For games made by Unreal Engine 4/5 there's already in-engine support for it. Wouldn't take a whole lot of effort to implement basic VR in many games. It's great that there's so many custom user-made VR mods available for games, but... with how it's implemented there's some things to deal with that result in sub-optimal performance compared to native support. I think one of the 2 big reasons VR hasn't really been growing on PC in recent years is exactly because devs aren't adding VR support for their games, despite it being pretty easy and low-cost. Doesn't even need to be completely optimal, they could implement it in such a way that users could easily optimize themselves with mods. The other reason is the severe lack of affordable VR headsets. It's pretty much Pico 4 or Quest 2 for affordable wireless options. If you want display port there's a few headsets like the Reverb G2, which are already a few years old by now. Anything more modern and you're already going to be paying $1000 or more. That being said... I do love Monster Hunter Rise in VR. It's a shame almost nothing has changed since the mod released. Would've been nice to have a few extra options since some stuff doesn't display properly. And for me when I do certain things like eating only 1 of the screens displays the head equipment while the other one doesn't. And properly configuring a gunner to work with it properly is also a nightmare.
I mean depends. If a game gets VR support from the devs people will expect it to be actually good. VR users honestly probably make up even less of a demographic than the Linux gamers (primarily due to the steamdeck recently). So while I really love VR, I can see why companies don't want to waste the time on porting it to VR (which as you said is rather simple depending on the engine) but also maintaining it in a good way for a fraction of the userbase who will ever touch it. As long as devs keep their games moddable I think having a very passionate modding scene is a very good thing since those people are there for the game and will make it work due to passion instead of a paycheck.
@@TheSpoonyCroy It's a pretty low cost and VR isn't going to grow without the content out there to support it. It doesn't have to be great, just stable enough for it to not crash. Personally, I think it's worth investing in a market to make it grow. It's what Valve did with Half-Life Alyx and now pretty much every person who uses PC VR also bought that game. Sadly there wasn't much follow up afterwards, but they did have a huge impact on the market. I think if you can manage to figure out how to implement VR in a way that makes the users happy without spending much extra in development, you will start to make a profit before long.
@@thenonexistinghero Firstly, developers have no reason to grow VR. It doesn't serve them in any way. Its a nice thing for an industry to have more options but companies even small ones operate on the idea they need to turn a profit, VR games aren't a great way due to the low userbase. So Chicken and the Egg situation there. Valve has a reason to invest in VR since they are literally selling a headset so they profit from VR doing well so they obviously have a reason to push VR titles. I fundamentally disagree with your final point since you act like implementing VR is simple (yes it is to implement 3dof/maybe 6dof and have it just run normally but have the camera be the users view) Its harder to make it a more engaging experience. Why do you think Subnautica 1 had VR support while 2 didn't. Even though Subnautica 1 was reviewed very well, many VR reviews for it trashed it for such basic implementation of VR, which is why mods are there to fix it. Official support means different things to consumers when they are being advertised/sold a feature that is terrible. VR mods may be jank but there is wiggle room since its the efforts of an unpaid fan who really wanted X feature. Hell look at Skyrim VR/Fallout VR. Mixed reviews for both of them right now and the only reason they aren't reviewed harsher is because the community has done many things to actually make them a good vr experience while Bethesda kind of fucked right off after dropping overpriced garbage like this.
@@TheSpoonyCroy The examples you mentioned don't have a 'basic' implementation of VR, but a bad one. Basic can be good, but it's something else if the game's actually a lot less playable than its VR-less counterpart. And it's really not that hard, just look at a game like Amid Evil. It's a fast-paced FPS game and plays just as well in VR as it does without. It is a separate purchase, but... it is an indie game and it was done with a limited budget and it's actually a basic implementation. And it seems to be pretty ignorant to say that devs have nothing to gain from implementing VR. It's a market that has a lot of potential and a market that will eventually be the most-used way to play videogames. Or heck, it'll be the most used way to interact with the digital world. Getting a foothold in this market can lead to a major advantage years down the line. But you have to be smart about it. But oh well, you'll see I'm right in a few years. All these companies not bothering with it will have wished they did when they see a few giants rise up making massive amounts of profit.
@@thenonexistinghero I love vr but we have been through this for 10 years now. Apple's new thing probably isn't going to kick off VR how we would like. Again, letting your competition do the R&D for you to figure out what works and doesn't is important. Companies don't want to waste the money when the installbase is so low right now. They aren't going to hop on the train unless there is already an established userbase. They will let others take that lead. Maybe if PSVR 2 pops off but seems to be doing as well as the first verison. Sad part is if it was compatible with PC it would have probably been the best bang for your buck headset around. EDIT: Basic means, you just make the camera associate with headset for 3dof or 6dof. That is the easiest implementation and the stuff that is handled in engine. Devs can work more on it but again seems to be a waste of resources for many which leads to VR modes that are just awful. Tabletop Sim and Phasma are in this category where its cool but its clear they don't care about the optimization of the product and its lackluster.
Here's hoping that we won't be waiting too long for VR Starfield. When Skyrim was released it seemed impossible to think you could play the entire game in VR but here we are!