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"There's no major differences between the two versions. The game was designed to run on Quest from the beginning, so the only benefit of the Steam version is a higher frame-rate if your device (and computer) can support it."
So my RTX 3090, which is about 30 times faster than the ultra-low-end Adreno 650 phone gpu (the gpu used in the Quest 2 XR2 SoC), gets a full-blown Quest port with no enhancements at all - not even dynamic shadows or more high-res textures?!
Even an old GTX 1060 is about 6 times faster than the Quest 2:
https://uploadvr.com/wp-content/uploads/2020/10/OculusHeadsetGPUsCompared_PC2.png
I do not support Meta's road to the VR bottom. I do not support Quest games unless these have been significantly enhanced for PC.
The more Quest games devs sell, the more Quest games we'll get.
That being said, I do understand it from a dev point of view. They want their game on the platform where it will sell best, and it's really not worth the effort maintaining two versions of every asset just to make the PC version look better.
I also think that for the art style of this game in particular (from what I can see), it doesn't really need a "better quality" PC version.
Making a "absolutely no effort" PC port is a guarantee that your game will bomb.
You might as well discount it 75% off right now . Because that is the most the majority of PC gamers will pay for something that looks like it was made on hardware from 10+ years ago.
"The entire game is essentially set in one large, cozy room within the tree. However, the centre of the room is frequently swapped out, presenting new areas and puzzles that are unlocked gradually throughout the campaign."
Basically just one location. Does sound like a game that should not cost more than $5-10 to me - but I have not tried it. Not even adding dynamic shadows clearly is a slap in the face to PC users.
PCVR games bomb regardless what they look like. That is why everyone develops for Quest.
If you guys want to improve PCVR, start buying more PCVR games on Steam. Devs focus on Quest because they sell more there. They make more money there. That's capitalism.
I swear you Valve Index guys really believe that devs just don't spend time on PCVR for some personal reason. It's not personal. It's about money.
Fully agree that it's about money - even if limboing down to the Quest causes devs to make extremely poor art. I really try my best to support PCVR - just for fun, I checked and this year alone I've bought the following VR games/content on Steam:
Jan 8 - The Shore VR - €10
Jan 12 - Britannic - €6
Jan 20 - Hitman 3 VR - €60
Jan 27 - Wanderer - €34
Feb 10 - Tinertia - €12
Mar 3 - Skiing VR - €12
Mar 3 - Vox Machinae - € 21
Mar 8 - Battle Sister - €20 (also a Quest port, but enhanced for PCVR)
Mar 14 - Phasmaphobia - €14
Mar 16 - Under a Desert Sun - €5 (forgot to install that one, lol)
Mar 28 - 2076 - €10
Mar 31 - Cosmonious High - €25 (Quest port, but PCVR has dynamic shadows, and my 10 year old son uses it for the Rift CV1)
Apr 1 - Mare - €13 (Quest port, but greatly enhanced with higher poly count and dynamic lighting for PCVR)
Apr 14 - Ultrawings 2 - €21 (not a Quest port, PCVR was the original version)
Apr 27 - Marble Land - €4
May 6 - Serious Sam VR: BFE - €9
May 11 - Hitman 3 VR - access to Hitman 1 & 2 (& expansion) - €39
May 24 - Shores of Loci - €12
May 29 - RedOut DLC - €5
So I did spend €332 ( or about $380) on Steam so far this year. Only bought Tentacular in the Rift Store this year ($25) - also an enhanced Quest port, but my son uses the Rift CV1 and liked the game.
In total, I've spent $400 supporting PCVR so far this year - I usually buy PCVR games for about $1,000 every year. I only play PCVR - also bought many more PCVR games, but later refunded, so these are not on the above list.
In short - I'd gladly have paid $40-50 for the The Last Clockwinder if devs had made an awesome PCVR game with ultramersion textures (like Boneworks and Room VR) and great dynamic shadows.
But I simply will not support a 1:1 Quest port - I do not support Meta's and Facebook's road to the very bottom of VR.