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回報翻譯問題
That said even if it doesn't work opening a thread showing the developer that people with a Quest 2 have interest in the game doesn't hurt and you have no right to get on to someone for making a new thread. If the developer doesn't want the thread, or you think its redundant, then report it and see if the developer removes it.
It takes less effort to not go out of your way to spread misinformation in a rude and condescending way so please try to exercise that next time.
Again you are incorrect in your statement here. I did not provide misinformation at all. If the Quest 2 system does not have a supported icon in Steam then it is not supported by this game or any other Steam game. That means it can not be used with this game because it is not in the supported devices list.
You are the one being (VERY!) rude here. I shared correct information and tried to help someone. If you see someone stating facts and offering suggestions as rude then that's your own personal problem. Also I am slightly concerned about your statement of "everywhere". I have said very little to almost nothing in any thread for this game. How could you possibly know what I have written elsewhere for other games in other forums on steam? Are you following my steam post history and stalking me? That's a very creepy thought.
To OP if you read this sorry for blowing up your notifications when I know you are looking for actual help with your issue. I hope someone finds the answers you seek.
1) All of the input events and control bindings for VR run through SteamVR, which is referenced in many places throughout the code. In order to support the native Oculus events, this would all need to be refactored/reworked, and hope that there is roughly equivalent support for all the same kinds of events in both input systems.
2) I don't have a Quest headset and don't have plans to get one because Facebook, so there would be no way to test any of that even if it was implemented, which would make it not feasible to develop for.
3) Some elements of the game are already fairly taxing on a full PCVR setup (namely fluid simulation), and many things would likely need to be reworked or simplified in order to run well on Quest hardware. Which would mean either a downgrade across the board including for the PC version to standardize things to a level the Quest can run, or maintaining and testing two separate sets of code / shaders.
And all of this to support the minority of players that only have a Quest and not a VR-capable PC to connect it to.
What you could check is the error logs, at C:/Users/(your username)/AppData/LocalLow/Softscale/FarmD/Player.log to see if anything stands out, though there are usually some warnings and informational things that get logged there as well. It might be easier for further debugging to join the Discord if you've got one (link is on the store page).