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VR is kind of pointless in this game. It would maybe be useful for few people and would consume a lot of development resources, that could be put to better use.
A very sensible statement.
How do you know how things are currently going at Saber Interactive?
You can also say that it only makes sense if all the developers of Jurassic Park Survival, Turok: Origins, John Carpenter's Toxic Commando and The Knightling are only used for RoadCraft.
https://saber.games/#games
There are several teams working on different projects and there is also a VR team that didn't just make MudRunner VR.
Because they need to justify their dedication to Meta/Facebook through any means necessary.
I guess it really appeals to those that live in urban cages and never do anything exciting with their life.
I have one, and its certainly fun, but i dont want every game to have it
To be fair, my favorite VR games are flight sim / driving / any cockpit games. No nausea, relaxing gameplay, and lots of tactile controls to fiddle with (yes, I said fiddle!).
My point is, that as much as VR might be great, it comes with limitations that can ruin the fun.
If you mean MudRunnerVR for Meta Quest 3, what else did you expect, there's a smartphone chip in there that has to do CPU and GPU calculations at the same time. This is not a high-end PC, massive compromises have to be made.
We're asking Saber Interactive to implement VR support for RoadCraft for the PC so that we don't have to do without a lot of things from the original game, as we would with a Quest Stand Alone version.
After the release of Farming Simulator VR, Giants Software is now also working on VR support for their FS25.
https://x.com/xrinspace/status/1895635223615828143
You are confusing hardware with game design choices. Being on Quest did not cause the limit on fuel or the inability to repair damage. It might be the reason for the winch spots being limited, but its doubtful as the entire game plays like a puzzler -- that is, there is only one correct way in which to finish things.
Making a VR mode or full version VR game of this will be met with similar constraints even on PC -- as they'd cater toward the most commonly available headset on the system: Quest 2 and 3 (combined, this is 55% of users with VR) and the limitations those headsets will have handling data transfer whether played wirelessly or tethered (the headsets are known to struggle with Half Life Alyx for example). And even then, as only 1.34% of active Steam accounts have any form of VR headset, this is a huge ask to dedicate the resources required to such a tiny market.
Better the developers focus on making this version of the game the best it can be than to faff around with a playstyle that is still nothing more than an expensive gimmick -- and I say this as someone who has multiple VR headsets. But then I've always liked the gimmicks, such as the original light pens and light guns on 8-bit computers.