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It might be hard to you to actually understand the following thing:
But VR is still pretty much just a bit of playing around of a few people, it isn't really going anywhere in the industry. Its pretty much like 3D TV's.
A few people talk a lot about it how awesome it is, and there is stuff pushed out for it. But ultimately it's still nothing for the mass market, and won't be anytime soon.
So there is no point at all for LOTUS to ahve VR anytime soon. There is more importend things that have to be done first.
And X-Plane would also do good in it to actually provide a good API for developers, over fiddling with VR and new graphic effects.
a). You ALREADY have a game with 3D objects, port it and now you open it up to more users.
b). OMSI is already a very niche market, only a mere 130,968 owners.
c). Sims are the sort of game that a majority of VR users would want (driving games are an amazing experience in VR)
d). OMSI is already difficult what with all the bloody keyboard commands/assignments, dodgy interface, difficulty looking around. Looking around with a mouse or preset views doesn't lend itself well to situational awareness so collisions are guaranteed. VR would solve all that - no keyboard commands/assignments, simply press buttons and flick switches like you would IRL.
e). SteamVR owners: 745,832
f). ETS2 owners: 4,909,973, ATS owners: 963,849. Hello? These are the sorts who OMSI could appeal to.
f). At $34 USD a pop, not including DLC content, even less than 1% of VR users is not something you just throw away (unless you have no business sense). Yet, a majority of VR users would likely jump at a chance to play OMSI.
Cons for OMSI VR
a) To be honest OMSI would have more users if it weren't for the atrocious UX/design and crazy difficult and time consuming initial setup/config, poor memory management plus memory leaks and crashes. These would make porting the game to VR a massive waste of time.
b) The devs are probably not capable of it.
c) Future games from this company won't ever get much traction for the above reasons, plus the lack of business sense.
Imagine. A business that doesn't want to grow their customers. Sheesh.
d) There is not enough potential customers to gain, and the development costs are far higher then the possible return in revenue.
It's the same with Linux ports: They just cost money, but you gain absoloutly nothing from it.
VR is something one can think about once there is a proper open protocol behind it. And once that protocol is spread wide enough, and all the headset manufacturers have agreed to support it.
Right now there is three protocols, of which one isnt really ready, then there is Valves closed VR stuff, and then there is Facebooks Oculus.
And the later want to make stuff exlusive to their headset.
So right now VR is already on the path to be a dead technology that noone will give a ♥♥♥♥ about in 3 or 4 years.
And that just because the retarded managments didn't learn from the mistakes that were made in the TV market with 3D TVs.
VR already passed Linux on Steam long ago and it's growing, what's more it doesn't matter what the numbers are in the general public, only what they are for your specific audience. Sim gamers have been the fastest of them all in adopting VR because it's an absolutely perfect fit for these types of games. More and more simulator games are supporting to the point where it's a completely standard feature now in racing and flight sims because people expect it.
VR also isn't going anywhere so the 3D comparison is not good. Like I said it's been growing for the entire time, we're seeing more and more support.
Those quotes aged like warm milk. VR is huge already and getting bigger. Hell, even full motion consumer motion platforms are getting "common" (They're still 2-15k, so you kind of have to be wealthy. Mine was 13k). It is idiotic pessimists that miss out the most because you're stuck in your own heads. Euro Truck Simulator and American Truck Simulator are two of the best sims out there. They even support my motion platform and VR. Assetto Corsa Competizione supports both as well as is absolutely mind blowing racing around in VR getting tossed side-to-side or just rolling through the desert in a truck listening to smooth jazz at dusk with the windows rolled down.
You are seriously missing out on life. VR is officially here to stay.
VR is still not huge, and motion consumer motion platforms are still far far away from common.
VR might maybe stay. But it's still gonna be many years til the Market is actually big enough to matter to most Developers. Especially for a lot of smaller Developers and Projects it's absolute waste of time for the tiny little amount of people that would play the Game and actually do have VR. Especially if the Game is still in development or early access. That's something one can think about once the Game is done, everything else is a waste of time. Unless of course your goal is it to make a VR game.
But again: On the current path it's gonna be dead. Exclusive titels have already begun. So yeah.... And if you remmeber 3D TVs: That was hitting it off in the beginning as well. Hyped and it was to stay. And where is it now?
And when i think of the 5 or 6 People that i know that own a VR headset... and how much they use it, or rather don't use it... Including myself, i haven't touched my VR headset in forever.
And if we talk about the size of possible Customers that have a VR Headset: That is 26 Million People, which is a really small amount compared to the amount of Devices capable of driving VR Headsets. But towards that also count things like GearVR. And a lot of them are unlikely still in use do to old Age. Or because they only exist as an backup.
Where it certainly will stay: In commercial applications and industrial applications. On the consumer market i'm still not convinced. If the exclusive titels for specific headsets or Headset Manufacturers becomes a trend then i wouldn't count on it getting far, as mentioned above already.