Interstellar Rift

Interstellar Rift

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qwazz Jun 17, 2018 @ 9:16am
No VR?
Interstellar Rift - I thought it was a game for the Oculus Rift. Maybe they should change the name to Interstellar Flat Screen
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Showing 1-15 of 42 comments
Vader Jun 17, 2018 @ 10:43am 
It probably took more effort to make this post than to just check the "compatibility" list on the side of the store page.
Last edited by Vader; Jun 17, 2018 @ 10:44am
qwazz Jun 17, 2018 @ 11:21am 
That's exactly what I did after I clicked the store page from the HomeScreen. It was on my featured list, that's why I checked it out.
Sooh Jun 17, 2018 @ 2:34pm 
Interstellar Rift, Rift mean the Rift you need to creat to travel between stars. Play this game with friends, it's a really good game when you can manage your ship with friends.
Zothen Jun 17, 2018 @ 5:56pm 
Originally posted by qwazz:
No VR? Interstellar Rift - I thought it was a game for the Oculus Rift. Maybe they should change the name to Interstellar Flat Screen
Smart remark! But even more import - what will windyblack say to this???
qwazz Jun 18, 2018 @ 2:36am 
Simply put, this game looks perfectly suited to being played in VR.
Crimson-.- Jun 18, 2018 @ 7:50pm 
It does, hopefully they will add vr in the future
meraco Jun 21, 2018 @ 9:50pm 
Originally posted by qwazz:
Interstellar Rift - I thought it was a game for the Oculus Rift.

Why would you think that? With less than 1% of the entire steam userbase using VR. There are so few VR users that I am surprised it has held on this long.

Originally posted by qwazz:
Maybe they should change the name to Interstellar Flat Screen

Since everyone that plays this game already uses one.. It would be redundant..

Chunky Moe Jun 27, 2018 @ 12:27pm 
I have taken all games that refuse to support VR off my "to buy" list.

A dev can add simple VR support (Headtracking and 3D) to virtually any game with SteamVR code injection in one day, yet so many can't be bothered to.

No, not every game needs VR (Platformers, 2D only games), but there are so many games out there I would buy in a heart beat if they included virtually free VR support.

You don't want my money? That's fine, but forgetting the customer is always right is your downfall, not mine.

meraco Jun 27, 2018 @ 1:33pm 
Originally posted by I3lackI3eard:
the customer is always right

That has long been changed to:

"The customer has the right to be wrong"

Chunky Moe Jun 27, 2018 @ 1:38pm 
Originally posted by meraco:
Originally posted by I3lackI3eard:
the customer is always right

That has long been changed to:

"The customer has the right to be wrong"

And the customer has the right to not spend money on your product.
Enough do that and it goes back to the customer is always right.
Last edited by Chunky Moe; Jun 27, 2018 @ 1:38pm
meraco Jun 27, 2018 @ 1:56pm 
Originally posted by I3lackI3eard:

Enough do that

Which is unlikely since the VR community only represents 0.72% of the entire steam community.

Source:

https://store.steampowered.com/hwsurvey
Chunky Moe Jun 27, 2018 @ 2:02pm 
That's 185,000 plus users. (Edited: I originally has 18,500, but it's actually 185,00)
Not including Oculus Store users, not including Windows Mixed Reality users.
185,000 users is nothing to sneeze at.

Besides, like I said, it costs virtually nothing for the Dev to add SteamVR code which is basically already written to give support for the headsets.
Last edited by Chunky Moe; Jun 27, 2018 @ 5:52pm
Hurles  [developer] Jun 27, 2018 @ 2:10pm 
Originally posted by I3lackI3eard:
I have taken all games that refuse to support VR off my "to buy" list.

A dev can add simple VR support (Headtracking and 3D) to virtually any game with SteamVR code injection in one day, yet so many can't be bothered to.

I would like to clarify that that only goes for games that use a non-custom engine like Unity or Unreal, or even Source. Since interstellar Rift is built on our own custom Aluna engine, which doesn't support this at all, this is significantly more work (as in weeks, to get it right).

Additionally we would have to purchase the headsets themselves as well.

At only 0.72% of the entire Steam userbase, this is just not an efficient use of our resources.

I hope this explains our reasoning a bit. We might add it in the future once we either have spare time or it becomes profitable to add this.

I am sorry Interstellar Rift did not meet your expectations.

- Hurles
Last edited by Hurles; Jun 27, 2018 @ 2:12pm
Chunky Moe Jun 27, 2018 @ 2:18pm 
Originally posted by Hurles:
Originally posted by I3lackI3eard:
I have taken all games that refuse to support VR off my "to buy" list.

A dev can add simple VR support (Headtracking and 3D) to virtually any game with SteamVR code injection in one day, yet so many can't be bothered to.

I would like to clarify that that only goes for games that use a non-custom engine like Unity or Unreal, or even Source. Since interstellar Rift is built on our own custom Aluna engine, which doesn't support this at all, this is significantly more work (as in weeks, to get it right).

Additionally we would have to purchase the headsets themselves as well.

At only 0.72% of the entire Steam userbase, this is just not an efficient use of our resources.

I hope this explains our reasoning a bit. We might add it in the future once we either have spare time or it becomes profitable to add this.

I am sorry Interstellar Rift did not meet your expectations.

- Hurles

Thank you for the explaination. Although I don't agree with your reasoning that 18,000 potential sales isn't effcient, I can respect your response, which is a lot more than a lot of developers do.

I guess where I am tripping up is where a 3rd party program called VorpX can go in and add VR support to many games that were never designed for VR and all it does is inject code in the memory to allow the head tracking and 3D abilities.


Hurles  [developer] Jun 27, 2018 @ 2:45pm 
Originally posted by I3lackI3eard:

Thank you for the explaination. Although I don't agree with your reasoning that 18,000 potential sales isn't effcient, I can respect your response, which is a lot more than a lot of developers do.

I guess where I am tripping up is where a 3rd party program called VorpX can go in and add VR support to many games that were never designed for VR and all it does is inject code in the memory to allow the head tracking and 3D abilities.

That program seems to only work for DirectX games (and some VERY old OpenGL titles like Quake 3, info directly from their website). As Interstellar Rift is OpenGL 3.2, it wouldn't work either.

In any case, that program has also taken a lot of time to develop and doesn't just simply "inject code" and magically work. It is a lot more complicated than that.

We would have to add a similar system to our engine (would be a bit simpler as we wouldnt have to hack around existing engine and inject into memory and basically hijack the driver, but still).

Again this is not as simple as you might think.

Also if we are going to add it i'd rather do it properly than hacking around.

I'm not sure exactly where you got the 18000 potential customer number from, but i'm afraid they will have to look for different games for now.

- Hurles
Last edited by Hurles; Jun 27, 2018 @ 2:51pm
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