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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.
Since everyone that plays this game already uses one.. It would be redundant..
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.
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.
Which is unlikely since the VR community only represents 0.72% of the entire steam community.
Source:
https://store.steampowered.com/hwsurvey
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.
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.
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