Kingdom Come: Deliverance

Kingdom Come: Deliverance

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Snootch Apr 9, 2020 @ 12:30pm
VR?
Any plans for a VR version? I'd like to imagine someone is actually working on a Blacksmith DLC so I can forge weapons and armor like dear 'ol pop. Then it kind of struck me that with the combat style of this game, I feel like VR could adapt well since you'd be more in control of your block/parry. *Adding weight to the weapons as well to prevent wrist wiggle spam*.

What do you all think? Could this be pulled off? I really like the idea of being able to actually brew the decoctions. The Archery mini-games would be crazy fun as well. Then imagine being able to add on to this, soon you could see an actual fair in KC:D where you could throw a ball at a target for a prize or something or play old style games.

Thoughts?
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Showing 1-15 of 35 comments
Gibbel Apr 10, 2020 @ 10:15pm 
This would be epic AF :lunar2019coolpig:
Paul Apr 11, 2020 @ 12:58am 
It would be cool, but there are many systems in KCD (horse riding, combat) that would make people instantly throw up in VR. It would have to be reprogrammed specifically for VR, taking lot of time and work. Devs are busy now with a new game (likely sequel).
Snootch Apr 11, 2020 @ 3:44am 
Originally posted by Paul:
It would be cool, but there are many systems in KCD (horse riding, combat) that would make people instantly throw up in VR. It would have to be reprogrammed specifically for VR, taking lot of time and work. Devs are busy now with a new game (likely sequel).

If you suffer from extreme motion sickness you shouldn't be playing VR in the first place when it makes you feel that way. It honestly only took me roughly an hour of just moving around with smooth turning and full locomotion in Pavlov to get used to it, but yes it would have to be tweaked for VR and honestly if it was ever to come I'd gladly wait for it because at least by then we might have better haptics which can be implemented to improve the experience and maybe even add in additional content specifically for those interactions.
Last edited by Snootch; Apr 11, 2020 @ 3:46am
Carlos Apr 11, 2020 @ 5:38am 
The devs talked about it. I think they tried to work out something during the development but apparently the movements were causing a huge motion sickness or some such. Especially in combat your character is constantly hammered and spun around, you'd vomit your guts out. Ultimately they abandoned it.
EA Latium Apr 11, 2020 @ 7:06am 
Originally posted by Paul:
It would be cool, but there are many systems in KCD (horse riding, combat) that would make people instantly throw up in VR. It would have to be reprogrammed specifically for VR, taking lot of time and work. Devs are busy now with a new game (likely sequel).

They are not unusual mechanics in VR, Skyrim has them, even though melee is simplistic, Boneworks is totally on a different level. However you are right, it won't happen as it would need to be re-designed from the ground up and that's a lot of work, the main issue as far as I know is that Harry's movement change with the skills level, and would be impossible to implement in VR efficiently.
Scar Jul 7, 2020 @ 6:01pm 
Originally posted by Paul:
It would be cool, but there are many systems in KCD (horse riding, combat) that would make people instantly throw up in VR. It would have to be reprogrammed specifically for VR, taking lot of time and work. Devs are busy now with a new game (likely sequel).

Horse riding maybe, combat no lol, although you will get used to both after a period of time
CunkFeatures Jul 8, 2020 @ 3:27am 
Watching the video where Dan is talking about how this game done better than expected and made money that could be used on a sequel... I'd prefer the sequel.

For instance, Skyrim VR sold 200/500k. Thats quite an investment for little gain unless you're Bethesda. Where they would sell 2m+ again with a good sequel.

I know which one the accountants would choose.
Gibbel Jul 8, 2020 @ 3:41am 
Skyrim VR sold for $60 times 200k/600k apparently. Think I read somewhere it costed 2 mil to make.
That was a very good investment. And that was before Half Life Alyx and the massive increase in VR owners.
CunkFeatures Jul 8, 2020 @ 3:50am 
Originally posted by Gibbel:
Skyrim VR sold for $60 times 200k/600k apparently. Think I read somewhere it costed 2 mil to make.
That was a very good investment. And that was before Half Life Alyx and the massive increase in VR owners.
I got it as 200/500k ( https://steamdb.info/app/611670/graphs/ ). So 10-25% of PC sales of KCD.

I can't imagine any small timers investing (better than expected earnings) on a potential 10-25% increase in sales, if it even sold in that many numbers. Rather than pushing out new games at a greater investment but for 100% + potential sales (unless its a flop).
Gibbel Jul 8, 2020 @ 10:46pm 
Originally posted by tomtalk24:
Originally posted by Gibbel:
Skyrim VR sold for $60 times 200k/600k apparently. Think I read somewhere it costed 2 mil to make.
That was a very good investment. And that was before Half Life Alyx and the massive increase in VR owners.
I got it as 200/500k ( https://steamdb.info/app/611670/graphs/ ). So 10-25% of PC sales of KCD.

I can't imagine any small timers investing (better than expected earnings) on a potential 10-25% increase in sales, if it even sold in that many numbers. Rather than pushing out new games at a greater investment but for 100% + potential sales (unless its a flop).

I thought meant they sold 200/500k copies. :lunar2019deadpanpig:

Anyways after some googling they made 2.2 mil with SkyrimVR so I think you number might have been right.
WeirdWizardDave Jul 10, 2020 @ 11:59pm 
Originally posted by tomtalk24:
Originally posted by Gibbel:
Skyrim VR sold for $60 times 200k/600k apparently. Think I read somewhere it costed 2 mil to make.
That was a very good investment. And that was before Half Life Alyx and the massive increase in VR owners.
I got it as 200/500k ( https://steamdb.info/app/611670/graphs/ ). So 10-25% of PC sales of KCD.

I can't imagine any small timers investing (better than expected earnings) on a potential 10-25% increase in sales, if it even sold in that many numbers. Rather than pushing out new games at a greater investment but for 100% + potential sales (unless its a flop).

I love how people just dismiss hundreds of thousands of sales as not worth it. There are plenty of games that would have loved to reach half a million sales, KCD was probably one of them back during development. But more importantly porting to VR, while a lot of work, is a tiny fraction of the time and resources needed to create a new game from scratch of the same scale. All the assets, map, writing, voice acting, music, sound design, quest design and with the vast majority of the game design, coding and engine work is already done. You need to do some work on the engine (which I believe is using Unreal which has VR support) some redesign of systems to work better in VR and of course the UI, combat and so on.
I dare say if they were confident of reaching anything like half a million sales the return would be much better than a new game. The real question is whether or not they're certain of reaching half a million.

Also let's not forget the PSVR here, Skyrim for PSVR is estimated to have sold over a million copies. Maybe KCD would be too demanding to realistically port to current gen PSVR but with PS5 round the corner that is likely to change.

Honestly with VR going from strength to strength not porting to it is increasingly looking like a very poor choice for games like KCD.
Last edited by WeirdWizardDave; Jul 11, 2020 @ 12:01am
CunkFeatures Jul 11, 2020 @ 2:51am 
Originally posted by WeirdWizardDave:
Originally posted by tomtalk24:
I got it as 200/500k ( https://steamdb.info/app/611670/graphs/ ). So 10-25% of PC sales of KCD.

I can't imagine any small timers investing (better than expected earnings) on a potential 10-25% increase in sales, if it even sold in that many numbers. Rather than pushing out new games at a greater investment but for 100% + potential sales (unless its a flop).

I love how people just dismiss hundreds of thousands of sales as not worth it. There are plenty of games that would have loved to reach half a million sales, KCD was probably one of them back during development. But more importantly porting to VR, while a lot of work, is a tiny fraction of the time and resources needed to create a new game from scratch of the same scale.
It worked for Bethesda because they could have a team devoted to VR ports of their games. It won't work for a small dev who made a single niche game and just about raked up the money for a sequel. Hence no KCD:VR
Cryengine already supports stereoscopic render out of the box. Its simply not worth the risk/small sales from a crowd funded dev.
Gibbel Jul 11, 2020 @ 5:37am 
There are some game developer that focus on just porting games. Like the game Green Hell is coming to VR. They have enlisted Incuvo, to develop and publish a VR version of the game. The team will, apparently, be responsible for the game’s marketing and release too.

Incuvo is also the developer that ported popular horror game Layers of Fear to VR in late 2019.

So this might be a win win deal. You get some profit, Incuvo makes some money and the main developers doesn't have to worry.
Last edited by Gibbel; Jul 11, 2020 @ 11:21am
Frustration Sep 3, 2020 @ 10:40pm 
This game in VR would bring an all new definition to the "leg day" achievement for picking herbs as I'm sure your legs (and possibly your lower back) will feel it after a while :)

Honestly though, I just got my Oculus Rift S and jumped on here to see if there was any plans for VR as I do love this game
Suppenkoch Nov 16, 2021 @ 7:17am 
+1 vr
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Date Posted: Apr 9, 2020 @ 12:30pm
Posts: 35