Lethe - Episode One

Lethe - Episode One

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VoodooDE Jul 16, 2016 @ 12:50am
Virtual Reality - HTC Vive Support?
I think every 1st-Person Horror-Game needs room-scaling HTC Vive support.
Is there something planned? It would be aweseome, as this game looks very nice and interesting!
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Showing 1-15 of 18 comments
ZeroComfort  [developer] Jul 21, 2016 @ 6:30am 
Currently we have no plans for VR. The main reason for that is that the game is built using the Unreal Development Kit which doesn't offer source code access. This causes all kinds of problems and considerations. We'll definitely look into it post-launch though.
Stevoid Aug 1, 2016 @ 10:37am 
Originally posted by ZeroComfort:
Currently we have no plans for VR. The main reason for that is that the game is built using the Unreal Development Kit which doesn't offer source code access. This causes all kinds of problems and considerations. We'll definitely look into it post-launch though.

Thanks. Please don't support that terrible tech.
VoodooDE Aug 1, 2016 @ 11:05am 
Originally posted by Stevoid:
Originally posted by ZeroComfort:
Currently we have no plans for VR. The main reason for that is that the game is built using the Unreal Development Kit which doesn't offer source code access. This causes all kinds of problems and considerations. We'll definitely look into it post-launch though.

Thanks. Please don't support that terrible tech.

I bet you never had a HTC Vive on your head, otherwise you wouldn't say such things...
Or you are just jealous of people who can afford it...
Last edited by VoodooDE; Aug 1, 2016 @ 11:05am
ZeroComfort  [developer] Aug 1, 2016 @ 11:52am 
Please, be nice to each other, we're all gamers here. :steamhappy:
WhiteRabbit Aug 2, 2016 @ 1:30am 
Exactly "We're all gamers here" despite how we feel about VR.

Having said that, I would love to see the game in VR. We really need more good atmospheric horror games - it's likely I will purchase this anyways - but I would love to see VR happen!

Keep up the great work! :)
Rytharr Aug 19, 2016 @ 8:32pm 
Yep I would buy this in a heartbeat if it had vive support and so would many others.
uKER Aug 29, 2016 @ 11:36pm 
VR support is not something you have to develop or have source code for.
It's offered by the engine.

There's even been cases where VR support was enabled via ini file editing in demos that weren't developed with VR in mind. Paris Apartment comes to mind.

More info here:
https://wiki.unrealengine.com/Oculus_Rift
ZeroComfort  [developer] Aug 30, 2016 @ 12:21am 
Originally posted by uKER:
VR support is not something you have to develop or have source code for.
It's offered by the engine.

There's even been cases where VR support was enabled via ini file editing in demos that weren't developed with VR in mind. Paris Apartment comes to mind.

More info here:
https://wiki.unrealengine.com/Oculus_Rift

You are referring to the Unreal Engine 4, while this game is developed with the Unreal Engine 3 as part of the Unreal Development Kit. And as far as we know, it doesn't support VR out-of-the-box like it's successor does.

There is a custom version of UDK available for owners of the Occulus Rift development kit, but we don't have access to it.

You may try to force VR compatibility with "VorpX", as some people have managed to get it to work with an HTC Vive. However, we can't provide any garantuees that it will work, it might be detrimental to your experience in the game and/or break certain parts of the game, simply because it is not supported by default.
uKER Aug 30, 2016 @ 12:48am 
I see. Thanks for the clarification.
Thoth Shoggoth Jan 27, 2017 @ 10:36am 
+ 1 for the Vive version.
Mors Aug 1, 2017 @ 2:26am 
Not just the Vive, it is time for developers to start to do a VR agnostic systems so any VR system (any HMD with any kind controllers like using Rift Touch Controllers, Vive Wands, Keyboard+Mouse or Joypads) can get the game configured and working.

It is in the end far better to every gamer than just promoting single VR platform.
SuperDre Sep 3, 2020 @ 3:11pm 
Maybe a good time to 'remaster' the game in UnrealEngine4 which has VR right out of the box.
ZeroComfort  [developer] Sep 6, 2020 @ 7:22am 
Originally posted by Mors:
Not just the Vive, it is time for developers to start to do a VR agnostic systems so any VR system (any HMD with any kind controllers like using Rift Touch Controllers, Vive Wands, Keyboard+Mouse or Joypads) can get the game configured and working.

It is in the end far better to every gamer than just promoting single VR platform.

As much as we would have liked to include VR support originally, the engine simply did not support it. But if it did, we wouldn't have went for one system exclusivly.

Originally posted by SuperDre:
Maybe a good time to 'remaster' the game in UnrealEngine4 which has VR right out of the box.

As much as that is a nice idea, it isn't really economical, considering it takes a lot of time and effort, which we don't even have for any other episode, not even considering if it would even pay for the cost of development.

By the way SuperDre, I'm curious to hear if you would buy the remaster (over the original)?
SuperDre Sep 6, 2020 @ 11:46am 
Originally posted by ZeroComfort:
As much as that is a nice idea, it isn't really economical, considering it takes a lot of time and effort, which we don't even have for any other episode, not even considering if it would even pay for the cost of development.

By the way SuperDre, I'm curious to hear if you would buy the remaster (over the original)?

Ofcourse I would by the remaster over the original, no point of buying the original if there is a remaster. If the remaster has VR support I certainly would buy it. Problem is, having played this type of game in VR, there is no real enjoyment anymore in playing these type of games on a 2D screen.
And I understand it wouldn't be economically viable to do it. I don't know what you're working on right now, but if you're not really working on anything, it would also be a good learningpath to using the UnrealEngine 4, as with porting you learn a lot without having to focus on WHAT you wanna do. It could also be a base for any new episodes, as it would be not the wisest choice to continue using UDK/UE3..

But don't bet on people like me, I'm honest enough to say that rarely buy my games if it's not on sale. With still so many games in my library I barely buy games on release day or within a couple of months of release. But especially with VR I see a lot of people (not me) that buy games on day one if it has a high production value like yours seem to be (as there still aren't that many), as long as you don't fubar the controls/movement (just try to accomodate as much movementtypes as possible, and just read the comments on other previous games in regard to those).
King DaMuncha Nov 1, 2020 @ 2:44am 
Did anyone get this to work in VR?
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