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The devs are already planning on releasing the UE5.1 modkit next week, so we can all get started on the conversions before the official update drops. Most mappers I know, including me, are planning on doing that ASAP, and using the Pavlov beta to test it, so the transition will hopefully not be that long.
Automatic downloading of maps and mods will still be a thing, and their new mod system will also allow mod plugins (such as weapon packs) be a separate download than a map, with the option of servers mixing maps and plugins, so there will be some cool new possibilities.
If they decided to change their minds and dumb the whole thing down to make it Quest 2 friendly, they'd also be tossing out their PSVR2 audience. Onward's popularity tanked when they dumbed down the PC version to work with Quest 2, and Contractors' growth with the PC market is also being stunted by their Quest 2 limitations, despite having extremely popular mods (even at peak hours, you'll seldom see more than a dozen PC users on Contractors at a time). There's nothing wrong with keeping Pavlov Shack a separate game, and if they combined them, they'd be abandoning their position as the most popular multiplayer VR FPS on the PC, as well as missing out on filling that role on the Playstation.
Not sure what point you're trying to make....Yes, I've made maps for PC Pavlov. Say what you will about their design - if you think my maps suck, that's fine. But they certainly aren't "mobile quality." The lowest I'll compress my textures to is 1024, with some of them being 2048, and I utilize lots of reflections, lighting and particle effects, which I know for a fact I'd have to disable to make it Quest 2 friendly. A lot of the meshes I utilize also have relatively high tri counts that I've already had to decimate for PCVR, and would have to severely decimate even further for the Quest 2. It took months of optimization to make it run smoothly on a 24 player server for players with an RTX 20 series and mid range CPU, which may be low end by now, but is still far ahead of the Quest 2's power. It's worthy of note that when I did an optimization update where I disabled most of the large reflections and removed most transparencies, there was already an uproar about it from regular players, because they certainly noticed it. Why should I believe that nobody would notice if I dumbed it down even more, for the sake of Quest 2 performance? That would probably require at least an 80% reduction in quality.
I actually own a Quest 2, so I'm fully aware of the differences between Quest 2 exclusive games and PCVR games. They're very noticeably different. The devs know this, too, and that's why they're smart in keeping Pavlov Shack and PC Pavlov as separate games.
PC Pavlov has had a big playerbase before, and it has a chance of springing back up again when Playstation crossplay is added, in addition to the engine upgrade and better mod support.
I'm curious as to what evidence you have that they're lying to us about the whole thing, and are just going to merge the PC and Quest versions like Contractors and Onward did. They've literally said that they won't do that, several times, and there'd be no gain in them changing their minds and doing that, but you seem very certain that they will. Is there anything tangible you can say to support that claim, beyond "fanboys are dumb and your maps are bad?"