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Funny cause it works in Skyrim VR just fine... Could this be yet another of the million examples of how bethesda simply doesn't give a ♥♥♥♥ about quality control because we will fix it for them free of charge anyways.
They had no choice but add gamepad support for the PSVR (which was where Skyrim VR was first released) as the PSVR originally sold without the move controllers and you can't assume everyone will have them, unlike the Vive (which FO4VR was targetted at) which always comes with the motion controllers.
I am more than happy to support VR ports and would pay for it, but what's the point when I can use other software to get the original playing the way I want in VR?
On the other end/the developer and publisher's side they ask:
"What's the point in making FO4 with headlook and gamepad only when someone can already use other software to play the way they want in VR already?"
Making this VR version wasn't just "Bam! Slapped new motion controls in and headlook and we're done boys and gals!"
They had to do the full game testing, probably start to finish of main quest plus every side quest, and pay a lot of people (developers, testers, media and press communicators), and maybe they only were willing to invest that extra gamepad money in the PS4 port of Skyrim because it has a larger audience of PSVR customers to sell to (and not all have/like the wands/Aim controller).
Game development is not cheap, not even at indie level (they just trade free labour and personal money to make it happen), and definitely not at Bethesda level, is a "minor change" no, this is actually not a minor change, to do this properly means insane testing and possibly re-design of key moments to suit the new play style, eg: did you notice the exit cutscene is different from the very first vault? Those kinds of changes are strewn across FO4VR going to be something cheap to do.
As for comparing to Skyrim, my post literally just less than a day before yours explains part of why they don't have the same feature on the PC-first FO4VR. But the short version is:
1. It costs a lot of money and time for testers
2. Bethesda didn't want to allocate those resources on PC because they probably (and rightfully so?) figured they wouldn't have enough sales to people who want to play in VR HMD + gamepad mode
They will probably fix this over time, but it really depends on demand. PC and PS4 are very different audiences, with a lot of PC gamers either hating or loving gamepads, so it's not such a obvious market to reach, and every thing they add costs money and time in the end.
I mean, the fact that they "forgot" to spend the money to do the same support and testing on PC for FO4VR where the default controls almost everyone playing VR has are motion controllers with touchpads or thumbsticks, on top of the fact that PSVR has a larger install base to cater to, makes it seem really short-sighted that Bethesda didn't invest more than the bare minimum to get this game out and see how much people wanted it.
DOOM VFR and FO4VR both feel like "We have a 3D FPS game, let's make it VR and see what happens!" while Skyrim VR on PSVR was where Bethesda knew they would make their money back.
I love them both, but I am not surprised that gamepad style controls were left out when desktop VR's best feature has been free-handing with motion controllers.
Or, you know, the really nice wireless controls that came with your Vive... since.. PC!