The Talos Principle 2

The Talos Principle 2

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Tyrminator Sep 13, 2024 @ 1:52am
Official VR version
As soon as there's an official VR version (yes, I know there are mods), I'll buy it immediately. Until then, I'm waiting :)
Talos Principle VR was one of the 3 best VR games available on the market. It's really sad that you ignored VR.
You wonder why your VR titles didn’t sell, yet you mainly released some random shooter stuff. We want *Talos Principle*, not crappy shooters!!!
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Showing 1-4 of 4 comments
Corrie Sep 13, 2024 @ 9:05am 
I wonder if the tech they went with this time is too much for VR. This one looks considerably better and takes considerably more system power to run than the first.

I'd still like to try it in VR though, the game is great and has an amazing atmosphere.
MASTAN Sep 13, 2024 @ 9:28am 
Originally posted by Corrie:
I wonder if the tech they went with this time is too much for VR. This one looks considerably better and takes considerably more system power to run than the first.

I'd still like to try it in VR though, the game is great and has an amazing atmosphere.
There is a mod injecting VR into UE5 games which works with Talos 2.
https://www.reddit.com/r/virtualreality/comments/17mqqp3/talos_principle_2_thankfully_works_with_praydogs/
https://www.youtube.com/watch?v=CyH8l5kHp6s
https://github.com/praydog/UEVR
kablahrz Sep 13, 2024 @ 10:27am 
Originally posted by Corrie:
I wonder if the tech they went with this time is too much for VR. This one looks considerably better and takes considerably more system power to run than the first.
Careful, you appear to be bordering on a reasonable assessment. (And as you suggest, the alternate engine used to create TTP2 means the process used to port TTP1 couldn't be directly applied. I want TTP2 in VR, but my demand is tempered by knowing I'll need to upgrade my PC to do so.)

p.s. Much discussion of the need for VR support for TTP2, including the UE VR Injector mechanism, can be found in the frequently bumped "VR support?" thread.
Last edited by kablahrz; Sep 13, 2024 @ 10:28am
ag_858 Sep 14, 2024 @ 2:44am 
Originally posted by Corrie:
I wonder if the tech they went with this time is too much for VR. This one looks considerably better and takes considerably more system power to run than the first.
Yeah, they'll need to let go of all the new UE5-level rendering tech and effectively turn UE5 into UE4 for a VR version. Forward rendering with 4xMSAA and manually pick out a higher LOD level for each mesh. Bake all static lights, only sunlight can be unbaked. And forget about Global Illumination. Shader complexity should be ok as it is, but maybe cut back on the huge foliage amount seen in the non-VR version. They might need to redo the device selection highlight post process effect if it uses the stencil buffer. With an aggressive amount of pruning, I reckon they can target even first generation VR specs (GTX 970 or thereabouts).
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