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Tachikoma said:

Full of shit, if he actually knew anything about development, or spent 5 minutes looking at any of the past 3 PS4 sdk's he would see how easy adding support for the device actually is.

Apply second camera element to screen, each camera is rendering half the overall resolution of the screen, all game-size geometry, physics, AI etc remains the same, the "50% hit" comment is a dead giveaway, the hit is around 10%-20% depending on game, and that's only because you have to render a wider FOV and geometry clipping is less aggressive because you are essentially viewing from two points at once.

Two things though:

1. He has a point with low adoption. Unless something big happens not even the small effort it takes to make a regular game support VR may be worth it.

2. There is a big difference between making a first person game VR compatible and making a VR game. While the first one will just be a gimmick, the second needs to be crafted specifically for VR, not only on the technological side but also the design and gameplay. Compare console games ported to mobile vs games created specifically for mobile.



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