11-29-2019 11:59 AM
11-29-2019 12:54 PM
11-29-2019 03:10 PM
11-30-2019 06:18 PM
Human999 said:
I don’t get why vr devs don’t release to all vr platform(pcvr psvr quest)at the same time, they literally leave money on the table, I get it can be hard to develop for multiple platforms at the same time, but it definitely worth it , look at beat saber it’s on all platforms and it the only game to reach 1 million copy sold same as rec room or super hot who hit 800k sold, mark zuckerberg said we need 10 millions users to make vr self sufficient and we basically got it now 5millions psvr 4 millions pcvr(according to nvidea) and probably at least 500k quest,
11-30-2019 06:43 PM
Spuzzum said:
....Nobody's 'leaving money on the table'...if someone wants the game, they'll buy it when it's released for that platform. They aren't losing anything.
....
11-30-2019 08:49 PM
kevinw729 said:
Spuzzum said:
....Nobody's 'leaving money on the table'...if someone wants the game, they'll buy it when it's released for that platform. They aren't losing anything.
....
Picking BS as an example is a great one to show the difficulties that the eco-system has caused VR establishment this phase perfectly @Spuzzum.
This is one of a handful of games that has crossed the isle to other platforms, and it has been a long and drawn-out process littered with hurdles - even for a mega success like this. Just think of the other middling successes that fell at the first or second fence to achieve this. And that does not even include the walled-garden miss-calculation that was Rock Band VR!!
Right back in 2013, some spoke of the issues of not stifling Indie dev teams, let alone AAA studios with a complicated eco-system, or cherry picked exclusives. Some said that "exclusives" were essential, and others said that they were needed to survive and grow. We now see that some of those assumptions may have been wrong. But with that said, without the investment made by OVR and Sony (and others) we would not have the little content we have now.
But after what happened with FalloutVR, I doubt many AAA devs will take the plunge on only one platform at a time. Though that said, what Valve proposes to do with the HLA release in March may bust through much of the Eco-System (even though it will be a Steam exclusive!)
12-01-2019 02:46 AM
12-01-2019 08:22 AM
Spuzzum said:
Human999 said:
I don’t get why vr devs don’t release to all vr platform(pcvr psvr quest)at the same time, they literally leave money on the table, I get it can be hard to develop for multiple platforms at the same time, but it definitely worth it , look at beat saber it’s on all platforms and it the only game to reach 1 million copy sold same as rec room or super hot who hit 800k sold, mark zuckerberg said we need 10 millions users to make vr self sufficient and we basically got it now 5millions psvr 4 millions pcvr(according to nvidea) and probably at least 500k quest,
Beat Saber first released to pc in May 2018, as 'early access'. It then released in November 2018, for the PSVR...6 months later, not 'at the same time'. The 'full release' was May 2019, and included the Quest.
Nobody's 'leaving money on the table'...if someone wants the game, they'll buy it when it's released for that platform. They aren't losing anything.
As for developing for 'all' platforms at the same time...that's literally impossible, unless you have a massive team of coders, broken into individual groups, each working on a specific platform. If your dev team is only 2 to 5 guys...that's just not going to happen.
12-01-2019 11:03 AM
12-01-2019 01:36 PM
snowdog said:
Spuzzum said:
Human999 said:
I don’t get why vr devs don’t release to all vr platform(pcvr psvr quest)at the same time, they literally leave money on the table, I get it can be hard to develop for multiple platforms at the same time, but it definitely worth it , look at beat saber it’s on all platforms and it the only game to reach 1 million copy sold same as rec room or super hot who hit 800k sold, mark zuckerberg said we need 10 millions users to make vr self sufficient and we basically got it now 5millions psvr 4 millions pcvr(according to nvidea) and probably at least 500k quest,
Beat Saber first released to pc in May 2018, as 'early access'. It then released in November 2018, for the PSVR...6 months later, not 'at the same time'. The 'full release' was May 2019, and included the Quest.
Nobody's 'leaving money on the table'...if someone wants the game, they'll buy it when it's released for that platform. They aren't losing anything.
As for developing for 'all' platforms at the same time...that's literally impossible, unless you have a massive team of coders, broken into individual groups, each working on a specific platform. If your dev team is only 2 to 5 guys...that's just not going to happen.
Actually it's easier and cheaper to develop for multiple platforms. You can do it with even 2-5 programmers.
The reason why developers aren't coding for both PC VR and PSVR is because most developers are small indie developers and don't have the finances available. And the reason why big publishers aren't doing the same is because the numbers aren't there yet to make it financially viable, and won't be until Microsoft adopt VR for their console.
Until then we'll continue to see relatively cheap ports like Resident Evil, Skyrim, Fallout and Borderlands from the big boys rather than them bringing their big name and big budget titles to the VR table.