I am guessing time and money that he require will be significantly huge and unrealistic. That'll be like saying you can walk from the US to China on foot and then walk that great wall of China. Technically you can do that, but its unrealistic. Or you for some reason have enough money to afford an air ticket.
He did put all his money into this so certainly a factor, i was just trying to debunk the 'must build with VR in mind' rhetoric as it then followed with it not being possible for No Mans Sky even though that project is backed by Sony financially.
"Must build with VR in mind" is absolutely important and a truthful statement.
No other games have it as easy
Well, I'll wait for The Witness - DefinitiVR Edition then.
I like that literally less than five people seem to have actually read the thing and come to the conclusion that Blow never said that it was coming to VR anywhere, and that VR support on PC is not something that "will" happen, but rather something that "might" happen as a nice feature for people who want to try it even though it wouldn't be optimized at all. What an awful article/headline. Can we please get a mod edit to the title?
The PC version will support full VR experience as stated in the article. Why are you trying to downplay that? Just because there will be no PSvR version?
“Not on PlayStation VR simply because to support that you would’ve had to design the game from the outset,” Blow said. “We started this game a long time ago way before PlayStation VR was a concept so for for this game. We might do some support for PC based UV because it’s easier to add that in later.”
Wasn't PSVR in the works early 2013ish but Witness was in the works 2012 around the same time as Oculus was beginning to be a thing?
Blow outright rules out PSVR, but says it might happen on PC. He doesn't say if it's definitely happening, but it's at least possible
SonyGAF in full defence force in this thread lol. Some funny quotes from the fanboys
'Just give it some time'
'VR is incredibly niche, wise choice'
'The game is not suites for VR anyway'
'They are missing a shit ton of sales now'
'Will pick it up on sale'
'Driveclub'
'Needs some Sony money for optimization'
It's ridiculous how defensive some get over this. The console is to weak, get the fuck over it.
SonyGAF in full defence force in this thread lol. Some funny quotes from the fanboys
'Just give it some time'
'VR is incredibly niche, wise choice'
'The game is not suites for VR anyway'
'They are missing a shit ton of sales now'
'Will pick it up on sale'
'Driveclub'
'Needs some Sony money for optimization'
It's ridiculous how defensive some get over this. The console is to weak, get the fuck over it.
You just contradicted yourself. I'm not saying it will be easy (as I have no idea). I'm saying it is possible, and that alone is what debunks the statement.
The first statement is made solely about The Witness, I said that it was absolutely important and truthful in that context. The Witness is not a racing game, so I have no idea what makes you think that second statement "no other games have it as easy" applies in any way to it. There is obviously no contradiction.
You're trying to say "well Driveclub did it so it's possible therefore Blow's statement isn't truthful". That makes no sense. You have to consider the context that statement was made in. Blow and team have absolutely minuscule resources compared to Driveclub devs AND they're making a completely different time of game which is known to be harder to get right for VR.
DriveClub is just one example, Surgeon Simulator will also be PSVR compatible and i doubt FF15 started development with PSVR in mind either.
AFAIK, PSVR still renders the game once per eye for stereoscopic 3D just like Rift and Vive which is where the big performance hit comes from. Furthermore, Rift and Vive are using two 1080x1200 displays, one per eye. PSVR is splitting that one screen into two 960x1080 regions. They're both "halving" the resolution.
DriveClub is just one example, Surgeon Simulator will also be PSVR compatible and i doubt FF15 started development with PSVR in mind either.
Why are you so inclined to believe he's lying? What would he gain from that?DriveClub is just one example, Surgeon Simulator will also be PSVR compatible and i doubt FF15 started development with PSVR in mind either.
Why are you so inclined to believe he's lying? What would he gain from that?
Why would this statement harm the game? It looks like a labour of love and well worth the asking price.Weird thing to say on the brink of release. I hope this game is something special, or else the price point and tedious dev history will seriously work against it.
Why would this statement harm the game? It looks like a labour of love and well worth the asking price.
The PC version will support full VR experience as stated in the article. Why are you trying to downplay that? Just because there will be no PSvR version?
Note that I mean underpowered for this specific game - so eg it could be designed as-is to run at 1080p/30 on PS4 and it'd be too much work to reduce detail etc to hit 60.
Blow is just one man. i doubt he has time to try and get it running on both VR devices.
lol he's not the only one working on the game, why do you think he had to borrow money after he spent all his Braid money ?
I mean, it makes sense. The ceiling is much, MUCH lower on PS4 than it is on PCs. I'm not sure why this is even an issue.
Because people who might have purchased it day one, might now wait to buy it until the Rift is out later on in the year, at which point the game itself might have declined in price and therefore bring in less profit?
The statement isn't the harming factor, the timing of the statement is. This is something you announce either real early, or after you release the game.
Blow already confirmed that it is 1080p60 on PS4
The game was coming out before PSVR anyways, we all knew that so day one buyers shouldn't suddenly be dissuaded.
Yeah, this is gonna continue to be a thing this gen. Not every Oculus/Vive/PC VR headset game is going to come to PSVR.
Then I don't know what to make of his comment. Maybe he'll clarify.
The PC requirements are really low, so the engine seems very scalable. So power shouldn't be an issue in that case.
the 'design for the beginning' clearly isn't relevant to PC either because he is adding it later.
Patching PS4 games seems straightforward in comoarison to older console games. Or even selling VR mode as DLC or a standalone version.
Anything you implement control-wise on oculus rift would be applicable to PSVR (seated experience, 30 degree tracking via LEDs, standard controller), so why wouldn't you apply those to PSVR and get potentially additional return on your investment?
You can also design performance-relevant features.I don't buy his reasoning, unless he is trying to be polite to Sony? Lack of performance would have been a reasonable explanation. Designing around VR from the outset should be as valid for PC as it is for PS4.
Or it requires more performance / an unreasonable optimization effort to get working on PS4 in VR.Unless it is a paid for exclusive, Vive-exclusive (I.e. requires room tracking), or a very PC-centric game (hardcore flightsim requiring tons of button), there is no logical reason not to try and bring any VR game to PSVR.
Sony's general guidelines are more or less ps3 levels.
The PC version will support full VR experience as stated in the article. Why are you trying to downplay that? Just because there will be no PSvR version?
Actually, the CPU impact depends greatly on the details of your implementation. If it does support instanced stereo rendering it should be rather small, if it doesn't it can be very significant. Instanced stereo could be hard to retrofit on a custom engine for an indie dev. (Of course, this is all speculation)Shading costs and such don't go up, because you're still processing the exact same number of pixels. And obviously CPU requirements (which is the PS4's weak point, as we all know) don't either.
You can also design performance-relevant features.
Or it requires more performance / an unreasonable optimization effort to get working on PS4 in VR.
If we're speculating, it's easy to construct scenarios where VR support on PS4 would require some significant re-engineering. Like if the minimum PC CPU requirements referred to 30 FPS, and the engine did not scale well to multiple CPU threads. For this particular game it does seem hard to imagine a scenario where it would not be possible to port it at all, but not so difficult to imagine one in which the effort required is non-trivial.Sure. But the minimum spec on PC is a HD4000 GPU. I think the engine could survive scaling down on PS4.
Maybe it has been coded in a less flexible way on PS4 so it would be a lot more work to update. Shouldn't be, but it is possible.
The article outright states that it will happen, but the actual quotes say something different, that it might happen. It definitely doesn't sound like it's something the studio is actually working on, but rather that it'll probably happen (perhaps at the hands of modders). There's a world of difference and the headline is painting it in a very different light than anything that Blow actually said.
If Driveclub supports VR, I see no excuse for any other game not to support it if it is not a technical masterpiece.
I hope it is more business decisions than actual hardware issues.