>>397691891
>At one point they were even trying to support the Quest 1.
I often wonder about the workload for VR devs compared to flat. GOOD flat games are hard enough to make. Making a GOOD VR game is even harder because most of the "gameplay" is how the hand/controller/movement interaction is with the enviroment. Gone are the days where you can slap a bulky headset on someones face and show them a seated experience. The expectation is full-fledged flat game but with complex interaction/movements systems added on top.
To be supporting so many versions
>Quest 2
>Quest 2
>PSVR1/2
>Oculus PC
>Testing on OpenVR/XR/MR
Some of them to have different assets and even hardcore optimization going into them. It sounds nightmarish in terms of workload and the operating costs can't be sustainable with the current economy.