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Discussion in 'Ideas and Suggestions' started by Coffeeboss, Apr 30, 2021.
i meant the all of steam users...
The official number from the February survey is just over 2% of all steam users use VR. That gives you >2.4M users. These will be heavily weighted towards the FPS and Sim Racing community, but I can't find the stats.
Source: https://www.statista.com/statistics...l, just over two percent,to have a VR headset.
Edit: Being passive aggressive is bad, please don't!
As a VR headset owner I'd love to try BeamNG in VR. It would definitely be an interesting experience.
Some individuals here are extremely close-minded, just because the FAQ says they're not focusing on it at the moment (that FAQ was written like 5 years ago, btw), doesn't mean that VR isn't an interesting and fairly easy to add feature.
I think its a good idea but it should wait until full release or even post release. There are a lot of other things that should be focused on first and having less experimental/new features to maintain each update would be better for now IMO.
VR BeamNG would be scary... but fun!
You literally make everyone/everything calm down once you have a message on a thread with a fight.
Tell me your secrets.
Not to mention that having vr support will attract more players to the game,
He's got a point, would attract a lot of sim racers.
I guess things are calm so I'll apologize for being rude earlier and add that I thought they updated the FAQ with the website overhaul since the FAQ page was overhauled as well.
Honestly I feel like the Beamng Devteam could possibly find help implementing VR from within the community (like how they've found other staff members in the past) with very little difficulty, and if VR implementation is as easy as people have said it is maybe they could even find volunteers to help implement VR as a sort of community project thing. Kinda an out-there idea but honestly seeing some of the mods that come out on this forum I wouldn't doubt there are perfectly capable people who are perfectly willing to do things for nothing more than credit and the enjoyment of doing it
What does mainstream have to do with a technology that that is barely out of it's infancy? It's expensive to buy, run and maintain. It requires a beefy computer, a lot of space, multiple technologies that are either in their infancy or are too expensive for even upper middle class gamers.
VR is amazing, but it's not something massive majority of people have access to. Less than 10% of Steam users use a VR, that was less than 5% 1,5 years ago and less than half of that 4 years ago.
You'd spend 5 minutes browsing through Pimax customer forums You'd know how infant this technology is. Don't let Multi-billion dollar company run, min spec VR headsets and purpose made games with multi-million dollar budgets fool You into triviality of their production and implementation. Sure if You buy a license for an engine with VR support it's actually trivial, but once You are tasked with implementing that support... good luck.
(point of view from someone who doesn't own a VR headset BTW)
Firstly I belive VR capability would be cool and nice considering the little details that beamng has to offer (parking brake, pedals move, etc) and I understand that people who own a VR headset want to get more out of the thing they spent money on and want to use it with one of there favorite games, however, I also understand how the devs don't want to spend time on something that not all of there fan base is going to take advantage of, but I believe in the next year or so the beamng devs should make at least a beta version for people who are using the experimental version of beamng so that they can use VR, it would obviously be experimental but just as something that's can please the people who want VR integration.
However despite all of the above, that makes it sound like I'm all for the devs spending all their resources for VR, I'm not, far from that. I think they should focus on making objectively ''more used'' stuff ex: revamped pigeon (or just cars), new maps, fixing bugs, and more optimizations for more low-end pc users. I believe this should be more of the priorities.
In conclusion yes beamng devs should work on VR but in the background compared to more things that would aid everyone and the game as a whole.
thank you for reading my useless comment.
Saying ever is a bit bold same thing happened with the walking thread and a week later it was added to Beam. Im odviously not saying VR is coming in the next update im just saying it has protentional of coming in the future.
Maybe I'm being a bit naïve, but since the game already supports head tracking, could they not integrate that into a pseudo-VR implementation, where you get a first person perspective with head tracking without the depth perception you get from full VR?
We would love to support VR, but the engine is simply not fast enough YET to pull this off. We are working on some great optimizations right now though
That's brilliant to hear!
I put my hand up to beta test for you when you feel the time is right.
Will a faster engine mean less instabilities?
Not necessarily, it’s like saying a faster car can corner better than a slower one.
I mean, a faster game engine can be less susceptible to crashing.
I think Tdev means that the engine can’t keep the data flowing fast enough.
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Nice! Vr support would be incredible!
BeamNG with VR would be enough to get me to invest in a VR system. Certainly exciting to hear (considering the state of the electronics market right now I don't really mind waiting...)
I'm bumping an old answer here but the refresh rate of the physics has almost nothing to do with comfortability as long as it's high (the current refresh rate of physics is more than high enough)