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The traction of getting into VR means that it is not yet 'consumer ready'. We are still in the early adoption phase of VR, and seem to be stuck there for some time. So without VR, I just cannot play these sort of game anymore.Īt the same time, I can well understand the economics from a business point of view. It is just not the same watching a flat rectangle in the corner of the room. Having played in VR, there is simply no way I can play games (especially games of this genre) flat again - I just cannot handle not actually being *in* the game. I too would love to see X4 in VR - it would be a pre-order for me, no questions asked. In fact, all those janky bits have become part of the games charm for me over the years! I would rather have a meal with a couple of veg I don't like, than no meal at all. However, I can excuse all of this in the context of the overall experience. Sure, it has its faults, and yeah those space stations are pretty empty. It was one of the first games I played in VR - it blew me away then, and still does now. I had no problems with the controls and I thought you brought a well implemented game to the table - one that was engaging and fun. I absolutely love Rebirth, and much preferred it to Elite - as there seems to much more of a clear purpose to the game (without sacrificing freedom). (Will the parents of the girl named Suzie, please pick her up at the casino, Thank you) That was rally funny in X3 Reunion, TC and AP!Īnd maybe the dancing clubs from XR, a lively installement, and maybe the feature that many X fans probably want it, a multiplayer mode. Now, thinking of these pro's and con's, X4 will likely has it's performance way reduced, besides, the game is really beautiful as it is! Outstanding visuals, system background visuals which brings back that X3 nostalgia!!! Not to mention the only core of improvement over X:Rebirth is the opporunity to fly each and every ship (Almost) really, this game deserved each and every cent and i'm really happy with the game!!!Īlthough i would love to see on bigger ships other than the docking area, like Bars or casinos!
#X3 reunion ui scale mod
I own the XR-VR it's really an awesome experience!!! totally outstanding visuals, easy to control and other advantages, but everything comes at a cost, as the dev mentioned, and these con's wore: less people on stations, stations that weren't accessable beyond the landing platform (not without a mod that brought back even the plot missions and brought back Aisha as your co-pilot). not standalone), because "you just need to render it twice". Not even mentioning that the more you change, the more you want it to be a standalone game (and not a DLC/addon).Īll that, while balancing it against the players expectation of "should be a 5 euro addon (i.e. That is one possible approach, notice we did partially do that by drastically limiting platform-gameplay in XR-VR (mostly to keep the gameplay options platforms provide) because running around "long and empty hallways" in VR simply isn't fun.īut that at the same time, the more you focus on an "immersive experience" (basically removing other functionality in order to simplify it) players of the original game will be disappoint that (their personal favourite) feature x was scrapped.
#X3 reunion ui scale Pc
I suggest to do it much simpler to navigate and focus on immersive experience of flying in space rather than trying to bring as much functionality as possible from the PC game.
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UI and operation with controllers was the major issue that made Rebirth VR barely playable. I work with VR often so we speak the same language. Now it doesn't mean any of this is very difficulty - but it's quite a bit more work than 'just render it twice'. Then you still need to think of things like uploading to two stores (and possibly automate that process).
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You need changes in UI (can't just 2-D project your UI on the headset), support VR-controllers (which are rather limited for keyboard-heavy games + again extra work for vender-specific rendering of their controllers), you need to render everything twice (performance is more of an issue). Thing is that at that point you are actually barely at the start of the project. For XR-VR we had a first prototype supporting a headset running within a few days. The "VR" part ( rendering in stereo on the HMD, applying head movement etc) is indeed relatively easy - you only have to implement it twice (because each vendor has their own API).
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Originally posted by OZZO:It's not a difficult technology anymore.
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