At the end of last year, [VR arrived as] an experimental feature. Where did this come from? What's going on?
TL;DRVR grew out of a few passionate developers getting the engine working through OpenXR, and it was released as an experimental mode to see if players like it, with priority not mattering at this stage.
Well, so there are a lot of developers at CIG that really like immersive experiences, right? And so there's a contingent of developers, and also one specific one, that have been really trying to get the Star Engine to work in VR. And so as an experiment and to build that, these guys, and Sylvain specifically, have been really pushing hard to try to get Star Engine to work in VR. He experimented with multiple different approaches over the last couple of months, settled on the OpenXR approach, and was actually able, through his own passion and then support from his other colleagues, to get stuff fixed so that we could support VR in specific cases. That's how we decided at some point, hey, you know what? This is actually pretty cool. Let's release it, right? We have a unique chance at CIG to be able to work on a custom engine and on custom technology. And so, encouraging that effort, we decided to release an experimental mode to see if people like it. And the response has been pretty impressive overall. The results that we're able to get in VR are a testament to some of the decisions over the years that were taken and how the game has been made. And so there's a lot of little things that just shine when you put the VR headset on, that maybe if you're playing just on a PC, you're not going to appreciate as much. I'm going to call out Chris Roberts here, but Chris always insisted on taking the difficult approaches to build certain features. There's a lot of things where you're like, oh, we could have done it simpler on this one. Yeah, but we took the hard road and we actually delivered it. And so now when you put the VR headset on, well, you've got reverse IK in the seat, right? And it's the kind of thing where now all these decisions have paid off in VR. And I mean, even internally, the arrival of VR, even before the experimental mode was shipped, was tremendous. A couple of hours here around our VR rigs next to my sim rigs with the ship team going, oh, I want to see my ship in VR, let's go, let's go. Because designing for VR is a bit different; the sense of space changes and whatever. That's truly an experimental mode that we've been pushing. Obviously, there's a lot more people around Sylvain to help him out and get this there. But I think that this is a testament to the technical framework that we have at CIG that allows that kind of effort to not go unnoticed and to show up in the game.
Chat's currently arguing about whether VR is a low priority or high priority.
The priority at this point doesn't matter, because it's an experimental mode. It's a bit like eye tracking. It's a bit like all of these side projects, like head tracking, eye tracking.