Snowflakez;n10798261 said:
But this game is likely aimed at the "big three" - consoles and PC. I'm not saying a full VR port is impossible, just unlikely. Thus, the resources it would maybe take could maybe adversely impact the majority of the game's players for the benefit of a niche audience. I'm also not a business professional, so I could be totally wrong (maybe VR development is actually relatively cheap),
It is all good to save resources to cater to the majority of players, but is that not the mentality that leads to the relentless streamlining seen in most AAA games? After all, similar arguments could be applied to niche gameplay features, why spend resources on them when the majority wants graphics, movie quality cinematic presentation (including writing and acting), and great shooting? Of course, there are reasonable limits in both directions, it might not be worth including something that doubles the production costs and interests 1% of the players, nor dumbing down the game to such extent that it leads to major PR disaster. I do think niche features can have value compared to what would be the optimal use of resources with a fully market driven approach.
Having said that, based on their existing games and recent history, I would not worry too much about CDPR spending on niche technical features or platforms, my guess is that CP2077 will be released only on Microsoft Windows, Xbox and PlayStation, will only support Direct3D on PC, will not have advanced modding tools (beyond something comparable to the simple ModKit released for The Witcher 3), and will not support VR or other forms of niche display or audio technology. Not saying that is good or bad, and of course some of my predictions may very well be proven wrong.
I'm just assuming that it would be a large undertaking and perhaps not a worthwhile one.
While it is not known exactly how much the feature would cost to implement, it might be worth noting that companies many times smaller than CDPR had no trouble adding it to their games, so it is perhaps not too unreasonable to think that basic VR support (i,e, the ability to render to such device and some UI tweaks, as opposed to the gameplay being designed around VR) is not particularly expensive. Although it could be a similar situation to Linux, small indie developers will often support something even if it makes not much difference to the revenue either way, it could be just one employee being a fan of the technology, large AAA studios on the other hand tend to be more risk averse and conservative, if a feature is not expected to bring major extra profit or at least PR benefits, it is always considered "too expensive".
I actually hope VR gets so cheap, common and easy to develop for that its basically a port like any other. I would probably pass out from excitement if I had an affordable, full-fledged VR copy of, say, Cyberpunk 2088 in my hands.
To be honest, right now I am more tempted to think that VR will not take off, but we will see. However, nothing could if there were no developers willing to take some risks by being among the first ones to adopt new technology.
