POLL: Should Egosoft make X4 VR compatible?

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POLL: Do you own both X4 and a VR Headset or are you interested in VR if the game supported it?

YES - I own X4 and DO own a VR Headset
77
32%
NO - I own X4 but DO NOT own a VR headset and have no intention of buying one
148
61%
POTENTIALLY - I own X4 and would consider buying a VR headset IF the game supported VR
17
7%
 
Total votes: 242

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Re: POLL: Should Egosoft make X4 VR compatible?

Post by NightIntruder »

People believing X4 isn't space sim are obviously right, however they are somewhat wrong ;) Maybe they play the game on map only or they're focused on economic/strategic layer of the game, and that's where they false belief comes from? Whichever the case is, I've been playing dozens of various sims for 3 decades and I can smell a sim game from another galaxy. Didn't anyone notice 7.5 update is mostly about improving the simulation and flight physics layers? Ofcourse, it's a space sandbox, however major part of it is a space sim. Yeah, not a hardcore one, as those beasts are an extinctioning specie, not many of them left, but still...

I do have VR googles, been using them a lot in other sims. Yeah, I do have HOTAS, too. The first time I played in Elite Dangerous: Horizon using VR was like OMG, although I had already been playing the game for ca. 2 years. I've played ED:H in VR only ever since. I would love to be able to "feel" the size of asteroids, ships, stations in X4, be a part of the world, not seeing it on a screen one meter away from myself. And X-serie has a big advantage over ED and any other space sim known to me, and it is the moddability of the game. I even tried alternative approach to play X4 in pseudo-VR on SteamVR with use of payware application, but the outcome was crappy, just like movie theater feeling, no real 3DVR feeling. But that's me - a big fan of immersion, authencity and realism.

I don't know where ambitions of Egosoft end, where their love and support to its fans end, but I suppose all of it end where budget ends. After all, it's commercial company that might not have a luxury of conducting bussiness experiments, just because some of their customers would love to be a part of it. I belive in bussiness both experience and intuition of the Egosoft staff as they've been doing it for decades. If they say "no" there must have been serious reasons behind it. And reading this thread I can honestly say that somewhat I can see unspoken "NO" from Egosoft and I suggest all participants to go back to enjoying the great game that is X4 without VR :) It's a real pitty, as having VR support is something very few space sims have, but is understandable for me at least. Not sure if releasing in wild the VR implementation code for modders to tinker with is a viable option, but I'm suggesting it anyway ;) Who knows, there were different miracles happening in the game industry throught my life.
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Re: POLL: Should Egosoft make X4 VR compatible?

Post by vvvvvvvv »

Y-llian wrote: Tue, 17. Dec 24, 13:49 Also, you continue to ignore the 68% who voted against which seams a little disingenuous... If we follow your extrapolative logic, doesn't it also suggest 68% of the player-base don't want VR? See the issue with broad extrapolations such as this?
I am honesty not sure, why that would matter. Because VR existing wouldn't affect them in any way, and people who want VR has been asking for the simplest possible implementation that takes least amount of time to implement. It is like your neighborhood voting against you ever having a car. Or unanimously deciding that you should be only allowed to wear pink.

The important part is that a third of players want VR. If it is a reasonable priced addon, and data is a slice, you can estimate number of sales through player count data. VR being a factor dragging people in is indeed a thing, as I can confirm myself. The reason for playing Elite Dangerous and No Man's Sky was VR support. Neither game interest me in flatscreen form. Lastly, it was expained many times over in the thread, and people keep ignoring it...There isn't an "investment". All necessary things are almost completely in place, it is 95% done. Enable VR camera, make software mouse cursor, that's it. Just helmet, no motion controls, no optimization, NOTHING. Naysayers in the meantime keep acting as if it requires to build a particle collider in asteroid field. Don't want to advertise it? Make it experimental, unsupported like Euro Truck did it. VR was the only reason why I played it, by the way.

Earlier counter argument about Rebirth VR also had not addressed the issue where situation has changed since the release of rebirth. API got streamlined, there's OpenXR, none of which existed back then. New semi-autonomous headsets do not glue last received frame to your face when fps drops, meaning it is possible to play at sub-maximum framerate, though you'd be seeing "runaway black" at the edge of your vision. That's how people play X-Plane 12, by the way. It struggles to give over 40 fps in VR. It is manageable. Rebirth was build during pioneering phase and then those issues were indeed present.

That is me being sensible and understanding, by the way. I did provide information which, as far as I'm aware, is correct, and I'm not the only one. The result, however, is that people keep ignoring everything being said. They do not read the arguments, they do not investigate anything, they jump at the end of the thread to valiantly protect egosoft from the forces of ultimate evil that seeks to destroy the fabric of reality itself. The ultimate evil being VR fans, asking for cheapest possible way to make it happen. It is very frustrating, repeatedly wading through this sort of thing, did you know that?

Then, let's for example, take this poll. Statistics are an interesting thing. Regardless of your position, it is possible to twist the result. If the poll supports your idea, you can claim, that this is a representative slice of population and therefore you're right. If the poll doesn't support your idea, you can claim that the sample is too small, results are invalid, and therefore you're still right!

And meanwhile while people were asking for VR, Egosoft created Timelines. I also already mentioned that Timelines would make a good VR experience, which could be a way to salvage it. Again, everything ignored. The game also support eye trackers which I've never even seen before, but not headsets which are probably much more common now. Speaking of which in my area that Tobii Tracker costs more than Pico 4. Again, people change, "just enable camera, mouse/keyboard/gamepad play, do not gut anything!". Again, everything ignored and another "investment" argument appears.

Yes, it is frustrating.

*sighs*

Like NightIntruder said, being able to see your ship from VR is an amazing experience. It also teaches you quickly that Elite, for example, has a ton of poorly designed cockpits, which are large enough to hold a small football game within. But there are few good ones, like Sidewinger. Sidewinger is a cozy little deathtrap. There are nice details there, like that little med kit, flight manual, it is a ship built with love. You start it up, look up and see the canopy right above you. Beyound it lies the void and your death, should it be ever breached. In larger ships you quickly learn to manuever while looking to the side. You turn your head watching the target, and make proper approach. You learn why fighter ships have glass ceiling in canopy. In dogfights you look up with your head. You learn to appreciate lakon canopies which give you the best view and so on. X4, on average, has better cockpits and better ships. A simple Irukanji would've been a glorious sight and a great view. Or Split Cobra. With new flight model it would be a great way to play the game more in person instead of staring on the map. Yet here we are with no VR support. Dreaming of the way things could've been.
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Re: POLL: Should Egosoft make X4 VR compatible?

Post by alt3rn1ty »

NightIntruder wrote: Wed, 18. Dec 24, 23:03 ~ If they say "no" there must have been serious reasons behind it. And reading this thread I can honestly say that somewhat I can see unspoken "NO" from Egosoft and I suggest all participants to go back to enjoying the great game that is X4 without VR :) It's a real pitty, as having VR support is something very few space sims have, but is understandable for me at least. ~
Its not an "unspoken no", its a definite no. Egosoft have already said no multiple times every time a VR enthusiast topic like this comes up.

Its repeated again in the third post of this topic ..
X2-Illuminatus wrote: Sun, 28. Jul 24, 08:49 The last request for VR support is just a few threads further down with a reply from CBJ why VR support isn't feasible:
CBJ wrote: Fri, 26. Jul 24, 20:09 I'll just quote what has been said on the last dozen or so times this was brought up. :)
CBJ wrote: The issue with VR ... is not just about whether there's a market for it, but whether the cost of implementing it relative to the size of that market actually makes sense.

Implementing VR is not as cheap and easy as the VR manufacturers would have you think. Aside from the overhead of supporting numerous different VR implementations in order to capture enough segments of the fractured market to make it viable at all, making it comfortable to use means cutting down on key elements of the game to achieve the high framerates required, adapting the user interface and control system, and making numerous other smaller changes, all of which takes a considerable amount of work. Our experience with XR VR showed that while it was a really nice addition to the game, and great fun to work on, the numbers simply didn't add up. Nothing that has happened since then has convinced us that that situation has changed, and we cannot afford to keep throwing money at VR on the off-chance that it may one day pay off.
I think everyone just keeps pushing different ideas as a tactic to see if ES will give in and waste more of their indie company time/money on the same experiment .. again. I honestly can't see them changing their mind on this.

I have read the whole topic, understand the ideas proposed, and have nothing against VR, it just seems like a waste of peoples time re-running the badgering of Egosoft.
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Re: POLL: Should Egosoft make X4 VR compatible?

Post by NightIntruder »

alt3rn1ty wrote: Thu, 19. Dec 24, 00:05 Its not an "unspoken no", its a definite no. Egosoft have already said no multiple times every time a VR enthusiast topic like this comes up.
Its repeated again in the third post of this topic ..
I must have missed a large part of CBJ's comment, my apology. Yes, it's a definite "no", indeed :) But, I don't think there's any "bad will" there, no... People are enthusiastic about VR, and they enjoy playing X4, so no wonder they would love to have both in one package. I'd be thrilled myself, so I can understand this stance. Also, any suggestions about new features in general come from exactly the same - one's love for the game and the desire that the game will bring even more enjoyment in one's particular style of playing. At least, it's what drives my personal commitment in the community and the X4 modding scene. We, players, may simply not understand all constrains and costs game development brings to a table so a trust in the developers may fill the gap sometimes.
Thank you for claryfing the situation.
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alt3rn1ty
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Re: POLL: Should Egosoft make X4 VR compatible?

Post by alt3rn1ty »

NightIntruder wrote: Thu, 19. Dec 24, 00:54 ~ But, I don't think there's any "bad will" there~
No there's no bad will, its just business and economics.
~At least, it's what drives my personal commitment in the community
Hmm, you have made 9 posts so far. A bit sparse on the "commitment".

Anyway it doesn't matter, everyone uses forums/discord/fly by night chat groups to try and influence how their favourite software development goes, and switch comunications channel appropriately to try and influence more weight on a given subject. Its just a new kind of human nature to try and increase the quality of your passtime.
I think its maybe a bit disrespectful that the people who engage in such strategy consider the developers as gullible enough to fall for it.
There's nothing clever/seductive happening in these repeat topics. Its just blatant badgering, and selective reading (like selective hearing, read what aids your agenda but skip acknowledging anything negatively influencial to the cause) :D

Too much gin, bugging out in case I turn into a keyboard warrior. Kind regards.
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Re: POLL: Should Egosoft make X4 VR compatible?

Post by Y-llian »

I agree, no bad will at all in asking but of late, it feels a bit like campaigning. And that’s where I feel we as players should reflect a bit…

These discussions almost always end up being about technical possibilities instead of focusing on the VR market reality. And that’s really the main point as I see it. The VR games market appears to be contracting with studios citng four main issues:

1. The cost of supporting various VR devices is prohibitive.

2. There’s not enough VR players in the existing player base to warrant further development or support.

3. Sales of VR games are lacklustre leading to losses in development capital and time.

4.The price of VR headsets still make them a niche product and puts a large portion of the regular gaming market out of reach.

Now. as a VR user I find this a worrying trend indeed. Perhaps things will change, I hope so. But it’s also why, in good conscience, I’d discourage VR development/support at this time. Maybe wait for the market to stabilise or for more synergy across devices. Meta seems to be hell bent on conjuring a market through sheer force of will, maybe they’ll succeed who knows, and market conditions will change.

But for right now. It feels somewhat self-serving to campaign for VR support when we VR players know the situation isn’t that rosy…

Best
Y.

P.S. Here’s an article which mentions some of the points I’ve raised for those who might be interested.

https://www.gamedeveloper.com/business/ ... stagnation
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Re: POLL: Should Egosoft make X4 VR compatible?

Post by NightIntruder »

alt3rn1ty wrote: Thu, 19. Dec 24, 01:46 No there's no bad will, its just business and economics.
I don't see any bussiness or economics in my simple desire to have the best immersive experience in the game I like and decided to get involved in. But, perhaps, cirmustances alter cases. Nothing wrong with that, tho.
alt3rn1ty wrote: Thu, 19. Dec 24, 01:46 Hmm, you have made 9 posts so far. A bit sparse on the "commitment".
And how many posts do you think make someone committed? I am really curious seeing serious answer, if such exists. But I wouldn't mind an anecdote either :)
alt3rn1ty wrote: Thu, 19. Dec 24, 01:46 Anyway it doesn't matter, everyone uses forums/discord/fly by night chat groups to try and influence how their favourite software development goes, and switch comunications channel appropriately to try and influence more weight on a given subject. Its just a new kind of human nature to try and increase the quality of your passtime.
I think its maybe a bit disrespectful that the people who engage in such strategy consider the developers as gullible enough to fall for it.
There's nothing clever/seductive happening in these repeat topics. Its just blatant badgering, and selective reading (like selective hearing, read what aids your agenda but skip acknowledging anything negatively influencial to the cause) :D
Selective reading, or rather, inattentive reading, is something I can feel guilty about, today. The rest... well, I don't accept any of the other arguments or observations because I just don't feel like that part of your statement was directed at me. In fact, I barely understand what you're trying to explain, so I'm gonna leave it as is :)
Kind regards.
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Re: POLL: Should Egosoft make X4 VR compatible?

Post by vvvvvvvv »

Y-llian wrote: Thu, 19. Dec 24, 01:58 I agree, no bad will at all in asking but of late, it feels a bit like campaigning.
If people want a feature, they'll keep asking for until it is added, or until sun explodes, whichever comes first. Decisions aren't set in stone and change over the time. So yes, people are gonna campaign.

In this situation, as already mentioned X4 has almost all work in place for it to work. Which has been repeatedly brought up in the thread but has been ignored.
A somewhat similar, but far more infuriating situation happened in elite dangerous where VR is forcibly disabled for odyssey content, in first person you get ugly giant screen, but if you enable a camera drone you see all those "impossible to render" interiors in full VR except you can't interact with interactive elements. It is pure insanity.

And regarding self-serving ... excuse me, we're all customers here, buying game for ourselves to enjoy, and not some abstract noble goal. If I want a feature, I'll ask for it. Of course it is self-serving, because that's what I want to play.
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Re: POLL: Should Egosoft make X4 VR compatible?

Post by Ruderali »

I have VR, I love VR, if X4 had a proper VR implementation I'd play the shit out of it. However adding support beyond the basics you can acheive with VorpX or similar openIR implementations would constitute a significant amount of work that other areas of the game would benefit from more. The actual experence you can get with 3rd party tools is already really quite good so the potential improvements we could see with a 1st party implementation would be marginal.

That said, I think the VR community would certainly be happy to pay for a good 1st party intergration. If Egosoft were to shop out the development to another studio so they could keep their team working on core gameplay updates, I think there would be the potential for a return on investment. If they added hand tracking support in the UI, maybe gesture/voice commands for pilots/wings and a good flight controll scheme for the 2-3 major VR controllers. I'd pay a good chunk of change for that.

I think the VR community accepts that we need to pay for things tailored to us because we just don't have the market share to make it worth publisher time (and the fact that if you can pay $600 to strap a box to your head and have the space in your house to run around with a box on your head, you can probably afford to drop more than $25 on an impulse purchase). And with the Star Citizen community coming over, I hope Egosoft has some things for us to throw money at. I have an IAE sized gap in my 'buying stupid shit' budget that I'd really like to throw at a game publisher interested in making a great space game.
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Re: POLL: Should Egosoft make X4 VR compatible?

Post by Y-llian »

vvvvvvvv wrote: Thu, 19. Dec 24, 08:06
In this situation, as already mentioned X4 has almost all work in place for it to work. Which has been repeatedly brought up in the thread but has been ignored.
A somewhat similar, but far more infuriating situation happened in elite dangerous where VR is forcibly disabled for odyssey content, in first person you get ugly giant screen, but if you enable a camera drone you see all those "impossible to render" interiors in full VR except you can't interact with interactive elements. It is pure insanity.
I have no doubt that you can make X4 VR “supported” as you’ve previously argued. What I’m not convinced by is whether the effort makes sense given the VR market. And as you know, post development the game’s compatibility with the headsets will need to be supported (plus there’s new releases) all that brings with it additional overhead.

Now, you’ve worked in game development. Why should a studio foray into VR (again in this case) when the first attempt didn’t bring them enough sales? And looking at the current VR market would suggest the result would be the same again…

I share your frustration with ED. But it seems to me that further supports Ego’s decision not to continue VR development. Frontier decided (a much larger studio) that it’s not worth the expense but the larger point is, they are not alone in having reached that conclusion e.g Mojang. The VR game development space is not a happy place right now…

Best
Y.
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Re: POLL: Should Egosoft make X4 VR compatible?

Post by vvvvvvvv »

Y-llian wrote: Thu, 19. Dec 24, 10:47 What I’m not convinced by is whether the effort makes sense given the VR market. And as you know, post development the game’s compatibility with...
Everything about this game indicates that this is highly likely to be an EXTREMELY quick task. As can be done by one guy in a few weeks time.
The idea would be not to target a headset, but a universal platform like steamvr or openxr. Those provide abstraction layer over headset, so you won't be bogged down with vendor-specific SDKs

Have you seen this, for example? https://steamcommunity.com/sharedfiles/ ... 2957030766
Y-llian wrote: Thu, 19. Dec 24, 10:47 Why should a studio foray into VR (again in this case) when the first attempt didn’t bring them enough sales?
Because they want money and it is a quick task in this case which can grow user base.

Time does not stand still and marches on. Technologies change. It has been six years since rebirth VR. The situation right now is very different from situation back then. Very small studios implemented VR. See BeamNG, EuroTruck, and also conversion mods.

All of this has been discussed in this thread.

I'll also remind you that teams behind BeatSaber or SuperHot are smaller than egosoft.
Y-llian wrote: Thu, 19. Dec 24, 10:47 Frontier decided (a much larger studio)
Frontier decided that they'll play publisher and that will totally work out. It didn't work out, and now they're panhandling in an absolutely disgusting way.

From what I can tell they have a skeleton crew which makes very small amount of content and they make bombastic announcement for making just ONE ship that doesn't even reach quality of the original release. They're a bad role model. As far as I can tell they burned their money and reputation.
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Re: POLL: Should Egosoft make X4 VR compatible?

Post by Y-llian »

Ruderali wrote: Thu, 19. Dec 24, 10:45
I think the VR community accepts that we need to pay for things tailored to us because we just don't have the market share to make it worth publisher time (and the fact that if you can pay $600 to strap a box to your head and have the space in your house to run around with a box on your head, you can probably afford to drop more than $25 on an impulse purchase).
Unrelated but let’s have a bit of levity. I do enjoy watching videos of folks running around with their head boxes. It’s quite funny… And embarrassingly, my partner decided to video me doing it… HORROR! 😮 lol.
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Re: POLL: Should Egosoft make X4 VR compatible?

Post by linolafett »

vvvvvvvv wrote: Thu, 19. Dec 24, 11:13
Y-llian wrote: Thu, 19. Dec 24, 10:47 Why should a studio foray into VR (again in this case) when the first attempt didn’t bring them enough sales?
Because they want money and it is a quick task in this case which can grow user base.
It is not a quick task.
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Re: POLL: Should Egosoft make X4 VR compatible?

Post by alt3rn1ty »

NightIntruder wrote: Thu, 19. Dec 24, 03:23 ~ I barely understand what you're trying to explain, so I'm gonna leave it as is :)
Kind regards.
:) Thats probably because I was a drunken slob last night and failed to put the keyboard away :oops:
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Re: POLL: Should Egosoft make X4 VR compatible?

Post by Y-llian »

alt3rn1ty wrote: Thu, 19. Dec 24, 11:34
NightIntruder wrote: Thu, 19. Dec 24, 03:23 ~ I barely understand what you're trying to explain, so I'm gonna leave it as is :)
Kind regards.
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Re: POLL: Should Egosoft make X4 VR compatible?

Post by vvvvvvvv »

linolafett wrote: Thu, 19. Dec 24, 11:32 It is not a quick task.
I don't see the codebase so I can't know. There also has been repeated miscommunication between what people ask for and what other side THINKS people ask for. Because repeated request was "head tracking, VR camera and nothing else". Then people being talking about optimizing content meaning they aren't listening to anything being said.
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Re: POLL: Should Egosoft make X4 VR compatible?

Post by CBJ »

There has not been any miscommunication. A handful of existing players on the forum saying they want a "limited" VR implementation does not make it a viable proposition. As has been explained before, the commercial reality is that such a "limited" implementation is not as trivial as people would like to think, but more importantly it is also not acceptable to a broad spectrum of VR players. The result when such an implementation is presented to a wider audience is complaints about performance, negative response to lack of support for a range of different devices, and so on, resulting in poor reviews of the VR implementation and often the game as a whole. That means few additional sales, lost goodwill (potentially leading to fewer sales), and a lot more work to try to rectify the situation.

We fully understand the enthusiasm for VR among people who have the hardware and want to make the most of it in their favourite games, but just repeating the same unsupported claims about the viability of implementing it, that are in direct contradiction to our technical and commercial experience, is not going to change our minds about it.
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Re: POLL: Should Egosoft make X4 VR compatible?

Post by vvvvvvvv »

CBJ wrote: Thu, 19. Dec 24, 12:36 There has not been any miscommunication. A handful of existing players on the forum saying they want a "limited" VR implementation does not make it a viable proposition. As has been explained before, the commercial reality is that such a "limited" implementation is not as trivial as people would like to think, but more importantly it is also not acceptable to a broad spectrum of VR players. The result when such an implementation is presented to a wider audience is complaints about performance, negative response to lack of support for a range of different devices, and so on, resulting in poor reviews of the VR implementation and often the game as a whole. That means few additional sales, lost goodwill (potentially leading to fewer sales), and a lot more work to try to rectify the situation.

We fully understand the enthusiasm for VR among people who have the hardware and want to make the most of it in their favourite games, but just repeating the same unsupported claims about the viability of implementing it, that are in direct contradiction to our technical and commercial experience, is not going to change our minds about it.
Well, then people will periodically keep asking until things change or until another game appears and people leave for it.

Please consider earlier possibility about providing a hook so modders can try to do it.
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Re: POLL: Should Egosoft make X4 VR compatible?

Post by Ruderali »

CBJ wrote: Thu, 19. Dec 24, 12:36 There has not been any miscommunication. A handful of existing players on the forum saying they want a "limited" VR implementation does not make it a viable proposition. As has been explained before, the commercial reality is that such a "limited" implementation is not as trivial as people would like to think, but more importantly it is also not acceptable to a broad spectrum of VR players. The result when such an implementation is presented to a wider audience is complaints about performance, negative response to lack of support for a range of different devices, and so on, resulting in poor reviews of the VR implementation and often the game as a whole. That means few additional sales, lost goodwill (potentially leading to fewer sales), and a lot more work to try to rectify the situation.

We fully understand the enthusiasm for VR among people who have the hardware and want to make the most of it in their favourite games, but just repeating the same unsupported claims about the viability of implementing it, that are in direct contradiction to our technical and commercial experience, is not going to change our minds about it.
Yup, I remember that initial Subnautica VR implementation that put a dent in their consumer confidence. They basically just replicated what 3rd party tools would allow you to do but with 1st party support. It was a marginally better implementation than you got with VorpX or similar but because it was advertised as something you could play in VR not just a convenient way to get the 3rd party tools running, the expectation was for something bigger. I think if Egosoft wanted to do that, they could follow Arma 3 dev Bohemia's model of 1st party mods where they release content generated by their team as free mods on all major platforms, but with an understanding that it might not have the same polish and support that an official feature would get.
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Re: POLL: Should Egosoft make X4 VR compatible?

Post by CBJ »

vvvvvvvv wrote: Thu, 19. Dec 24, 12:46 Well, then people will periodically keep asking until things change or until another game appears and people leave for it.
People are welcome to keep asking; it is one of a number of sources that help towards maintaining our understanding of the level of interest in VR. However repeatedly insisting that we're not listening, or that we don't understand, is not helping anyone.

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