Cloud Imperium Games’ Chris Roberts has revealed the company’s plans and progress for VR on Star Citizen.
As always, Roberts gives a detailed explanation, shedding light on the developer’s train of thought in making their decisions.
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As he had mentioned before, Roberts points out that they have forked CryEngine to suit their needs and objectives for Star Citizen. In spite of this, they still stay in contact with the CryEngine engineers in Germany to help them out in areas they aren’t as strong on.
One of these areas is VR. While CIG has focused on making Star Citizen, CryEngine’s team has been iterating and improving VR support on their engine.
To sum, VR support for Star Citizen isn’t necessarily down to how long CIG will work on it, but on how much help they can get from CryEngine. Roberts hopes they will be able to support all commercially available headsets.
How do you feel about CIG’s Star Citizen VR plans? Share your thoughts with us in the comments.
You can read Robert’s transcribed comments below.
The status of VR integration is that we’ve been pretty busy with getting [Alpha] 2.0 [out] and we’re trying to get 2.1 so I would say we still have some stuff to integrate from the most recent CryEngine drops. They’ve been actually doing quite a lot of VR, I’m pretty sure you guys have noticed that they’ve completely doubled down and they’re all VR now.
So there are some updates on VR that we need to integrate in. It’s a little more complicated because we’ve changed the engine so much, we’ve changed the rendering pipeline to enable us to do a lot of things that we need to do so it’s not very easy. Nowadays we’ve diverged from CryEngine where we don’t take regular updates from them any more although we will cherry pick certain features that maybe we’re not working on that we think would help out well and VR is a good example of that.
So it’s really just a matter of getting some engineering time in the Frankfurt team. The Frankfurt team… [includes many of] the guys that originally did the VR work at Crytek so they know it pretty well but I would be expecting it to get up to speed with the most recent [VR] stuff sometime early next year.