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Lupin3rd
12 years agoProtege
Oculus Certified
After Reading the VR Sickness Blog entry below: http://www.oculusvr.com/blog/vr-sickness-the-rift-and-how-game-developers-can-help For others we need the help of developers to do the right thing, u...
xSpektre
12 years agoHonored Guest
With retrofitting games in mind, how difficult is it for developers to convert old games to be compatible with the Rift? Would the availability of Stereoscopic 3D be sufficient? Also, would fitting an engine with Rift capabilities speed up the process? And if so, by how much? The topic of things being "Oculus Certified" and Tom's response got me thinking as to how difficult it would be for even the average coder to get recent games fitted properly for the rift. I understand Vireio and Vorpx can do it, but not to the extent that 'native support' from devs can do it.
What I've really had in mind is replaying Bioshock Infinite when I get my Rift, simply because I loved the art direction and the cityscape.. and would really like to experience it the way one experiences New York for the first time.. (ironic, if you've played the game.) I'd like to know if it's easy/worth the effort for the devs to code Rift support into their Bioshock series natively. Like I said, I know Vorpx can do it, but Cymatic Bruce + me going cross-eyed saw that the 3D effect isn't as profound or convincing as in other natively supported games.
What I've really had in mind is replaying Bioshock Infinite when I get my Rift, simply because I loved the art direction and the cityscape.. and would really like to experience it the way one experiences New York for the first time.. (ironic, if you've played the game.) I'd like to know if it's easy/worth the effort for the devs to code Rift support into their Bioshock series natively. Like I said, I know Vorpx can do it, but Cymatic Bruce + me going cross-eyed saw that the 3D effect isn't as profound or convincing as in other natively supported games.
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