Questions/Concerns Regarding VR Input Devices
Hey guys,
I have been watching the development of input devices such as the razer hydra and had a few questions regarding how the community is anticipating and handling the future.
I see all of these experiments with these input devices but can't help but feel that the vast majority of the public will maybe have an oculus rift and that's it. So the problem is that releasing a game with other input support while awesome and great for VR, has very little business benefits unless some sort of all-in-one VR bundle were released to the public.
What are your guys's thoughts on this? I'm considering adding this sort of input support to my oculus implementation, but it's significantly different from conventional fps systems meaning it needs to be worth the effort and I'm concerned the market wont be there.
Then there's also the concern regarding all these new input devices surfacing and the likelyhood of each needing an implementation and use of its own sdk. What is your take with the potential burden software developers will have with supporting a plethora of devices if they want their game to market-viable?
I have been watching the development of input devices such as the razer hydra and had a few questions regarding how the community is anticipating and handling the future.
I see all of these experiments with these input devices but can't help but feel that the vast majority of the public will maybe have an oculus rift and that's it. So the problem is that releasing a game with other input support while awesome and great for VR, has very little business benefits unless some sort of all-in-one VR bundle were released to the public.
What are your guys's thoughts on this? I'm considering adding this sort of input support to my oculus implementation, but it's significantly different from conventional fps systems meaning it needs to be worth the effort and I'm concerned the market wont be there.
Then there's also the concern regarding all these new input devices surfacing and the likelyhood of each needing an implementation and use of its own sdk. What is your take with the potential burden software developers will have with supporting a plethora of devices if they want their game to market-viable?
