So I’m a big VR proponent, and I love, love, love my DK2, but there are some things that seem like they could end up sucking up a lot of resources (as well as change the core non-VR gameplay):

1.) Gamepad support will be necessary. Not necessarily a bad thing, but it’s something to think about when building the UI, which leads us to…

2.) The interface issues with VR games remain pretty much unsolved as of right now. Text is hard or impossible to read, menu navigation is a nightmare, and I don’t even want to think about navigating an inventory screen. This is a soluble problem, but the fact that no one has solved it tells me that it’s probably not an easy one.

3.) The engine and game will have to support 75-90 FPS minimum and high resolution stereo rendering (we don’t know if the CV1 will be >1080p as well, but it’s possible). I’m not sure what level of beefiness you guys are aiming for as far as system requirements, but it’s safe to assume that adding VR will also add to the optimization workload.

4.) Control input is a moving goalpost with VR right now. Whatever control device Oculus eventually recommends (or releases) for the launch of CV1 is probably going to be the de facto standard for a while, so developing a VR game without knowing what it is seems pretty risky to me. But I dunno, maybe I’m off base here.

Anyway, I’m not a game developer, so if I’m overstating the problems then please ignore me. If it’s not going to be a big challenge then I am 100% for VR support. I just worry that it might end up being more trouble than its worth.