Some updates and roadmap
I am sharing my mental model of going path forward as this will be some evolution to what I declared previously. Essentially public mods and paid will not be the same and let me elaborate on this, public mods will be based on my initially release framework and I will call it community, paid mods will be based on refactored and this refactored frameworks will not be public and will diverge from community, as some games as you might noticed started to inherit new framewrok it already contains some new or improved features. Also, I have heard demand for motion controllers support and for some games I will selectively implement motion controller aiming (not for starfield), this features will not be part of public mods. And third verry long shot I will introduce injector which will help with optimizing game settigns and other user friendly set up ( this is very long shot don't ask me when I can't even give any timeline on that).
P.S. I might need to expand on what I just said about motion controllers, as some patrons got freaked out by the poll I made. The result clearly stated that the priority should be more games over motion controllers. However, some mentioned that if I had stated the question differently, the answer might have changed—for instance, if the time required to make a mod with 6DOF were not as long as I had suggested. So, some mods with 6DOF are still possible. If I see that a game would benefit from 6DOF and that it would be relatively cheap to add, I can try doing it.
Some features I have in mind for vrframework:
right now switching runtime will require game restart, want to make it dynamic and may be add libOVR as native to oculus.
More advanced Foveaed features and may be skipping some effects on pipeline lelvel, and some culling hacks
More advanced hud tracking system to draw it in perspective not only scale
more performance tunning right now cpu part of framework is 1% overhead, but I am not fully trust this measurement
advanced resolution hacks to avoid this game window setting so it will not overlaup through window border or other problems causing to playaround with widnowed or borderless
more user friendly overlay redesign
Comments (25)
Cool mods. I just wish to express support for 6DOF and worthwhile motion controls for games it makes sense for -- Control and Stalker are good examples for this, while Assassins Creed I don't see much use in motion controls for. I haven't joined yet as it's primarily the Control VR mod I'd be interested in, although Stalker is a great one too.
Alan Wake 2….any way you can remove the switch to 2d screens for certain interactions or in-game cutscenes. It’s playable no doubt but just kills the immersion. Not to mention 4:3 gets in the way of some info dumps. Not sure why you went that rout but if it can be fixed to make these interactions more seamless that would be great
Somce scenes 2D ingame like between load zones this I not somethign you can do about it. Shoebox and inventory 2d was due to veriy weirght scaling isue with hud as it clip through and you don't see far parts. Map and riddles are 2d for a reason that you won't be able to select anything as cursor will be jumping like crazy back and forth and this will kill immersion even more.
Can't wait for you to convert a plague's talre resonance. The first 2 games were amazing in VR.
framework is getting better and better, will be much more reliable
is guardians of the galaxy still on the table?
Currently in plans cover next plague tale and new control. I am preparing mod fixes for now this takes offort
Don't know where to adress to You with question about game sugestion, but maybe You can take a look ar Heroes of Might and Magic: Olden Era, I think it will be similar in VR like TownsmenVR
I love hmm, but is isometric game, I don’t think it’s a good fit for VR
Hey, will you make a VR mod for Control Resonant when it comes out? I’ve been waiting for this game for a few years now but if you make a mod for it I will definitely wait to play it in VR.
Absolutely
Could you please make a mod for AC:Unity. Everyone would agree with me that AC:Unity is the best looking AC game in terms of NPC and animation viariety and perfect middle age Paris ambience. Of course i dont know whether its the same engine used in other AC games that you already done a VR mod.
I already mention, I already covered lot of titles and have no intention to go deeper in the past, only new titles will be considered
Dont waste too much time on controllers
I will not
I think this is the right way to do it, folks. I've been trying some of these titles and they are truly excellent. Premium level stuff that deserves support. Also he already has a pretty decent library of supported titles, and these do not overlap with other mod / framework developers. Pretty sweet, if you ask me. And he just announced the plan to improve the framework. So far, these are the right moves. On my side, I am fine with this. I'd be happy to support trailblazing developers with quality frameworks as long as there are valid reasons to do so, and the subscription model makes sense. If I may, Mutar, a humble request. One thing I would love to have is world-scale slider as a standard for your titles. Control has one and it is fantastic (albeit slightly limited) but I was a bit disappointed Ragnarok does not. That feature is such a good one to have, all VR engines should have it! (like SteamVR) Really helps with visuals too. In any case, looking forward to your upgraded framework!
this is part of almost any release I do for newer games and I am retrofiting older mods right now
You're skating on thin ice. Ubisoft explicitly states in its fan content policy that modifications must not be used for commercial purposes. Creating a stripped-down free version and locking the full version behind a paywall does not make the situation legal in any way. You risk a DMCA takedown as soon as Ubisoft's legal department notices the mods.
Not sure how, especially for ubi games wise mods will introduce same level of gameplay, difference will be ease of use
Great to hear from you Mutar! It did not even occur to me, but what a genius idea about having two versions of same game, reflecting your refinement work and advanced features for the paid version. I personally don't care about most of these prototype features, as I play on a TV, but it will unify your platform and hopefully accelerate game delivery in the future. I hope it will also allow you to set time aside for certain games, like Plague Tale Requiem, which seem to have some issues, like 3D switching off when looking in certain directions, maybe coming from a general performance issue (because it seems to get better if I select DLSS on, and Ultraperformance) Keep up the great work, your platform brings me a lot of pleasure and enhanced my 3D gaming!
i dont understand well, what is the main poin? Will this make more games in VR or less games in VR but with better quality or preformance? We are simple gamers, all what we need is more VR games in playable conditions (not neccesary be perfect). I hope you can clarify. Thank you!
All together, selected games means games which will benefit the most from this at the same time I don’t want to deal with scopes for now so selection will be very narrow
New Paetron here. I am loving your Mods, Keep up with your Godly works!! All the best!!
Happy to hear that you're considering 6dof game interactions. As for the new model, you know what's best. Hopefully that doesn't trigger TOS. You deserve the support you need.
Well, this is bad.
