I have to say, I am quite skeptical that resolution, FOV are even in the top 5 factors that are preventing a “strong Half-Life experience” being possible in VR. Headset price is.
I mean, I’d say:
- Motion sickness/headaches/blurred vision in potentially upwards of 70% of people (arguably upwards of 90%) in walk/run around FPSes.
- Motion tracking issues (including the impractical nature of room-scale outside the US or even in bigger cities in the US).
- Price of the PC required to push sufficient polys/fx etc. to not look like a game from 10+ years ago.
- Lack of real, tested, game designer experience with VR in general.
- Headset price.
- How the fuck you make any money off selling a full-budget AAA game to the three Steam gamers in one thousand who have VR headsets. Even if they increase the audience by 100%, that’s to six in one thousand. Increase it by a 1000% (not happening unless they literally give the sets away free) and it’s 3%.
People whinging about FOV and resolution are doing so, generally, after buying a VR set and accepting the basic premise of the whole thing, and they’re in a tiny minority. Higher resolutions without other stuff like foveated rendering are just going to make 3) worse, and I’ve never heard someone say “Well you can’t make a great VR shooter because of the FOV of current headsets!”.
So if that is what Valve are doing, then Valve dun fucked up. And with hardware they can’t do the usual Valve “Okay we fucked up, we take it back!” deal that they do with software (as they did with some stuff to do with Artifact, albeit not all the major issues, recently).
On a separate point, despite my eye-rolling at announcements of announcements, Bioware have said that there will be a Dragon Age-related reveal later in December (hopefully not “Dragon Age: Immortal”!) and Obsidian are finally unveiling Leonard Boyarsky and Tim Cain’s new game at the game awards. The message announcing it at the Obsidian site has a sort of “Retrofuture Space” vibe, which is interesting.