Any VR devs on Yea Forums? How should I go about becoming a dev myself? Also, which HMD should I focus on...

Any VR devs on Yea Forums? How should I go about becoming a dev myself? Also, which HMD should I focus on? I want to create content for VR because I'm passionate about games but don't know where to begin.

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Might wanna try regular game dev first

Buy a dev kit obviously.

Is that important to do? Why isn't it a good idea to go straight into VR since that's what I'm interested in?

If you can't do regular game development, you can't do VR game development.
Do you know ANY programming? 3D art, rigging, textures, animation?

uhhhh i just use RPG maker, but im sure i can export it to VR easily

Only college starter courses for C++ and Python. I'm not much of a programmer. I was thinking I could get by with UE4 and Blueprints / plugins, and then learn the tech artistry stuff as I go along.

>Also, which HMD should I focus on?
Open platforms that don't use DRM to force the end user to use a particular brand of display.

It's like saying "I make videogames but only for Viewsonic monitors"

baitconfirmed.py

So nothing Facebook-owned in other words?

SteamVR/OpenVR on the PC side, since pretty much all headsets support that and it's designed to work with multiple kinds of headsets. Also PSVR maybe, since it's supposed to have a large (for VR) install base, but targeting PSVR may restrict you in terms of game design since it doesn't have proper tracking like the PC headsets do.

> I'm not much of a programmer.
gamedev isn't for you

Games involve a lot more than programming.

store.unity.com/download

assetstore.unity.com/packages/tools/integration/steamvr-plugin-32647

Fuck around with the examples.

Sure, but if you are doing it one-man-band style, you need to be able to code.

Thanks guys

I'm hoping to work with other people down the line. I'm not really interested in putting out my own games, but in putting out games that need teams to be made.

Potentially, yes, but you can also write a competent 3D game with vim and cmake and nothing else.

VR is a meme gimmick fad that is already over. Don't waste time and money like I did.

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>like I did.
What headset did you buy?

>Only college starter courses for C++ and Python. I'm not much of a programmer.
Then this user is right:
>Might wanna try regular game dev first

Sauce: I work for a VR company that predates Oculus. It's legitimately much harder to make good software for VR than other platforms like mobile, PC and console.

Don't make the same mistake that I did and go work in management

At last the truth comes: out

You want to use either Unity or Unreal Engine 4. These will let you release on any device you want and are the easiest to work on.

You should focus on PSVR though. Literally 50% of the VR installed base is on PS4 and this margin will only get larger. Sony pushes some strict standards for PSVR(90 FPS, no drops) but you'll get them right eventually.

>Focus on the worst available VR platform with guaranteed licensing fees and a locked down machine that will be obsolete as development target by the time you've learned the necessary skills.

What are the requirements for a PSVR dev kit?

PSVR was confirmed to be forward compatible with PS5. If you can get your game to run on PSVR then it will easily run on Quest or/or any low-end PC.

>alienating the largest installed base by treating them as 2nd class consumers
Sounds like a good idea, no?

That I do not know. Shouldn't be very high though. You should probably get a working prototype of your game running on PC first and then request a Dev Kit.

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it's a shitty vr-console-war troll.

VR headsets are distinct enough that platform warring makes sense. It's like the 90s again.

>new to VR game dev
>focus on the platform with the highest barriers to entry and lowest ceiling for what can be accomplished with it
okay

Are you good at math? Even if you think you are, it's still not good enough for VR dev.

If he can get far enough to be issued a dev kit then he won't stop before releasing it. I think the fact that you're alienating the user base that has over 50% market share is a worst issue. VR Devs cannot afford to be picky about which platforms to developer for, they should always release on everything.

Here's the solution to this: dev on PC but try to keep the project's total file size under 500mb. Any textures/audio/particles that fit in that will run on any machine, assuming you haven't made some awful memory leak.

I'd rather be a creative director than a manager.

Of course you need to dev on PC, I'm just saying that you don't want to alienate consolized VR platforms.

>Focusing on endgame profitability and market share instead of something that will actually get you started and is more likely to let you know if you are actually capable of making a VR game.

Enjoy not getting 35% bonuses then
>working because you're passionate
No such thing