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If you really release the VR implementation in such a broken state once more, I am really done with this.
Originally I was thinking that this is the whole concept of stable binary versions directly from Epic. That you at least fix basic issues which were introduced in the preview of a new version before releasing them, knowing that they are broken.
I cannot do more than mess around with this preview versions and instantly reporting all issues I get. What’s the matter with them if you release it anyway in this state? If you would at least release a patch after release - but even that seems not possible.
At GamesCom I talked to the Epic guys about the current state of the VR integration, they told me that “VR is one of the top priorities for our CEO right know”. Yeah, sure.
Ok, I give up. I’ll switch to the Oculus Branch know, hope that they do their job better than you do with your ‘major’ releases regarding VR. Note: It’s not about making mistakes, I make a lot of them myself. It’s about not releasing fixes, even if they are working and letting hundreds of devs work with a broken implementation instead and then, after 2 months, introducing new killer bugs and not fixing them until release again.
What about Whiting’s post about better QA regarding VR? Does Epic have a QA process in place for VR? - XR Development - Epic Developer Community Forums
I was really, really hopeing that 4.9 actually fixes VR and not breaks it some more. And now I have to read, that Epic actually has no problems at all releasing 4.9 without the ability to detect if a HMD is actually active at all, I CAN’T BELIEVE IT.
PS: Yes, I am frustrated, and so would you after messing around for more than 8 months with this *mess *.
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While I can’t begin to understand your frustrations with this (as I have not tried out anything VR related), and while VR has yet to prove itself MORE then a passing fad (due to the actual setup costs of playing a VR game), I am sure that Epic knows what’s best for their engine. It’s all about what the market wants and what the market can bring them (via royalties, etc).
I do wonder what the actual percentage of VR users are in comparison to non-VR users for UE4 (dev/gamers), maybe that’ll put some things into perspective.
Keep doing what you’re doing Epic, you guys are doing an amazing job so far.