While Unreal Engine 3 earned a reputation as a high-end engine for AAA studios, Epic’s made serious attempts to simplify UE4 and make it more approachable (and far more affordable) for smaller teams. They’ve had to, because indie darling Unity has done so much to democratize game development.
Unity, like Unreal, has built-in VR support, but that doesn’t mean much by itself; the crucial element is how Unity handles developing for multiple VR platforms. “Fantastic,” according to the developers at Owlchemy Labs, who’ve been working on Job Simulator for SteamVR, the Oculus Rift, and Sony’s PlayStation VR.
“We have to do a little bit of tweaking. Everything’s really early. But it’s been fantastic,” said Owlchemy’s Devin Reimer.
“We’d be out of business if we weren’t using an established engine like Unity or Unreal. If we were trying to write our own stuff we’d be fucked,” added Owlchemy’s Alex Schwartz. “Unity’s been really helpful, and they know VR is a big play, so they’re bringing us into their loop on betas and alphas. We get to try early stuff and give feedback….So yeah, integrating multiple SDKs into the project is great. They’re also going with this concept of ‘VR default multiplatform,’ where built into Unity would be out of the box support for all these platforms.”
VR development will still suffer some growing pains over the next couple years, and it’s true that the volume of competing SDKs and hardware platforms is messy and a bit confusing. It’s still unclear how exactly Razer’s OSVR SDK, Valve’s OpenVR SDK, the Oculus SDK, and every hardware platform will live together. There’s also Nvidia’s GameWorksVR and AMD’s LiquidVR, which both strive to improve VR performance.
There will be some confusion and some fragmentation. But it seems like the major engines, including CryEngine, will enable developers to build multi-platform games with relative ease. And that means that, as gamers, we won't have to care too much about which headset we're using. Plenty of games will just work.
While Unreal Engine 3 earned a reputation as a high-end engine for AAA studios, Epic’s made serious attempts to simplify UE4 and make it more approachable (and far more affordable) for smaller teams. They’ve had to, because indie darling Unity has done so much to democratize game development.Unity, like Unreal, has built-in VR support, but that doesn’t mean much by itself; the crucial element is how Unity handles developing for multiple VR platforms. “Fantastic,” according to the developers at Owlchemy Labs, who’ve been working on Job Simulator for SteamVR, the Oculus Rift, and Sony’s PlayStation VR.“We have to do a little bit of tweaking. Everything’s really early. But it’s been fantastic,” said Owlchemy’s Devin Reimer.“We’d be out of business if we weren’t using an established engine like Unity or Unreal. If we were trying to write our own stuff we’d be fucked,” added Owlchemy’s Alex Schwartz. “Unity’s been really helpful, and they know VR is a big play, so they’re bringing us into their loop on betas and alphas. We get to try early stuff and give feedback….So yeah, integrating multiple SDKs into the project is great. They’re also going with this concept of ‘VR default multiplatform,’ where built into Unity would be out of the box support for all these platforms.”VR development will still suffer some growing pains over the next couple years, and it’s true that the volume of competing SDKs and hardware platforms is messy and a bit confusing. It’s still unclear how exactly Razer’s OSVR SDK, Valve’s OpenVR SDK, the Oculus SDK, and every hardware platform will live together. There’s also Nvidia’s GameWorksVR and AMD’s LiquidVR, which both strive to improve VR performance.There will be some confusion and some fragmentation. But it seems like the major engines, including CryEngine, will enable developers to build multi-platform games with relative ease. And that means that, as gamers, we won't have to care too much about which headset we're using. Plenty of games will just work.
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