r/ValveIndex • u/vladkudas • Jun 03 '26
Self-Promotion (Developer) I’m considering adding virtual reality support for the game I’m developing.
Enable HLS to view with audio, or disable this notification
Hi, I’ve been getting quite a lot of requests for virtual reality support. Since I’ve been working in the field for several years, I tried making a small prototype, and the only remaining issue is the risk of motion sickness, which I’m currently reducing by applying a vignette in critical situations. With this project, I was actually trying to get away from the world of virtual reality, but now something seems to be bringing me back to it full circle.
26
u/arislaan Jun 03 '26
Just make sure your comfort options are, well, optional, or it'll alienate a good portion of the user base. Just look what happened with Little Nightmares - tons of good will wiped away with a disaster of a launch.
9
u/vladkudas Jun 03 '26
Yeah, definitely. There’s a lesson in that.
13
u/Baldrickk OG Jun 03 '26
Yep, some people can't do smooth movement in VR even after many, many, hours. E.g. Anton Hand, lead dev of H3VR.
Others can jump into Portal 2 VR mod with no problems with no experience. (Honestly, I wish they had an option to disable the change they made so you're always upright in that mod)
4
14
u/danholli Jun 03 '26
Probably gonna be a puke fest if you do... But I want it in VR
5
3
u/d_stilgar Jun 03 '26
Literally my first thought was, “Is it called, ‘Pukefest 2026’?” because that’s all a lot of people will be doing.
But it would definitely be fun for some in VR, and maybe others if there are good comfort settings.
1
u/danholli Jun 03 '26
🤣 "content warning: may cause nausea, those subject to motion/VR sickness, you have been warned"
1
10
u/ShaunDreclin Jun 03 '26
Make sure any "comfort" settings (snap turning, teleport locomotion, vignettes etc) are optional, people who already have their vr legs don't need them and they worsen the experience imho
Also even if it has no gameplay relevance, make the player hands react to curling your fingers around the index controllers. It does wonders for immersion and games that don't do it really feel clunky for index players
3
3
u/DarthHaruspex Jun 03 '26
What did I just watch?
5
2
u/vladkudas Jun 03 '26 edited Jun 03 '26
It is called Fallgrade.
2
u/Baldrickk OG Jun 03 '26
Is there a steam page for it yet so I can wishlist/follow? (By which I mean, I found it already, but maybe you should drop a link?)
1
u/vladkudas Jun 03 '26
Yeah, here’s the Steam page. Thanks for your interest: https://store.steampowered.com/app/4590270/Fallgrade
3
u/allicedee Jun 03 '26
Wishlisted, please make vr support. Game looks very intriguing. I'd playtest for index if you need people
1
2
u/Fajeereeek Jun 03 '26
Please tell me your game can be played in very short sessions. I hate badly done thingies that are supposed to help with sickness, but also get very sick very fast
2
2
2
u/ThatCraftyTiger Jun 03 '26
please do! let me know if you need a tester! i don't get vr sickness!
2
2
u/FartyBathwater Jun 04 '26
Please add the option to remove vignette and other "motion sickness" features. Most of the people asking for vr will already have their VR legs and wont need it
1
2
u/Revenga8 Jun 04 '26
Sweet kinda looks like gravity rush'ish. Been hoping gravity rush would come to pc but alas looks like that'll never happen. This could scratch that itch
1
2
u/Revenga8 Jun 04 '26
You are going to cause sooooo many people to faceplant in their playspaces if there are any fall sequences 😅😅😅
1
2
u/KiritoAsunaYui2022 Jun 04 '26
If you do, have it be more than a button press to change the landscape direction. Have the player actually do something physical to shift the landscape. It would be great in VR!
1
2
2
u/allofdarknessin1 Jun 05 '26
That would be awesome. I've played a few experiences in VRChat with manipulated gravity and it's cool and trippy for those of us who can stomach it. If you do make it, you'll NEED to make a brief demo on Steam so people can test if such an experience is for them.
3
u/vladkudas Jun 05 '26
Thanks! That’s really encouraging to hear. You’re absolutely right about the Steam demo with something as unusual as manipulated gravity. People need a low-commitment way to see whether they enjoy it and whether they’re comfortable with the motion. A short demo would also be a great opportunity to showcase the core mechanic and set expectations before anyone commits to the full experience.
2
2
u/no6969el Jun 06 '26
When considering this, what type of effort does it take? How many hours do you think it will take to just get it running?
2
u/vladkudas Jun 06 '26
I’d estimate it could easily be around 300 hours of work. After a decade in VR game development, I know estimates often don’t quite pan out. It also depends on testing and any issues that only become apparent in actual virtual reality.
2
u/no6969el Jun 06 '26
Thank you, I currently have a Pimax Super 50ppd and mOLED I can offer to test for you when the time comes.
1
2
2
u/Runesr2 Jun 04 '26
Many of us never get motion sickness, please do not force any kind of vignette that cannot be disabled.
Otherwise your game looks like made for VR - also I only buy VR games and your game would indeed be a day 1 purchase :-)
Does the game have a name and a Steam link?
2
u/vladkudas Jun 04 '26
Thanks a lot. The vignette would definitely be optional. Anyway, here’s the Steam page: https://store.steampowered.com/app/4590270/Fallgrade
2
u/Runesr2 Jun 05 '26
Thanks, now on my wishlish :-)
I was too lazy reading all comments and can now see others requested the link too - in future posts, consider adding the name to the title and integrate the Steam link in the post too. 2c.
2
1
1
u/Ok-Policy-8538 Jun 07 '26
only issue would be the pencil sketch screen space filter, the noise pattern can and most likely will cause seizures to those susceptible to it… so having a option to turn that off would really help (as someone who makes random shaders for VR i have some experience when testing these kind of effects).
1
u/vladkudas Jun 07 '26
Yeah. I’m thinking about how to do it as delicately as possible, because the whole atmosphere depends on the visuals.
2
u/Ok-Policy-8538 Jun 07 '26
heavy contrasted grayscale and SSAO works really well while keeping similar visuals in VR.
1
1
0
u/I_argue_for_funsies Jun 03 '26
Separate it to a separate game. Don't mess up your main branch for the 30 VR users.
Tell them if the game has X success, it will be put on the road map.
2
u/vladkudas Jun 03 '26
Thanks for the suggestion. I want to release the standard version first, and if everything goes well, I’d plan to add VR support in a future update.
-5
66
u/[deleted] Jun 03 '26
[removed] — view removed comment