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supporting that ecosystem in meaningful ways. It solves what we see as the largest remaining gap - a much needed injection of compelling content to help justify consumer’s purchase of these headsets.


Jörg Tittel: I believe XR is in a solid place and while I would always like things to move faster, being bound by hardware limitations (and the slow sales of the most expensive hardware like PS VR2) may turn out to have been a lifesaver given the current state of the industry. You can develop most VR games with much  games, because standalone headsets don’t yet “demand” super high end photorealistic graphics. This has forced us to keep things real (but not realistic) - and to attract players with innovative, delightful gameplay instead of big budget bloat.


Patrick O’Luanaigh: We know there’s much more to come, but the progress is something to be celebrated for sure. VR has been


Q.


Sony adapting PSVR2 for PC: a bold move, a necessary one, or an admission of defeat?


Half-Life: Alyx will soon be playable on PSVR2 ...via PC


“PSVR2 is an amazing headset and PC support opens up more opportunities for


enthusiasts” Patrick O’Luanaigh, nDreams


Jörg Tittel: It’s probably a combination of all of the above. As a developer of two of PS VR2’s launch window titles - The Last Worker and C-Smash VRS - of course I wish PS VR2 had sold better. Sony had crammed a lot of state-of-the-art features into its headset (a lot of which, like eye tracking, won’t be supported on PC), which made it very expensive. In these tough economic times, I understand why most consumers can’t justify spending more on an “accessory” than on the device it’s attached to. Psychologically, the cable makes PS VR2 an accessory - had it been wireless (like the Portal), perhaps more people would have taken the leap. It’s easy to speculate, however - the


pandemic (during which the hardware was  Ultimately, it’s a great piece of hardware and PS VR2 has the most consistently great games library of any VR platform.


Ben Clements: But the overwhelming majority of those games have been, and are, available on cheaper headset alternatives for years. Those who are already integrated into the VR space have likely played these games and much of the existing VR community expected  was the reason many picked up this headset alongside their existing devices. For those who


spoken about for far longer than it’s been a real commercial platform, so it’s easy to forget just how young it is. In the form we recognise today, VR is less than 10 years old. The best-selling headset line, the Meta  years ago.


When we look at what XR will eventually become, it’s still very much early days. While it’s a useful measure for now, ultimately XR will not be looked at as a participant in the console race, but a whole new medium.


Bobby Thandi: The current state of XR gaming, particularly VR, demonstrates  The potential for the Quest 3s to become a major hit this holiday season highlights the readiness of the market for more accessible  technology continues to improve and prices drop, VR could solidify its position as a mainstream gaming platform, appealing to both young gamers and a broader audience.


June/July 2024 MCV/DEVELOP | 27


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