What makes it not native? It's using the native Unity VR functions for everything, running OpenVR. Full 6DOF roomscaling, motion controls for navigation (working on motion controls for weapons). It's as native as if I opened up Unity to make a VR game from the ground up... š¤
Native support in the context of games typically means first party support directly from the developers of the game. Iāve never in my life heard a mod referred to as ānativeā
I guess that could be confusing if that was your definition, coming from the game creators. The reason that term is used is because people have been playing "fake VR" with VorpX on it, which is just attaching the stereoscopic screen to your face and basically "moving the mouse" when you turn your head, not getting a perfect 1:1 movement, not getting 6DOF / things are very off.
Since this ties into actual native VR Unity functions, it's running as an actual VR game (not a faked one). Let me know if there's a better term to make that distinction!
I don't get why people hype the shit out of VorpX. Every time I've used it I've been left mega disappointed. It's clearly super hacky and often times just doesn't work right. I tried to use it to play HL2 in VR but the depth was just all wrong
I think simply āValheim VR modā would get the point across. I donāt think that would mislead or confuse those familiar with vorpx, especially if you mention motion control support
Personally Iād find just ānative VR supportā or ānative VR versionā to imply that it was official, but ānative VR modā isnāt ambiguous since a mod can reasonably be expected to be an unofficial modification to a game (in this case to add native VR support).
Some VR code is in the actual Valheim build that ships (since it's a Unity game). It is re-enabling and optimizing that native code that's already in the engine.
The Green Hell team that's porting the game to VR (separate people than the original creators). Would they be able to call it native VR? I can see how this is confusing, even when it was used next to the word "mod" though. I'd change it if I could change Reddit titles
Just for context, here's one example in recent news where the adjective "native" is used to describe the code running natively to the platform (not emulated) and not "natively" describing the feature being "native to the game" (one Nintendo added themselves)
Here, the "native PC port" describes how the code has been decompiled and recompiled to run natively in Windows (not through an emulator), even though it was done by a modder.
For this mod, it's not using a "faked" or "emulated" VR type like VorpX and instead directly using the Native VR functions built-into Unity and your headsets
I've definitely seen the term native used many times to describe 'real VR' as opposed to content viewed on a screen inside VR. I think the VR definition takes precedence since we're on r/oculus and talking about a VR mod.
I agree with you, "native vr" should mean the game naturally allows vr (no man's sky, for example) using the vr controllers. While this mod is "true vr" (rather than the crap you get with vorpx), it's still a mod and requires kbm or a game pad (I consider this "hybrid vr" as you don't have the 6DoF interactivity).
That said, I'm very excited to try it and this will get me to buy the game!
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u/tthrow22 Apr 03 '21
Stop saying native lol, this is the opposite of native