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Godot VR: Shipping, Porting, and Lessons Learned

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Claire, a seasoned game developer with extensive VR experience since 2013, shares a partial post-mortem on shipping commercial VR games with the Godot engine, including porting to PSVR2. She highlights that while Godot can ship commercial VR, significant engine work, termed 'early adopter tax,' was necessary, costing roughly £80k for their project. This cost does not include the substantial effort for the PlayStation and PSVR2 port.

The journey involved rebuilding core engine components and developing a new render server for Godot 4.7. Claire discusses past projects like 'Digging VR' and 'Magic Shop' that were hindered by missing features, leading to the pivot towards 'Augmental Puzzles.' The speed of development in Godot is praised, with the core game logic for 'Augmental Puzzles' being playable in just two days.

Claire advocates for Godot, emphasizing the need for more developers to engage directly with VR standards and platform-specific features, which is often limited by engine duopolies like Unity and Unreal. This direct engagement, she argues, is crucial for driving innovation in VR, as many headset capabilities remain untapped in current games due to plugin limitations.