It’s as difficult as anything else. I would argue it will be harder on most people to make a satisfactory VR experience because optimisation matters and you will (depending on the game) need to get pretty damn good at Physics - again depending on the game.
The asset creation and rendering is typically only same difficulty as mobile. There are some issues with single pass rendering with some assets. So yeah, performance really matters.
If you think you can do pretty fast mobile 3D and have a grasp on mobile 3D and know how to make that look good, it’s a good start.
VR is harder than mobile because it depends on more inputs and has more issues with what you can and cannot do, along with performance and a lot of R&D. You would need a good competent developer to do it. You do not need a lot of developers at all. One is sufficient of high enough skill unless the game is art heavy
much harder:
there is no one good SDK for all.
each sdk has its own issues
different sdks have different problems with Unity versions
game play mechanic is different
VR is not suited for normal rpg type of gamplay
market segmentation and their sdks
small segmented vr market
People dont use VR devices offten,
In other words making succesfull vr game is harder than making sucesfull inide PC/ mobile game
It was found that there’s around a million VR headsets sold across Vive, Oculus and PSVR (with PSVR leading by a huge margin) and a large amount are actually developers or hobbyists, so sales are a lot less than what people expect, and the device that sold the most very unexpected for a large portion of developers (but kind of makes sense when you think about it).
Having said that, it’s worth doing VR if you’ll be able to pump out titles with good quality and frequency. VR users are likely to be quite vocal if they don’t like you and they have long memories (small market, repeat custom).
‘Turning on vr’ is pretty easy. Once you fumble around with some sdk’s and get things basically working it’s pretty much good to go. It really doesn’t get much easier than it already is in Unity.
But after that you still have to make an entire game that target’s a head mounted display with motion tracking and some weird controllers that no one has any standards for. Throw out any info you have on character controllers, UI/UX and game interaction because what works in classical game design does not apply when working with vr, you’ll find yourself having to roll your own on pretty much everything you do after ‘turning on vr’ even if it’s just for minor changes supporting comfort.
To create a bad VR is not harder than create a classic 2D game. Create a good VR game is, much, much, much harder than a classic desktop game. In a good VR game, every little thing thats a breeze in a classic game, is a mini game in its own right in a good VR game.
Take a thing like arming the bomb in CS, its done with holding down the button while a timer is shown. A little harder in VR
Assuming the VR title will require realistic input and human style interactions with objects if it doesn’t then things got a whole lot easier. In fact I’d argue most people will struggle with VR input for realistic handling of objects.
Well, it depends. But VR games that snap stuff magically left and right puts at least me off. You can very easy tell when love and though have gone into a VR games mechanics. The bow and arrow game in the Lab is a perfect example of perfect VR interaction. They use teh controller vibrator in a way it really feels that you do tighten the bow
I just completed the statemachine for our new revolver mechanics, no polish done yet, no physics enabled drum (the drum just snaps out), no nice animations when pulling extractor to eject casings… etc, etc… While testing it, I thought about this thread and it made me laugh, this is the level of many item interactions in other VR games