Home / Software & Gaming / Eve Valkyrie to remain exclusive to Oculus Rift on PC

Eve Valkyrie to remain exclusive to Oculus Rift on PC

Eve Valkyrie, CCP's upcoming space dogfighter built for virtual reality will remain exclusive to the Oculus Rift headset on the PC for now, meaning that it isn't being built to work with Valve's upcoming VR headset, the Vive.

This news came from Owen O'Brien, speaking with PC Gamer. When asked if we will ever see Eve Valkyrie on Valve's HTC made headset, he said: “”We are exclusive on the Oculus on PC at the moment, but we're not ruling out other platforms in future. We're making a ‘VR' game, ultimately”.

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“There's scope to be on other platforms in the future. I don't want to say exactly when”. He then went on to comment on if there will be enough support for Valve's virtual reality solution, saying that it is currently one of the big questions.

“I think there's two types of people in the world, I think there are people who have tried these headsets and there are people who haven't. I haven't seen anybody yet who's put on one of these headsets and gone, ‘yeah, I was expecting more.' Everybody's gone, ‘oh fuck, it's working.”

KitGuru Says: I'm not sure I like the idea of different virtual reality headsets having their own exclusive games, it could really cause a rift in the PC gaming market. What do you guys think of this? Do you think VR headsets should have their own exclusives?

Source: PCGamer

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13 comments

  1. Exclusives are always bad for the consumers, no matter on what console, OS, platform or device you’re playing.

  2. Gary 'Gazza' Keen

    THis is why we made graphic API’s (OpenGL & DIrectX), so that that type of hardware would avoid exactly this problem. why not make some industry standard VR API’s?

  3. Worst possible way to push VR Market up…

  4. Well… I suppose your game will be enjoyed by the handful of people that own or want an Oculus Rift and then die. Well done, I guess, have fun when it’s release bombs.

  5. Søren Chr. Nielsen

    “and then die”, say what? xD

  6. I thought there was only something like 2 different ways of making content to vr headsets and most of them should be able to work with both because its just a software difference on how the measurements are taken and translated into the games controls, so as long as ur software ends up giving the game the same position results then it works with any game?

    But yes if we about to see them all fighting over who gets what game they just about dead from start, its a lot of money to spend on something u not sure the next big game are going to be usable with…

  7. Ólafur Hrafn Halldórsson

    Most VR software should pretty much work with everything, unless the Vive or the Rift roll out some propitiatory software that makes it not work with any other headsets.

  8. Ólafur Hrafn Halldórsson

    There are a couple, one from razer, one from Oculus themselves and one super ghetto open source solution that’s also available.

  9. I don’t think that games should be contractually exclusive to any one VR headset.

    Having said that, it’s up to each developer to decide how easily their game can be got to work for each headset (some headsets may have features that others don’t, some may have significantly different SDKs and APIs), and whether the user-base for that headset is worth the effort of accommodating it.

    Until there’s a common API for all PC-VR headsets that’ll always be a choice developers have to make, and right at the start the user base for each headset will be small enough that it’s a significant choice.

  10. That’s what i thought from following the vrvana totem headset. They say theirs going to work with pc, ps3(4) and the Xbox group. Seems like they might add some kind of what headset are sending signals check and say oh no not working with u when they exclusive, or maybe they just mean that its the only headset they using for development and therefore the only one they can guarantee its working with, facebook probably thrown some money at them so they have to say this to keep the development money…

  11. Nikos Tsarmpopoulos

    That’s a pity. I’m still going for the HTC Vive. My purchase of Valkyrie will be put off until it supports the Vive.

  12. Nikos Tsarmpopoulos

    My understanding is that Oculus and Valve have released their own APIs, namely OculusVR and SteamVR. The OculusVR supports only Oculus’ products, while the SteamVR API is expected to support both HTC Vive and the Oculus Rift (it currently supports Oculus’ DK2).

    The game (engine) developer has to implement the VR aspects of the game using one or both of these APIs. Hence, as it is now, if a game uses only the OculusVR API, it can only support the Oculus HMDs; A game that uses the SteamVR API should work with both (Oculus Rift and HTC Vive).

  13. Nikos Tsarmpopoulos

    Until OpenGL was established, there was a kind of chaos, which was take advantage of by Microsoft.

    I guess history repeats itself here. At some point Microsoft will introduce an API, a number of VR headset manufacturers will adopt it, then the rest will realise they need a non-proprietary API and they will join forces for an industry-wide standard.

    In the meantime, our choices will be limited.