Well, one interesting thing is that releasing games for VR at some point gets really frustrating, especially if you’re trying to make it standalone for Quest, because, they run on Android, and what you do is build an APK.
But besides that, they are quite demanding when you upload an APK, and it has to run at 72FPS and maintain them, which is hard in standalone because the device is pretty limited, making it look quite ugly when you put it on.
Something else I thought when I was doing it is that I got the feeling that the VR course on game dev wasn’t successful because VR is such a niche that game dev is even more so, and I think that’s normal. At first, I thought, I don’t have any original idea to make, but one day I came up with this, it didn’t seem too bad to me, so I said, let’s do it. I’d like to be able to put on my CV that I have solo dev’d a VR game.
Yeah, the course didn’t have a massive student base as it was expensive. The quests make it more affordable but you still need a solid PC setup. Plus in the early days things kept changing, even now Unity released v6 and everything broke.
UE has been a lot more consistent from that point of view but I remember trying to go from 4.24 4.26 and it broke I ended up beginning again. then 5 had all sorts of issues with performance (which I believe relates to the sky)
I am the TA for the course but I rarely see questions these days. It was getting older and UE5 users complained it was out of date…go figure.