#Doom vfr patch full#
But you can't calculate costs on salary x one year as most of the people who worked on this have probably only had partial involvement that utilise their specialities, I could only really see full time involvement from the programmers, and probably not even all of them. The average salary of a game programmer in the US is ~75K USD, a very SENIOR programmer would be getting $120K+ and that's without knowing how Bethesda treats its employees. There is likely one or two designers who did part time work to make this happen, very minimal part time work by a modeller, probably some involvement from a producer. There's no way 10 people worked on this for a year, this is maybe 3 programmers max with one senior and two intermediates, and 120k for a game programmer is WAY over-shooting. I could be completely wrong though, perhaps this project has been full of producers and design leads all just cruising through out the year sapping an easy pay check. A diff has been done between the retail Fallout 4 and the VR version and literally no art assets were touched for this version, it's only an 88MB difference in size, mostly binaries, shaders, etc. I can't imagine they spent more than $1M converting this game to VR and martetting it seeing how little has actually been done, it's probably one of the most VR feature poor titles I've seen.
![doom vfr patch doom vfr patch](https://assets1.ignimgs.com/thumbs/userUploaded/2017/10/31/doomvfr1280-1509484232632.jpg)
The developement on Fallout 4 VR is incredibly art light, which is often the biggest cost for titles like these. Minus 30% cut for steam you're left with $3.36M (althought since China gets it at ~30 USD I can see it being lower than this). At 59.99 USD (on avg) a pop thats $4.8M in revenue. So there are currently 88,093 ± 9,118 owners according to SteamDB, but lets go on the low side at 80,000. Watch: they put the minimum amount of effort into their release so they can say they did them, and now I wouldn't be surprised if they become abandonware already within a few months (maybe one or two patches for a few mission critical things, then silence). The ports appear to not have been started until around the time of the initial lawsuit or after-certainly after the originally alleged damages.) (It's essentially fabricating evidence at least in spirit if not technically/literally. Those hastily thrown-together ports exist primarily so that Zenimax can use them as 'proof' of their supposed investment in VR, as pawns in their ongoing legal battle with Oculus (now in appeals)-from which they potentially get much more money than they ever could selling the ports themselves.
#Doom vfr patch install#
(Current install base is still too small compared to the scale of audience they normally target.) Those hastily thrown-together ports don't exist because Bethesda/Zenimax gives a sh1t about VR nor because they expect to make any significant money on them directly.