First-person puzzle-solving experience MIND: Path to Thalamus as only recently updated its June devlog with information regarding what has been eating up the teams development time in its move into virtual reality (VR).
The developer stated in its current devlog the trouble it was having with the forest levels: “We’ve been working in a single topic that eaten the major part of our development time. Everything is related with the forest levels. Those levels can’t work in a virtual reality environment as they had been conceived in the original version.”
The team goes on to explain the reasons why those levels won’t work: “The main reason is performance. In virtual reality you need to render two times the game, one for the left eye, and another time for the right one, consequently the graphic performance needs to be doubled so when the virtual reality is enabled, the game will perform enough,” adding: Due to the large amount of models in this level it was impossible to keep a good FPS rate, consequently the whole forest levels have been completely reconceptualized. This is possibly the major aesthetic change done in the conversion to Unreal Engine 4 of MIND: Path to Thalamus. Until now the changes were merely optimizations and effect adaptations when they do not work in virtual reality, as well as the inclusion of PBS, but with this environment we directly decided to start from scratch at visual level, the same mechanics, different visual context.”
So with levels having to be recreated from scratch the development time will surely increase, but with no release date or confirmation of which head-mounted display (HMD) will be supported (although Oculus Rift support has been teased), fans of the original will have to be patient.
VRFocus will continue to follow the progress of MIND: Path to Thalamus as details are released.