Sorry but that's not possible at this time.
We'd love to be all the VR platforms, and indeed were on the PSVR, Vive, Rift, Daydream, and GearVR with our original VirZOOM Arcade product & bike.
However we found it was impossible to keep those updated on a monthly basis with our small team with all the testing and release management that's necessary. So we decided to strictly focus on Oculus mobile headsets (which use the same build) in order to use our time to make features and improvements instead.
As you know, we're also trying to keep an experimental 2D build up-to-date, but only because it uses the same Android architecture as Oculus mobile headsets. It's also not meant to be the sole reason for a subscription, as we're not focused on making it better for non-VR.
To be clear it's not a matter of the SDK supporting the Vive. Our games already use the SDK, and the SDK already supports Vive. But there are other platform-specific factors beyond the SDK that take too much time to address with our current team size.
We'd love to be all the VR platforms, and indeed were on the PSVR, Vive, Rift, Daydream, and GearVR with our original VirZOOM Arcade product & bike.
However we found it was impossible to keep those updated on a monthly basis with our small team with all the testing and release management that's necessary. So we decided to strictly focus on Oculus mobile headsets (which use the same build) in order to use our time to make features and improvements instead.
As you know, we're also trying to keep an experimental 2D build up-to-date, but only because it uses the same Android architecture as Oculus mobile headsets. It's also not meant to be the sole reason for a subscription, as we're not focused on making it better for non-VR.
To be clear it's not a matter of the SDK supporting the Vive. Our games already use the SDK, and the SDK already supports Vive. But there are other platform-specific factors beyond the SDK that take too much time to address with our current team size.