Shipping Godot VR and Porting to PSVR2: A Partial Post Mortem

I confirm that Godot can ship commercial VR, though we paid roughly £80k in early adopter tax for engine work. This post mortem covers our journey from shelved projects to launching Augmental Puzzles, detailing the rebuild of Godot's core and the community effort to port to PSVR2. While the engine works well for many teams, specific caveats remain for open worlds and console porting maturity.
What really sucked this last decade is that as we developed the standards and software around VR we were at the peak of the engine duopoly.
- a1o
> We did our best job here leaning heavily on the resource system. There's stuff I want to say about the result that's platform specific so I can't. We have a thing, it works, and it could be a lot better.
Literally the only part I wanted to get more information about.
I could use a lot more information on why POSIX is bad and exactly what it means on resource management being “aware” of unified memory. I mostly didn’t get.
- Yokolos
Man, Godot sounds like a bit of a mess. I've been building a Freelancer-like game on it for a while now and performance has been a nightmare to the point where I've offloaded most of my code into pure C# and out of Godot. I even had to give up on Godot's Jolt physics. I'm constantly hitting the limits of what Godot can do. The renderer is pretty much the only thing stopping me from putting tons of ships in the same battle, but I'm also not experienced enough at game dev to know if what I want to do is actually doable with a better renderer or on something like Unreal.
I do agree with her take though. Getting up and running in Godot was surprisingly, blindingly fast, so I don't regret picking it at all. I'm just not sure I'll be able to stick with it for an eventual release.