That said, VR hardware (HMDs and the power behind the cables) as well as standalone HMDs have become more powerful over time. So it is only a question of time before they would be well into their right to stop support for f ex my old Rift CV1 and the Quest (1). Which in turn means a higher triangle count in any given scene. And that lag is graphical client lag only though unless they are doing something really weird that they shouldn’t
Regarding their code, hopefully they standardized a lot of assets in Reborn (or have optimized them later on), to be more reusable (inheritance and instanced properties). And if that is the case, apart from models and rigging, adding in new (old) stuff should be quite easy.
But we’ll see what happens
Oh yeah, and before i forget… It is such a shame that this game (and many others) use Unity at its base these days, when UE5 has released with Nanite and Lumen. Hopefully though, Unity will figure out and add similar tech in their engine before too long. And if that happens, and isn’t too performance heavy, that is going to do a LOT for what can be done in VR!