Valve can afford to develop steam VR because they are a multi-billion-dollar private company. They could continue to develop it even without taking 30% of every indie's revenue. This literally has nothing to do with the 30% cut. What are you proposing? The game's cut has to be 30% because they use SteamVR? Why?The game obviously uses steam VR because it was developed for steam VR. Why would this change just because Epic offered them money for a timed PC exclusive? Why should they pull out a working solution just because they're on EGS? Do you really think Epic should require the developer to change APIs just for that reason? Considering how angry people get about having to use EGS you'd think they'd be happy to have a game using Steam APIs considering they all have Steam installed and want games to be Steam-exclusive already at the cost of developers' revenue.Like, I get it, you hate Epic [edit: inflammatory phrasing here removed], I agree that the exclusives feel really gross. But this is absurd and betrays a complete misunderstanding of how development (and economics!) work. Steam VR is not that complicated to maintain, I'd estimate 6 engineers tops and probably not full time. The *actual VR tech* was much more of an involved undertaking, but the R&D on that occurred industry wide (Valve relied on partners like HTC for a lot, and much of this research happened at Bethesda, Oculus, Microsoft, etc) and headsets don't rely on SteamVR for all of their functionality. It's a frontend with some UI and some useful features and an SDK. No one is being harmed by a game that was built for SteamVR continuing to use SteamVR.EDIT:It technically is if you're on EGS, Epic has officially waived the license fees since they already take a cut of your revenue. Not so on Steam or Itch, though. I'd like it if it was free universally.