I'm not saying exclusives are the solution but I'm curious how Oculus plans to profit given the competition is already heating up.
And PSVR is going to be competitive with the Oculus recommended spec machines, which are 3-4X as expensive, due to smart choices in panel (less nominal resolution but more sub pixels saving 25% of performance for comparable quality; 60fps reprojected to 120Hz, saving another 33%). Both choices combined give it nearly a doubled performance boost relative to the hardware it is running on, allowing a similar quality of experiences for potentially close to a third of the total cost.
And Oculus won't even have motion controllers until potentially the end of next year.
Amusing how everyone seems to think that Vive will be the best product on earth while Oculus will be "just Oculus", "not kick ass", "not great" etc. with nobody having either one so far. The power of "We love Valve" vs "We hate Facebook" seems to be really interesting from a PR/Marketing perspective.
Until you get to input and mobility: Xbox gamepad vs motion controls. No contest. Yoga-mat scale standing without full rotation vs. room scale, walking around with 360 rotation: again, no contest.
Oculus wins on weight so far, though I haven't tried the Vive Pre yet.
>Oculus cannot do something completely unreasonable such as forcing developers to only develop for their store.
I'm not future-worrying, they already have 20+ titles that they have paid for store exclusivity with.