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Re:Oculus Start: Technical and Financial Resources for Begin... by ericflo on Thursday January 18, 2018 @10:16PM (#16183888)
They are too busy trying to build a walled garden. They hired a bunch of console people and they see everything from that perspective, so the main goal is to sign exclusives to short term gaming hits as a way of getting more users locked into their services, not to create a general computing platform.
Re:Oculus Start: Technical and Financial Resources for Begin... by whywhywhywhy on Thursday January 18, 2018 @10:52PM (#16184022)
You're not locked into their service at all, you can use Steam VR content on it and you can run arbitrary .exes on it.

It's less of a walled garden than tablets, smartphones or consoles which almost everyone just seems fine with.

Re:Oculus Start: Technical and Financial Resources for Begin... by ericflo on Thursday January 18, 2018 @10:58PM (#16184045)
We're finding out the cost, now, of the extreme centralization of these platforms, especially caused by their device-locked app stores. Doubling down on the idea because people "seem fine with" it is a bad idea, especially now that we have hindsight. It's no mistake that the big innovation of the era, cryptocurrency, is happening largely outside of all the platforms you listed.

Also, I know that you can run SteamVR apps - I develop a VR game with hundreds of thousands of dollars in sales on Steam, but I've been locked out of the Oculus store for...unknown reasons? Someone behind the black box must've made a decision to block it.

Re:Oculus Start: Technical and Financial Resources for Begin... by pjmlp on Friday January 19, 2018 @03:26AM (#16184843)
We were always fine with it, PCs were the outliers.

I never had any big issue having to deal with Spectrums, C64, Atari, Amiga, PC and their exclusives.

Likewise with all the game consoles I've owned.

Re:Oculus Start: Technical and Financial Resources for Begin... by ryukafalz on Thursday January 18, 2018 @10:58PM (#16184046)
I think the lock-in is more regarding Oculus-exclusive content. My understanding is the community has mostly gotten those working on other headsets by now, but Oculus itself certainly hasn't helped.