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Re:All of Oculus’s Rift headsets have stopped working due to... by p1necone on Wednesday March 07, 2018 @08:19PM (#16541496)
I see the exclusives as a negative. I don't want to support their efforts to build a closed ecosystem around what should be an open API that any headmounted display + tracking can expose.
Re:All of Oculus’s Rift headsets have stopped working due to... by whywhywhywhy on Thursday March 08, 2018 @06:28AM (#16543711)
> I see the exclusives as a negative

Would anyone with a straight face say the same about Nintendo's exclusives?

I don't see anyone else in the market funding great things like Medium, Quil, Lone Echo, Robo Recall. Feels it's just cutting off your nose to spite your face to complain about this.

Re:All of Oculus’s Rift headsets have stopped working due to... by washadjeffmad on Thursday March 08, 2018 @04:42PM (#16547894)
No, because the Switch is a game console whose hardware is produced by Nintendo to run Nintendo approved software. It doesn't allow homebrew by default and is a closed platform, and pretty much everyone buying one knows this.

An Oculus is not a standalone product; it is a peripheral that relies on an open PC platform for its processing. If software the Oculus uses can run on any PC and the Oculus does not have a unique hardware capacity to operate the software, then the exclusivity is an arbitrary constraint.

Oculus wants all the perks of being its own platform without the responsibility or technical merit.

Re:All of Oculus’s Rift headsets have stopped working due to... by p1necone on Thursday March 08, 2018 @08:41PM (#16549260)
Very well put. Can you imagine if say Logitech funded a flight simulator that only supported their joysticks, or Samsung funded a game that would only run on their monitors?
Re:All of Oculus’s Rift headsets have stopped working due to... by ericflo on Thursday March 08, 2018 @06:53AM (#16543781)
Google has funded Tiltbrush and Blocks and released it for every VR platform. We need to grow the industry. But this isn't their biggest problem - that would be their extremely walled-off app store. Oculus must still see their platform as a kind of gaming console and not the future of computing? What a shame.
Re:All of Oculus’s Rift headsets have stopped working due to... by rock_hard on Wednesday March 07, 2018 @08:40PM (#16541591)
You realize that this is the only way to fund triple AAA content for the time being though, right?

Oculus is producing these at a loss given the current size of the market hoping it will pay out in the long term by growing a healthy ecosystem...it’s the only way

Re:All of Oculus’s Rift headsets have stopped working due to... by moloch on Wednesday March 07, 2018 @09:25PM (#16541779)
Steam VR/Vive has "AAA" non-exclusive titles.
Re:All of Oculus’s Rift headsets have stopped working due to... by Lewton on Thursday March 08, 2018 @04:48AM (#16543394)
As a vive fanatic

"Built ground up for VR AAA titles" != "Adapted VR AAA titles"

I refuse to use revive to play any of these games because I don't want to support the exclusives, but I gotta admit that something like robo recall looks better than anything that's available on steam

Re:All of Oculus’s Rift headsets have stopped working due to... by rock_hard on Wednesday March 07, 2018 @10:13PM (#16542010)
I guess that depends on your definition of AAA for VR
Re:All of Oculus’s Rift headsets have stopped working due to... by whywhywhywhy on Thursday March 08, 2018 @06:29AM (#16543714)
It also has exclusives, Fallout VR for instance.
Re:All of Oculus’s Rift headsets have stopped working due to... by seba_dos1 on Thursday March 08, 2018 @01:18PM (#16546340)
SteamVR (OpenVR) platform, which Fallout VR uses, supports Oculus Rift just fine, and so does OSVR. It's the other way around that needs hacky unofficial wrappers.