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And they keep on pushing their vision no matter what. Oculus just showed you their plans for VR platform. They've tried but it didn't worked, and only put their platform under threat of piracy. But that's only possible because Oculus can't counter ReVive at this moment. You can also say, that exclusivity is not a thing in reality, because we have ReVive. From extra costs, that were cut only thanks to competition from Vive, to headset being designed for seated, required to made own cable for room-scale, lesser FOV, blurring around the edges, more distortion, bad fixation to the face when you move actively. And it's ridden with problems from abusimal setup and USB requirements to front-facing being default setup developers making games for. Yes, but it came to life only as a result of Vive's room-scale sucess.
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You can say: ok, but Oculus released motion controllers and room-scale for the Rift.
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And in the future they could lock you from buying on other stores if they desire. Oculus decides whether game should or should not be accessable on their store. Also prices on locked platforms tend to uncontrollably go up.
#Where to play superhot pc mac#
Look at Mac that doesn't have GPU powerfull enough to run VR. Look at consoles with their inferior hardware. To abandon your library with Oculus games, or buy inferior headset.Īnd we know that locked platforms are not interested in innovations. If someone releases better headset in the future, you'll face dillema. Those exclusives locking you to Oculus store and Oculus products. And we knwo that exclusives won't go away. Third they've said there will be exclusives for their platform. Funny thing Vive outselling Oculus 2:1, there is more market for room-scale than for the Rift. Worse than that, they ruined developers who's been partnering with them to develop games with motion controllers input. With that they took away choise from gamers. Second they've said that there is no market for room-scale VR. It's also not so much comfortable because of camera rotation with analog stick. The only scenario where gamepad is better, if you want to play seated VR standing to add immersion.
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Which are objectively better input devices for VR, because mouse has 1:1 input, that cause less motion sickness. No any gamepad, no ability to play with kb and mouse. And their ecosystem already stinks.įirst they've announced that only valid input for VR is Xbox gamepad.
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Customer always pays in the end one way or another.įacebook is locking customers into their ecosystem. I hope you understand that those funded games are not for free. Please don't blame the developers for accepting the money they need to stay in business when all you are offering is a measly pittance that would bankrupt them. It sucks, no one likes it, but unless we were all willing to pay several hundred dollars per game (and we aren't because it's cheaper to just buy all the platforms) it the unfortunate compromise we have to live with for now. Originally posted by AusSkiller:As much as I hate exclusivity, in this case in particular since I have a Vive and would love to play SUPERHOT in VR, the sad truth is that VR is very rarely profitable at the moment, there just aren't enough consumers with VR to justify the production costs of a good VR title, so currently the only way we can get good VR titles is for platform holders to pay for the development in order to attract more consumers to the platform in the hopes that it will eventually get enough of a market to sustain developers.
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