@TimSweeneyEpic you wanna explain why your customers can't play Tetris VR without Steam? It's almost like your shit platform doesn't have the infrastructure or features to actually compete or function properly... 


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Replying to @DillonMabry
The article is false. Tetris Effect doesn’t require VR and doesn’t require Steam. It supports VR both through Oculus and through SteamVR. Of course, SteamVR requires Steam, because it’s SteamVR.
8 replies 2 retweets 5 likes -
Replying to @TimSweeneyEpic
So when can your customers expect EpicVR integration on your platform? Is that something you guys can invest in, with your 12% cut? Or are you guys just gonna keep piggybacking off all the work Valve does, and invests their 30% into, while claiming that's too high a cut?
1 reply 0 retweets 40 likes -
Asking to make "EpicVR" would be like asking Steam, GOG, ect to make the video card drivers for their client for games to use. No, the hardware creators are responsible for the drivers for the hardware, and Valve is a hardware creator so the software is their responsibility.
4 replies 0 retweets 2 likes -
Where is Epic's VR hardware tho? The point is that they are lazy bums letting others do the work and leeching off of Valve while scolding them for their 30% take. Speaking of work, do you do anything else other than sucking up to Tim 24/7? It's a tad creepy by now.
1 reply 0 retweets 4 likes -
Replying to @der_Experte @dillonmabry
Epic, Valve, Unity, and Oculus are all member of the Khronos OpenXR group which is standardizing VR and AR across all platforms and ecosystems. Proprietary VR APIs are a temporary artifact of early products which we’re all cooperating to replace.https://www.khronos.org/openxr
2 replies 0 retweets 5 likes -
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I think it could have gone that way, but Vulkan’s chances were diminished by coming after Metal and DirectX efforts and by its complexity relative to the others.
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