Wow. Is Facebook/Oculus completely abandoning PC VR? Canceling the Rift 2 means that they're going all-in on tetherless mobile VR (at least for now). Vive will dominate high-end enterprise apps, streaming, PC gaming, LBEs, & creation tools like Medium & Quill can't run on Quest.https://twitter.com/lucasmtny/status/1054430756733358080 …
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I can see all this stuff being made to work in a professional or commercial context. But for home use yeah, what it all adds up to is a non-starter
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One of the more overlooked details from OC5 (at, one that seems overlooked to me) was FB's assertion that the minimum platform size for a healthy, self-sustaining developer community is 10 million regular users / PC isn't close to achieving that given current adoption rates
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Personally, I'm sad to see this is the case, but I do have to credit FB with being (a) very sober about what's required in terms of numbers (b) very clear about the best way to get there, and (c) very committed to doing that, exactly. Ergo, the focus on <$400 home entertainment.
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For me, the writing was on the wall as early as OC3, when it was clear that ARM, not X86, was going to be the basis of consumer VR at scale. If FB had less focused goals, that wouldn't mean the end of PCVR for them. But as soon as they committed to home entertainment, it was done
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