3 ms·
He makes the point about UE having default large packages. Not a huge problem for desktop VR apps for vive and rift, but is a limiting factor. For who? That's
by WalterGR 10y ago
He makes the point about UE having default large packages. Not a huge problem for desktop VR apps for vive and rift, but is a limiting factor.
For who?
That's a serious question.
I have fast wifi connectivity at home, at the local coffee shop, at my local bar, at the local libarary, etc.
I have a limited cell phone data plan, and I could download that app 16 times in a month for free.
For who is it a limiting factor to download a 191 megabyte app?
Old-timers who calculate how many multiples that is of the RAM of their first 8-bit home computer? The under- or non-developed world?
Or am I so spoiled that I don't even realie that 191
megabytes is a thing?
- AndrewKemendo 10y agoOr am I so spoiled that I don't even realie that 191 megabytes is a thing I think that's the most likely option honestly. I don't mean that to be snarky, by the way. Most of the dedicated VR users now are still largely in the early adopter space and are heavily high end PC users - so they generally have higher levels of technology ubiquity. To reach the vast majority of people, the costs, in both money and accessibility, need to drastically come down. Practically, for facebook and other developers, that means reducing the overhead on these systems dramatically. Mobile is the nearest term approach to this - though still unsolved. Again, this is why Carmack is focusing heavily on GearVR development and says so himself [1]: "There is no way that a PC peripheral or a game console winds up being the path that billions of people interact with." [1] http://www.reaxxion.com/7793/carmack-announces-that-oculus-rift-is-switching-to-mobile http://www.reaxxion.com/7793/carmack-announces-that-oculus-r...