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VR 7-8 years ago wasn't gated behind a store and large EULA, and the people in charge hadn't announced their intent to not just monopolize and monetize social V
by sascha_sl 4y ago
VR 7-8 years ago wasn't gated behind a store and large EULA, and the people in charge hadn't announced their intent to not just monopolize and monetize social VR spaces, but also workspaces.
There was still reason to be excited and hopeful about the future of VR.
I'll wait to get excited if the Index is updated. And until then I'll keep using my low res low FOV first gen Vive. Exclusively to hit boxes.
- filoleg 4y ago> VR 7-8 years ago wasn't gated behind a store You make it sound like it is all gated behind an app store now somehow. Which is not the case at all. On my quest 2 headset, I can play games from oculus store, I can also play any steamvr/pcvr games on quest 2 (connected to the desktop PC by a cable or in wireless mode), as well as any user-built application .apk files dowloaded to my headset directly (either from the headset's web browser or transferred from PC). All on the official firmware, no jailbreaking or any special steps needed to make this work. Not sure how this is even remotely representative of some app store gating.
- sascha_sl 4y agoHaven't some people been banned from the store permanently, rendering SteamVR and sideloading useless too?
- chad_stevens 4y agoI’ve read of people getting their Facebook accounts banned and losing their oculus store purchases. But now they use a meta account so that issue shouldn’t happen as often. Because the bans were happening because the attached Facebook account was inactive. But you could always make a new account and play your steam games
- sascha_sl 4y agoI still prefer a product that works independent of needing to sign in (and share a bunch of data, some of it biometric), but I'm glad they fixed the google-like ban blast radius at least.