The worst part is Oculus sold customers on something more open than they delivered. Now if you buy from their store your purchases are locked to their headset, and if you ever buy anything else in the future. Oculus/Palmer said they didn't care if you modded their games to work on third party headsets, just they weren't going to provide support themselves; instead they went out and broke it intentionally. >If custome…
Growing Rift Between Valve and Oculus
51–60 of 144 posts
Re: Growing Rift Between Valve and Oculus
#52The discussion around Vive vs Rift and Valve vs Oculus is getting more and more emotionally clouded and "good guys vs bad guys" with each passing week. People are letting their own frustration around Oculus' poorly managed launch and non-existent PR affect their perspective on the situation. The fact is that although Oculus is adopting somewhat of a walled garden approach, people entirely overlook that Valve maintain…
Maybe I'm not as aware of all the details as others, but it seems to me that Valve has maintained their position by creating an incredible platform and collection of products (Steam itself, Steam Link, the Steam Controller, etc.), not by engaging in anti-consumer practices. For instance, SteamVR has full support for the Rift. The Chaperone features will even work with the Rift. More than that, though, I see very few…
Re: Growing Rift Between Valve and Oculus
#53The Vive is stunning, not only because room-scale VR is fantastic. (I don't share the opinion that the future rests solely with room scale, there's plenty of stuff to do in VR sitting down) but also because Valve just seems to have it together more than Oculus. The Lighthouse system is brilliant, it's a much more elegant solution than what Oculus has. The Oculus platform is gross, I don't see any advantages to using it from the consumer side, as far as I can tell it only exists to lock people into a particular ecosystem.
I understand why they did it, similarly to Origin or the Epic Games Launcher, but seriously? Steam won. I find it incredibly frustrating having to futz around with other platforms. Do they seriously think that I'm going to add all my Steam friends on the Oculus platform? That's ridiculous. I'm very doubtful that the platforms will get a userbase outside of the people who are FORCED to use them because they want a particular exclusive.
To top it all off it takes 3 USB ports to run the Oculus (4 if you want the controllers) vs the Vive's one.
Re: Growing Rift Between Valve and Oculus
#54Earlier quoted context omitted.
Maybe I'm not as aware of all the details as others, but it seems to me that Valve has maintained their position by creating an incredible platform and collection of products (Steam itself, Steam Link, the Steam Controller, etc.), not by engaging in anti-consumer practices. For instance, SteamVR has full support for the Rift. The Chaperone features will even work with the Rift. More than that, though, I see very few…
I think it's far more likely that they've maintained their position through first-mover advantage than anything else. Steam is a website wrapped in an application that was built before building applications out of websites was cool, and it shows -- what you get is an outdated version of WebKit and a video player that somehow manages to be worse than the one Polygon uses, and Steam doesn't even have "monetization" as…
You mention issues with Early Access and Greenlight, but these seem like trivial problems when compared to how solid the platform is overall. Steam as a platform is just far and away superior to any other choice in the gaming space. I can play any PC game at my desk or in my living room. The interface scales great to a TV screen. The Steam Controller is innovative and incredibly customizable, and it's supported by virtually any game in Steam. SteamVR is very fully developed itself and supports both the Rift and the Vive; it even goes so far as to support Chaperone with the Rift despite the Rift not having any room-scale-tracked controllers yet. It has honestly grown into one of the best software ecosystems I've ever seen by offering functionality that competitors can't even dream of.
Re: Growing Rift Between Valve and Oculus
#55Earlier quoted context omitted.
I also got CV1 for free from being a Kickstarter. Having a Vive, the Oculus CV1 is just a paperweight right now. Even when Touch finally comes out, it has been under so much secrecy and so many NDAs that I'm thinking it might have significant issues.
Not sure how much I'm allowed to say, but I've been working with both controllers for a while and honestly really prefer Touch over Vive's controllers. They have way more expressiveness, which means we're often running into things we want to do with Touch that don't easily translate to Vive's trigger/squeeze/thumb combo. A basic example, you can do rock paper scissors with Touch. Not perfectly since you still have a…
You have to dig in a menu and click a "scare toggle" to even run third party software on Oculus. On GearVR they don't even have the toggle. It will only run Oculus store apps.
and apps that you have signed to your individual device, making them impossible to distribute broadly
Re: Growing Rift Between Valve and Oculus
#56What a shame. Rift started as a crowdfunded open project and ended up as a disgusting lock-in. >Frequently secured through digital rights management (DRM ) technology, this functionality is typically standard for digital download stores. Not really. There are enough DRM-free ones. I don't care about games that are released through some exclusive DRM-infested stores, but what's more worrying is that hardware itself is…
Your point about SteamVR and the Oculus Platform being roughly equivalent is true but I think about it in a similar context to drivers. Both platforms provide an API that you can build against, though personally I have been using SteamVR/OpenVR with both the Vive and the Oculus and I haven't touched the Oculus platform save a couple tests because building against OpenVR let's me use both the Oculus and the Vive.
OSVR is the real shining light of hope in this ecosystem but as of now it just provides a layer on top of SteamVR/OpenVR/Oculus/etc requiring you to run those services in the background.
Re: Growing Rift Between Valve and Oculus
#57Earlier quoted context omitted.
I have both. The Vive gets way more use, for one simple reason. Room scale is the future of VR. Some of the Oculus games are fantastic uses of the technology. Lucky's Tale has the camera on a rail based on where your character is, and EVE: Valkyrie has great mechanics for seated VR. But both of them feel like you're playing a game, albeit an immersive one, whereas room-scale vive games feel like I'm interacting with…
I am sceptical about this. People like to sit down for their entertainment, that is unlikely to change. Turning, swerving, swiveling, sure, but I bet most would quickly get fed up with having to get on their feet and move around in order to play their games.
When friends come over, it's the most offered activity; it's a very compelling experience. Not a ton of long form content yet, but seriously, it's compelling.
Re: Growing Rift Between Valve and Oculus
#58Earlier quoted context omitted.
I think it's far more likely that they've maintained their position through first-mover advantage than anything else. Steam is a website wrapped in an application that was built before building applications out of websites was cool, and it shows -- what you get is an outdated version of WebKit and a video player that somehow manages to be worse than the one Polygon uses, and Steam doesn't even have "monetization" as…
I don't agree. I think the first-mover advantage gave them a big leg up, but people wouldn't have kept using the platform for 12 years if they were relying entirely on that. Competitors like Origin might have had a fighting chance if Valve hadn't constantly been creating a superior suite of products. You mention issues with Early Access and Greenlight, but these seem like trivial problems when compared to how solid t…
Re: Growing Rift Between Valve and Oculus
#59What a shame. Rift started as a crowdfunded open project and ended up as a disgusting lock-in. >Frequently secured through digital rights management (DRM ) technology, this functionality is typically standard for digital download stores. Not really. There are enough DRM-free ones. I don't care about games that are released through some exclusive DRM-infested stores, but what's more worrying is that hardware itself is…
As far as I can tell none of the vendors are pursuing that sort of aggressive vendor lock. You can distribute binaries through whatever method you wish and have them work with either the Vive or Oculus. The DRM issues stem mostly from content released on the Oculus Platform. Your point about SteamVR and the Oculus Platform being roughly equivalent is true but I think about it in a similar context to drivers. Both pla…
Yes, unless someone will implement OpenVR and whatever Rift is using (OculusVR?) in a fashion that won't be tied to using either Steam or Oculus services, the hardware will be tied to them. And it still didn't happen yet. It's the reason I didn't buy either of them yet. I find such concept of hardware tied to a service to be completely bizarre.
Re: Growing Rift Between Valve and Oculus
#60The worst part is Oculus sold customers on something more open than they delivered. Now if you buy from their store your purchases are locked to their headset, and if you ever buy anything else in the future. Oculus/Palmer said they didn't care if you modded their games to work on third party headsets, just they weren't going to provide support themselves; instead they went out and broke it intentionally. >If custome…
Interestingly, he abruptly stopped posting on Reddit about a month ago [1]. I wonder if he lost some internal battle on this issue… [1] https://www.reddit.com/user/palmerluckey
(And then he insults the guy who tries to defend him as an "insufferable fanboy".. ouch!)
https://www.reddit.com/r/oculus/comments/4gfpjk/palmer_lucke...