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Virtual reality ads make their way to Facebook's Oculus headsets

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Re: Virtual reality ads make their way to Facebook's Oculus headsets

#92
post #32
post #22

Earlier quoted context omitted.

It’s not just you, but you are a tiny minority. You’ve expressed a sentiment that’s very popular on HN, but not among the general population. Take YouTube - a popular ad supported service with a premium tier. How many people are willing to pay to remove ads? Less than 1%. Even on HN I don’t think that number would be more than 10%.

>Take YouTube - a popular ad supported service with a premium tier. How many people are willing to pay to remove ads? Less than 1%. I think that's an inaccurate assessment of 'people who don't want to see ads', given that statistics put internet wide usage of ad-blockers at around 42%.[0]. Maybe it's just that no one wants to pay their captors for golden ear-muffs and blinders when they themselves are the ones respon…

>> I think that's an inaccurate assessment of 'people who don't want to see ads'

They made a statement about people who are willing to PAY not to see ads. People don't want to pay for anything. Give me free content! And then when they don't like the ads - give me a free ad-blocker!

For me, I'm happy to pay a reasonable price for most things as long as I'm convinced I'll like it. But that's a problem with most content - uncertainty.

Re: Virtual reality ads make their way to Facebook's Oculus headsets

#93
post #36

I despise ads in all forms, and the absolute worst offenders are ads built into a platform just like this. Windows 10 shouldn’t be advertising on my desktop, PlayStation/Xbox shouldn’t be advertising on my dashboard, cars shouldn’t be advertising on the controls/display, and Facebook shouldn’t be advertising in my virtual reality headset.

I understand the dislike of ads, but not so much the complaint. Companies are free to insert ads if they want to, and we're free to choose what media we consume. I hate ads and would be glad to see them outlawed like billboards in Vermont, but I don't stress about it. I accept it as a tradeoff for playing certain games, or I do ad-free things like reading old books or exercising.

The problem is that I bought a machine and several games and at no point were any ads involved. Only after they money has changed hands, I’m then told that I need to allow ads into my system.

Re: Virtual reality ads make their way to Facebook's Oculus headsets

#94
post #73
post #9

Earlier quoted context omitted.

Personally, I don’t mind ads. I like buying things and like seeing things I don’t know about that I might want to buy.

I too like to buy things, but interrupting me to offer me things I might like is really wasteful. Allow me to submit things I want to buy and then let companies suggest things based on that.

I don’t always know what I want to buy. Faster horses and all that…

Re: Virtual reality ads make their way to Facebook's Oculus headsets

#95
post #18
post #9

Earlier quoted context omitted.

Personally, I don’t mind ads. I like buying things and like seeing things I don’t know about that I might want to buy.

Do you like being tricked to buy things you don't need? Ever heard of Edward Bernays? https://en.wikipedia.org/wiki/Edward_Bernays

Yeah, I don’t mind it. Realistically I need almost nothing but yet I buy a lot of things. Probably got “tricked” a few times but don’t particularly care.

Re: Virtual reality ads make their way to Facebook's Oculus headsets

#96
post #25

Earlier quoted context omitted.

Aren't Oculus games typically $20-50? The price points for games always seemed very high to me. In an ideal world they'd offer a "no ads, full price" version and a "discount with ads" version. My guess is we'll probably just be left with "full price with ads" as the only option.

How is $20 high? I'm continually amazed how much fun a $20 game can provide. For the price of a movie ticket and a coke, you can get a dozen hours of entertainment. That seems like a pretty good deal to me. And the $60 are AAA games where you'd easily get 30-40 hours worth. These have budgets of ~$70 million; they have to make their money back somehow. One of the secondary reasons I've avoided Oculus is that it is a…

> One of the secondary reasons I've avoided Oculus is that it is a closed system; you can only buy from a single provider

I buy most of my Oculus games on Steam, not the oculus store. Half Life Alyx is a Valve game after all.

Re: Virtual reality ads make their way to Facebook's Oculus headsets

#97

Earlier quoted context omitted.

How is $20 high? I'm continually amazed how much fun a $20 game can provide. For the price of a movie ticket and a coke, you can get a dozen hours of entertainment. That seems like a pretty good deal to me. And the $60 are AAA games where you'd easily get 30-40 hours worth. These have budgets of ~$70 million; they have to make their money back somehow. One of the secondary reasons I've avoided Oculus is that it is a…

A 20$ VR game is usually (if it is linear) about 3-6 hours long. "Superhot VR" (25$) 2-3 hours, if you are a completionist, about 6 hours. "Star wars: Tales from the galaxy's edge" (25$) 2-3 hours, if you are a completionist, about 4 hours. I think the longest single player VR game that exists now is "The Walking dead: saints & sinners" (40$) which is around 11-14 hours long, but it is barely linear, it is more like…

Half Life Alyx definitely lasted over 20 hours for me.

Re: Virtual reality ads make their way to Facebook's Oculus headsets

#98

Earlier quoted context omitted.

How is $20 high? I'm continually amazed how much fun a $20 game can provide. For the price of a movie ticket and a coke, you can get a dozen hours of entertainment. That seems like a pretty good deal to me. And the $60 are AAA games where you'd easily get 30-40 hours worth. These have budgets of ~$70 million; they have to make their money back somehow. One of the secondary reasons I've avoided Oculus is that it is a…

A 20$ VR game is usually (if it is linear) about 3-6 hours long. "Superhot VR" (25$) 2-3 hours, if you are a completionist, about 6 hours. "Star wars: Tales from the galaxy's edge" (25$) 2-3 hours, if you are a completionist, about 4 hours. I think the longest single player VR game that exists now is "The Walking dead: saints & sinners" (40$) which is around 11-14 hours long, but it is barely linear, it is more like…

Asgard's Wrath took me about 40 hours for my first play through. And the internet seems to suggest about 29 hours just for the main story and up to 80 hours for the completionist

Re: Virtual reality ads make their way to Facebook's Oculus headsets

#99
post #24

I really believe in VR. I despise Facebook and advertising. We need an alternative.

https://www.cnet.com/news/best-vr-headsets-for-2021/ Oculus Quest is the least expensive, competitive, standalone headset. Least expensive option often pairs with ad-supported. We bought a Quest before Facebook bought Oculus, and we're very disappointed with that turn of events. I think most people would be better off opting out of VR until there's a non-Facebook standalone headset under $400 (like the original Quest…

I don't think the Quest existed before the Facebook purchase. The Quest was announced in 2018 but Facebook made the purchase in 2014. Unless you mean before the Facebook login was forced upon Oculus users.

Re: Virtual reality ads make their way to Facebook's Oculus headsets

#100

Earlier quoted context omitted.

https://www.cnet.com/news/best-vr-headsets-for-2021/ Oculus Quest is the least expensive, competitive, standalone headset. Least expensive option often pairs with ad-supported. We bought a Quest before Facebook bought Oculus, and we're very disappointed with that turn of events. I think most people would be better off opting out of VR until there's a non-Facebook standalone headset under $400 (like the original Quest…

I don't think the Quest existed before the Facebook purchase. The Quest was announced in 2018 but Facebook made the purchase in 2014. Unless you mean before the Facebook login was forced upon Oculus users.

Well damn. That flew under my radar. Or I put up some mental blocks because our family really wanted one while some from the older generation could still experience it.

Now that I think back, I think we knew that, but it was still an "Oculus" account at the time, before the "Facebook account" requirement was announced. That seems to have been announced August of 2020... just weeks after we bought our Quest.

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