Earlier quoted context omitted.
> but inside individual games and apps. IMO that's worse. You spend more time in game than on the menu screen. Sadly this is likely a pandoras box we will not be able to close.
> Sadly this is likely a pandoras box we will not be able to close. Valve has tried that a long time ago too and it wasn't successful. There's still some hope.
Virtual reality ads make their way to Facebook's Oculus headsets
161–170 of 196 posts
Re: Virtual reality ads make their way to Facebook's Oculus headsets
#162Oculus cannot be used without a Facebook account. Facebook is an advertising company. It's simple: if you don't want ads, delete your Facebook account, and don't ever buy Oculus. I got an HTC Vive Pro 2 three days ago, and it's sweet. No Facebook required.
Why Vive and not Index? I believe the Vive lineup is carrying over the same basic design since original Vive and rather ancient for what it costs.
Re: Virtual reality ads make their way to Facebook's Oculus headsets
#163The saddest thing about these VR companies (or any other hyped yet insubstantial new thing for that matter) to me is the fact that they got acquired too quickly that one cannot short them on the stock exchange...
Calling VR insubstantial is absurd. Just because VR helmets won't be as popular as mobile phones doesn't make them so. It's like calling an Xbox insubstantial. What VR lacks in game variety, it makes up for in how unique the experience is. VR consoles will be able to get new games and apps, while "regular" consoles won't get more unique without releasing new models. Gaming in VR is also a lot more beginner friendly.…
hold wand to chin to Doubt
Re: Virtual reality ads make their way to Facebook's Oculus headsets
#164Is it just me? I would rather just pay for stuff and be done with it rather than have my attention and sensorium sold to the highest bidder.
Re: Virtual reality ads make their way to Facebook's Oculus headsets
#165Earlier quoted context omitted.
> Maybe it's just that no one wants to pay their captors for golden ear-muffs and blinders when they themselves are the ones responsible for the poor user experience. I vehemently refuse to pay for YouTube Premium for that exact reason. I get ads that amount to something like "You know how we just stuff ads down your eyeballs constantly? You know how it's really annoying? For just X.99 a month, we'll no longer do tha…
I don't understand this. Would it be better if YouTube "Free" didn't even exist? No one's forcing anyone to use youtube. How is this different from any subscription service that has a hobbled "lite" version?
My touchstone for excessive advertising is a Polish TV station called Polsat, which often had very good programming but also lots and lots of ads. We often joked that Polsat programming was "all ads, sometimes broken up by a few minutes of actual TV". It wasn't quite that bad, but it was true that you would get just under ~10 minutes of adverts per every 15-25 minutes of programming.
YouTube exceeds that ratio, these days. And when that happens, I'm almost positive it's time to start packing your toys and looking for a different source of entertainment.
Re: Virtual reality ads make their way to Facebook's Oculus headsets
#166Earlier quoted context omitted.
I don't understand this. Would it be better if YouTube "Free" didn't even exist? No one's forcing anyone to use youtube. How is this different from any subscription service that has a hobbled "lite" version?
YouTube doesn't provide the content, the people I watch do. I send them money. A youtube subscription to them, of which youtube takes a cut, doesn't disable ads -- only a second service, paid to youtube itself , does. Apparently $15/mo gets rid of ads, but $5.99 a month (less 20%, thanks youtube) actually creates the content I care about watching. Youtube has inserted themselves in the middle, and are extracting rent…
Re: Virtual reality ads make their way to Facebook's Oculus headsets
#167A little off-topic - does anyone know why Steam takes screenshots of VR content played in a headset? I've noticed multiple times that Steam's Screen Capture process ended up hanging with HP Reverb G2 and am wondering why do they need to take screenshots? I'd have expected that from Facebook (privacy lol) but don't understand why Steam bothers with it?
Re: Virtual reality ads make their way to Facebook's Oculus headsets
#168> Facebook said it will use the test to explore ways to help developers earn revenue on the Oculus platform. How about by just selling games? I hate this mealy-mouthed way of deflecting that it’s not about Facebook’s revenue, but about “helping developers.”
It's entirely up to developers whether to put ads in their game or not.
Re: Virtual reality ads make their way to Facebook's Oculus headsets
#169Earlier quoted context omitted.
You are just getting started. I've only now felt like I've hit the wall, and I'm at about 300 hours.
What rank? I've felt a huge difference in competition at 2500+. 10k to 5k wasn't bad, but the moment 2500-3000 and consistent 300pp plays just to maintain it hit I felt the burn.
Re: Virtual reality ads make their way to Facebook's Oculus headsets
#170Oculus cannot be used without a Facebook account. Facebook is an advertising company. It's simple: if you don't want ads, delete your Facebook account, and don't ever buy Oculus. I got an HTC Vive Pro 2 three days ago, and it's sweet. No Facebook required.
The Vive Pro 2 is absurdly expensive ($1400) compared to the Oculus offering. The Vive Pros are at its name implies, for pros, or for people with big budgets who want the best. You simply can't compare. I think that if you don't want to buy Oculus and have a reasonable budget (~$400), WMR headsets are the only alternative.
Letting ads and Facebook behavioral surveillance into your life is way more expensive yet.