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

reuters.com

191–196 of 196 posts

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

#191
post #189

Earlier quoted context omitted.

> It’s not just you, but you are a tiny minority. No, everyone agrees that ads are annoying. I install uBlock Origin on every single browser I come across. Every single time, people take notice almost immediately. They always tell me the internet just feels so much nicer. Many times they can't explain why, they just know. Ads are a blight on the modern web. Everyone prefers the low-noise version.

They can't explain that they are not seening popups every 5s is better?

Not in my experience. People usually just ignore annoying stuff. They don't even read anything, it barely registers on their minds. I've seen people browsing a website get extremely confused when some newsletter bullshit pops up in front of the content. They immediately start searching for a close button to get rid of it. They assume annoyances like that are an inevitable part of life on the internet.

With uBlock Origin we can show them a better world.

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

#192

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…

If you like action sci-fi RPG, I'd recommend Space Pirates and Zombies 2. I played the whole thing in its optional sit-down VR. One non-completionist run through took me about 30 hours.

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

#193
post #116

Earlier 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.

I don't grind PP, Never got into that scene. I've just been working on songs, and as it stands I can't crack Expert+ Ghost, Light it up, and Spin Eternally. That seems to be my limit.

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

#194
post #8

> 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.”

Why not both?

Because I don’t like ads.

And I like VR. So ads in VR means I won’t be able to play VR games.

So both decreases my pleasure. Especially since I already bought an oculus back when the model was just selling games.

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

#195
post #176
post #161

Earlier quoted context omitted.

Valve had ads in games?

yes. https://www.gamasutra.com/view/news/103060/Valve_Plans_InGam... https://www.eurogamer.net/articles/counter-strike-gets-in-ga...

Thanks for the links. That is bonkers and I'm glad it didn't turn out.

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

#196
post #85

Earlier quoted context omitted.

>Companies are free to insert ads if they want to, and we're free to choose what media we consume I'd like to invite you to turn that around. The freedom that we all get to exercise cuts both ways, it is not exclusively for companies to be active and consumers to passively, quietly accept things they dislike. Citizens are free to complain about ads if they want to, and companies are free to to respond to market press…

> Citizens are free to complain about ads if they want to, and companies are free to to respond to market pressure by relying on more or less advertisement. I agree, but I wasn't commenting at a societal level. I'm saying that at an individual level I see it as a waste of energy to get stressed out about something like ads in video games. There are so many ways to enjoy life, and stress is so bad for health.

I think it's possible to complain without stressing out too much, but perhaps that says something about how much time I've spent complaining on the Internet =)
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