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Facebook account now required to login to Oculus devices

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Re: Facebook account now required to login to Oculus devices

#311
post #186

Earlier quoted context omitted.

As a CEO of a company that is being sold you can not make any binding statements about the future of the company you will no longer own . This is really management 101 and Palmer Luckey does not strike me as an absolute beginner here, he knew how to get funded, how to execute and had a ton of people telling him this would happen. Of course he and FB had a pretty strong incentive to ensure that there wouldn't be an im…

I think Brendan Iribe did most of the management and fundraising. I like Palmer, but my impression was he hacked together a series of prototypes in the garage and ended up with a device that showed enough promise to bring in Iribe and Carmack. (I think he really did believe at the time that Facebook wouldn't Facebook it up.)

The whole company was built off semi legally stolen valve tech due to valve naivete when the employees who advocated sharing the tech with oculus for free all got hired by oculus/Facebook.

Bad egg from the start from how they acquired tech and employees, to their exclusive policy on launch and their artificial compatibility issues with other headsets today, getting worse when selling out to Facebook is no surprise.

Re: Facebook account now required to login to Oculus devices

#312
post #305

Earlier quoted context omitted.

Exhibit n + 1 on why when you're acquired you're not in a position to promise anything to anyone despite any assurances from the acquirer. Or, from the consumer's side, why those promises should carry no weight.

One can demand such promises from the acquirer in the form of a contract that states, in effect, this: a) If acquirer does X, the seller, Y, has the option to repurchase the company for $1. b) Any future acquirer must agree to the same contract. If it does not, Y must be extended the option to repurchase the company for $1 before the sale. I don't think anything less could constitute a true promise that the acquirer…

Contracts are only binding up to a certain amount of capital. You can only make the violator bleed so much.... i don't see contracts as threats to any of these large corporations.

Re: Facebook account now required to login to Oculus devices

#313
post #210

Earlier quoted context omitted.

unless you flex your cryptoanarchist power and enshrine strong encryption into your architecture. what WhatsApp did. make it costly for the new owner to change their minds.

They still managed, though. Facebook has the technical ability to just walk around all of your encryption.

not past conversations thanks to forward secrecy

Re: Facebook account now required to login to Oculus devices

#314

Earlier quoted context omitted.

We're talking about an open social platform which half the world's population uses, so it's effectively a public space and the fact that a simple political opinion could be enough to cancel my account means that when hundreds of dollars are on the line, my voice may be effectively silenced. It's a huge problem and even if you don't realize it now, it is going to be a huge political issue in the future.

And it has a simple solution, albeit an unsavory one to many of America's more free-market minded persons: If they are effectively a public space, then nationalize them and make it official.

That will never happen. The politician that sets it up will be voted out in the next election and everything he's done will be undone. Even as progressive as I am I will never vote for anyone who wants to nationalize a private company. That's what the CCP does, not America.

Re: Facebook account now required to login to Oculus devices

#316

Earlier quoted context omitted.

Get a second email -- potentially at your own domain so you are never again locked to any particular service -- and use it in conjunction with gmail. Sign up any new accounts to your new email, and slowly migrate others as you see fit. After a year or two, your gmail will only receive spam, and anything important will be in your new account.

The "own domain" is the hard part here. I've never owned one and figuring that all out takes time. Even more so getting all the email server configuration figured out.

It's super easy. Pick a registrar, find a name that exists, and pay the ~$15/yr.

If you pick a mail service that lets you bring your own domain, they almost all have step-by-step guides to configure it. It's a half-dozen settings to copy/paste.

Using your own domain certainly isn't a requirement, but it lets you easily get out of this situation without any trouble if your next provider decides to do something you don't like.

Re: Facebook account now required to login to Oculus devices

#317
post #2

My monitor, mouse and keyboard don't require any accounts (yet?), why does a device with two monitors and motion sensors require it?

>My monitor, mouse and keyboard don't require any accounts (yet?) I take it you don't have any Razer devices.

I've used a Razer mouse for ages solely on a Linux machine. Never made an account. Only used Windows initially to set my preferred LED lighting option via their crappy app.

Re: Facebook account now required to login to Oculus devices

#318

So if I don't have a Facebook account and I buy an Oculus Quest after October, does this mean I may have to submit a copy of my driver's license just to set up a piece of consumer electronics?

If they suspect you aren't who you are then yeah. Otherwise generally a phone number and email are enough. That's the price for Facebook, but it's good to be informed about what you're sacrificing.

Re: Facebook account now required to login to Oculus devices

#320
post #158
post #147

Earlier quoted context omitted.

Apple is now using the notarization system on desktop to ban apps from companies that broke iOS App Store rules, so you could for instance get your drone strike death toll app that was making a political statement taken down and lose your desktop notarization (which was supposed to be about security only) on a totally unrelated app in retaliation.

Yeah seen that Apple is doing that for Epic's Fortnight. Won't be able to sign for Mac, but people could still install it if they turn off gatekeeper which I doubt many people would mess with, been a while since I've done that myself since I use dev tools. I think now on Catalina and newer Mac versions even more steps. Used to be a checkbox, but I think you have to use the terminal now? Never really worked with Unrea…

If you Option-click an app, it gives you the option to run the app even if it's not signed. No disabling of Gatekeeper required.
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