Uhm, this is clearly trying to follow Google's Android with clear previous inspiration from Apple. I don't see how this is anything like what Microsoft or Epic does.
That said, the Apple strategy has clearly failed them so far, so now they try it a bit more Google like, neither of which is good for the users.
And the original argument from Carmack also has a gaping flaw. If software is the main problem and evidently Meta can't solve it in house despite throwing practically infinite money at it, the only solution is to open up the software and let others experiment with it and contribute to it.
So are there any decent open source initiatives to drive VR hardware? Because I am not strapping either Apple's or Facebook's data collection devices to my eyeballs.
It’s because they thought that this would make them the ideal choice for VR gaming, but they failed to realize that what they’re actually doing is killing VR , because too many gamers want nothing to do with Facebook.
That isn't the problem, the reverse is the problem. Meta generally has the right idea to offer a relatively cheap standalone headset, but the way they try to control everything on it, lock it down and try to establish a monopoly appstore with a huge cut makes it very unattractive for developers.
The few games that exist only on Quest are there because Meta bought the studio or directly paid for the development of the game.
Would be great if the future would be more open. The vr community has always been based on hobbyists with their open projects. It's incredibly unfortunate that there aren't any open headsets (free software and standards) Something akin to LineageOS for VR would be amazing. If not an entire OS, something like FOSS VRchat would be super great.
PS VR2 was designed from the ground up specifically for PS5 – so you’ll notice that some key features, like HDR, headset feedback, eye tracking, adaptive triggers, and haptic feedback (other than rumble), are not available when playing on PC. However, other high-fidelity and sensory immersion features of PS VR2 are supported, including 4K visuals (2000 x 2040 per eye), 110-degree field of view, finger touch detection, and see-through view, as well as foveated rendering (without eye tracking) and 3D Audio in supported games.
Adaptive triggers is not surprising I guess, but even the haptic feedback? Eye tracked foveated rendering as well, imo all this combined with the price tag for the adapter makes this not a good option. Only if you already have one and always wanted to try PC VR. And even then I’m not sure if it’s worth the adapter price.
Sounds more like a software issue. At least eye-tracking seems likely to come to SteamVR in the nearish future as the next Valve headset will likely have it as well.
Sounds like it requires a Windows specific app unfortunately. Sony did add open Linux drivers for their gamepad so I guess there's a slim chance it might happen for the adapter too but I kinda doubt it, since VR is such a niche subject. And it seems like half of the important features don't even work on PC, including the eye tracking, which makes the price hard to justify either way.
I've been sim racing on a HTC Vive since it released. I live in a country where the Index isn't available without importing the thing for a ridiculous price.
From what I've seen, this is a massive upgrade. Keen.
Hold up, hold up. When you say that you’re installing Alyx but it might be too much for your deck, are you implying that you have played VR games using your steam deck?
I’m not doubting you, just looking for confirmation. Thanks!
When they announced PC support was coming, I really wanted to get one just for that, but when they revealed all the features that won't work on PC, it started looking like a worse deal than the Quest 3 and more like a side-grade from the Quest 2.
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