Oculus update attempts to stop Vive users

And which information specifically is the update service sending to the Facebook servers?? This is all scaremongering nonsense.

Many software packages check for updates quite frequently - I know any that my company write do so, on a reasonably regular basis - it's not tinfoil hattery, it's just practical. And seeing as Oculus are owned by FB who have a massive server infrastructure, where would you suggest they host the update servers?

*sigh*

If you're that paranoid about Facebook, Steam, or heaven forbid Google - why even own a computer?? And best not ever go outside with CCTV, spy satellites and RFID tracking your every move!!!

This whole thing about Facebook being the boogyman and taking your first 3 unborn children is so tedious. Either use it, or don't.

Anyway - all this chat is off-topic, so lets give it a rest. The topic is about access to Oculus Home for Vive users, not Facebook data policies.

Fair enough. It is OT.
 
For official support VIVE needs ATW support in oculus home titles

That's akin to suggesting that a publisher won't release a game on AMD because AMD don't support NVIDIA gameworks... That is not how the PC community/industry works. If Oculus wanted to support steamVR (et al) then the appropriate step is simply to do that, and state that they can't support ATW via that platform.

Leave the choice up to the consumer, rather than create a situation which is potentially damaging to the future of the VR industry...

Who is going to invest in a new VR company if they know that N% of their customer base are forever locked into Oculus hardware?
 
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Why would Oculus want to give away the Crown Jewels to HTC? Makes no sense. The Rift is just superb smooth with ATW (not to mention super comfortable for those Hutton Orbital runs!) Just love it!
 
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Slopey

Volunteer Moderator
That's akin to suggesting that a publisher won't release a game on AMD because AMD don't support NVIDIA gameworks... That is not how the PC community/industry works. If Oculus wanted to support steamVR (et al) then the appropriate step is simply to do that, and state that they can't support ATW via that platform.

Leave the choice up to the consumer, rather than create a situation which is potentially damaging to the future of the VR industry...

Who is going to invest in a new VR company if they know that N% of their customer base are forever locked into Oculus hardware?

The Rift works fine with SteamVR - I don't understand the point you're trying to make?

The Vive however doesn't support ATW. So if anything, the Vive is the one which is limiting access to something as it doesn't have those features. As it doesn't have that "feature" many of the Rift experiences in the Rift store play nice with it - that's not Oculus's fault.

If someone writes a game for Windows, which includes a feature which doesn't exist in Macs, i.e. Horizons, that's up to Apple to sort, and as per FD's store, you can't buy Horizons for the Mac.

In the same way, the Rift experiences use a feature which doesn't exist on the Vive. That's up to HTC to sort, and as per the Rift store, you can't buy those experiences for the Vive.

I don't see the problem with Oculus only letting Rift users use Oculus home as that's designed for their hardware, for their customers. Their customers can use SteamVR like the rest of them. HTC didn't go with their own "store", and are doing it through Steam - that's their choice - why should Vive owners get access to Oculus home? That's like complaining that Windows users don't get access to the Mac App Store.

Your assertion that it's "not how the PC community/industry works" is incorrect - there are plenty of instances of proprietary hardware/software which don't play nice with other manufacturer's hardware/software which essentially does the same thing. That's just competition, which is part of business - this isn't some altruistic race to better the human condition - both companies want to make money.

People won't invest in a VR company which doesn't a) make money on the HMDs or b) have a lock in mechanism to provide guaranteed income from users in the future. I hope HTC are making money on the Vive kits, as without a dedicated store, they limit their income and are a peripheral manufacturer only. Oculus has played the game better in this regard, as they're trying to build an infrastructure and retention around their device, which provides better prospects.

Currently Rift owners get the best of both worlds. For stuff which is on Steam they can buy and play it on Steam (and in their Vive too if they have both), and they can buy stuff on Oculus Home. Vive owners only have the Steam option, but that's not Oculus's fault, nor can you blame Oculus for limiting customers in Home to those who own the Rift hardware.
 
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I actually think this guy puts it better than I

https://www.reddit.com/r/pcmasterra...key_on_why_the_htc_vive_will_not_work/d1ad2sl

and Palmer Luckey's comment



can we please get the straight dope on HTC Vive support in the Oculus Store?


We want to natively support all hardware through the Oculus SDK, including optimizations like asynchronous timewarp. That is the only way we can ensure an always-functional, high performance, high quality experience across our entire software stack, including Home, our own content, and all third party content. We can't do that for any headset without cooperation from the manufacturer. We already support the first two high-quality VR headsets to hit the market (Gear VR and Rift), that list will continue to expand as time goes on.

Exactly what is happening, who is at fault, what is Oculus doing to bring HTC Vive support to the Oculus Store and who is stopping this from happening?

I am not going to point fingers in the middle of our own launch. Hopefully things work out in the long run, I am trying my best. It is pretty obvious what would benefit Oculus and our unparalleled VR content investment - heck, the Oculus Store did not even launch with our own hardware, people have been using it with Gear VR for a long time now!

Myself and most people here would surely love to buy ALL their games on the Oculus Store only, but the current situation makes that unlikely.

You are right on both counts, unfortunately. Lots of losers, only one clear winner. (AKA VALVE?)
 
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The Rift works fine with SteamVR - I don't understand the point you're trying to make?

If you buy 'MyLittleGame' on Oculus Home, and in 1 years time decide to upgrade to a Samsung HMD+, then your MyLittleGame purchase will not work on your new headset. Unless Oculus/Facebook & Samsung come to an 'agreement' then your game will never work on that headset - your money will simply be lost. As you spend more money on Oculus Home, it becomes more painful to switch hardware vendor, and you become locked-in to the Oculus/Facebook ecosystem.

That is vendor lock-in, and it has been created by Oculus/Facebook.

PC software is not tied to hardware, that is why the platform is successful, and the current VR situation is total bull-manure.
 
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Slopey

Volunteer Moderator
If you buy 'MyLittleGame' on Oculus Home, and in 1 years time decide to upgrade to a Samsung HMD+, then your MyLittleGame purchase will not work on your new headset.

How exactly do you come to that conclusion, seeing as Oculus effectively made the GearVR for Samsung, and GearVR users had access to Oculus home before CV1 owners did. Also, the future hasn't happened yet, so...

And if MyLittleGame is on SteamVR, which is where most games are as they want to cover all devices Rift/CV1/etc, it's not a problem, is it.

Aside from very specific Oculus Home releases, none of which imho are worth buying anyway, just use Steam.

Sheesh!
 
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These are very early days with a limited user base in all hardware camps. Anyone who tries a monopoly play at this point will cut their own throats.

Universal standards, protocols and software supported on all platforms is the only way forward for any sane HMD company or software provider.

VR will only get better and we as the users can ensure artificial limits are not put in place by any company.
 
So from what I can gather (reading between the lines) Oculus' plan is to push the Oculus store, this is their plan going forward, get folk on there?
 
I've seen the term FUD used a lot recently. I had to look it up : "(Fear, Uncertainty, and Doubt) is the term for any strategy intended to make a company's customers insecure about future product plans with the purpose of discouraging them from adopting competitors' products."

Everyone is entitled to an opinion but surely this applies to the below video?

*Do not open this at work because it includes LOUD swearing*

[video=youtube_share;eM8jnnuZW4Y]https://youtu.be/eM8jnnuZW4Y[/video]
 
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Can you dial up the hyperbole a little, I'm afraid "slave" is a little weak these days. ;)

I thought about calling it peasantry or serfdom, but then again even peasants and serfs retain a little privacy. I'd say "slave" is pretty much on spot.


Are you a Scot or Irish? You may have developed coping mechanisms.
 
Geez, another one got it the wrong way around! What does Oculus block on their hardware? NOTHING. You can use Steam, you can use standalone products, you can write your own, NOTHING is blocked!

What is blocked is Oculus Home to Oculus Rift, THAT IS ALL! So if you have a Rift HMD you're tied to nothing!

Anyone else not understand this rather simple thing?!

You'd think the "oculus" and "vive" toggles when you list VR games in Steam would be a clue for these folks...
 
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If you buy 'MyLittleGame' on Oculus Home, and in 1 years time decide to upgrade to a Samsung HMD+, then your MyLittleGame purchase will not work on your new headset. Unless Oculus/Facebook & Samsung come to an 'agreement' then your game will never work on that headset - your money will simply be lost. As you spend more money on Oculus Home, it becomes more painful to switch hardware vendor, and you become locked-in to the Oculus/Facebook ecosystem.

That is vendor lock-in, and it has been created by Oculus/Facebook.

PC software is not tied to hardware, that is why the platform is successful, and the current VR situation is total bull-manure.

This guy gets it... Oculus "ARE" trying to cuff their users long term to their store if you have Oculus hardware, also no cross play in Pcars with those on steam is a joke... but never mind keep your heads in that sand and vote for your chains, you guys should be up in arms not condoning it [sad]
 
This guy gets it... Oculus "ARE" trying to cuff their users long term to their store if you have Oculus hardware, also no cross play in Pcars with those on steam is a joke... but never mind keep your heads in that sand and vote for your chains, you guys should be up in arms not condoning it [sad]

to be fair this is not oculus' fault.... Should pCARS be on the oculus store at all??? arguably not because of this issue, but on steam it is a steamworks title so it stands to reason the oculus bought version would not be able to access steam servers (I do not blame steam here either).... perhaps steam could sell an online pass for a few quid to allow the oculus version to connect and vice versa on the oculus store?.

Assetto Corsa is a (actually sorry if i already said this) way better fit for the oculus store as it uses external servers for the multiplayer so would not matter where you bought it.. . it is why Elite works ok as well.
 
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This guy gets it... Oculus "ARE" trying to cuff their users long term to their store if you have Oculus hardware, also no cross play in Pcars with those on steam is a joke... but never mind keep your heads in that sand and vote for your chains, you guys should be up in arms not condoning it [sad]

Nothing preventing Oculus users from buying and playing PCars on Steam and it's cheaper last time I looked. If Oculus doesn't open play to non exclusive content they will not be able to maintain themselves in pc gaming. I expect they will adjust if they want to have a CV2. That being said, for online racing I prefer IRacing which only has Oculus native support right now ,as it has way better physics, track quality and car quality (I am not speaking of graphics here) and because it was built for the real world race community, they don't put up with spoiled brats who just want to crash into people. If you drive like an ahole you can't progress far enough to be a bother.
 
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