Zenimax should fuck off with their cash grab trolling, they just want a piece of the Facebook millions.
Ya'll fucked up and lost a priceless industry veteran. Suck it up.
zenimax is the worst company, it literally beats oculus in that category :v:
[QUOTE=Map in a box;51294841]zenimax is the worst company, it literally beats oculus in that category :v:[/QUOTE]
did oculus steal your firstborn child?
their biggest crime is being owned by facebook
[QUOTE=bitches;51298147]did oculus steal your firstborn child?
their biggest crime is being owned by facebook[/QUOTE]
that was supposed to be expunged!!
[QUOTE=bitches;51298147]their biggest crime is being owned by facebook[/QUOTE]
[I]And[/I] trying to go the exclusive route with their VR platform until the backlash hit.
Probably the worst thing you could do for an already expensive, content-sparse device.
[QUOTE=gk99;51299489][I]And[/I] trying to go the exclusive route with their VR platform until the backlash hit.
Probably the worst thing you could do for an already expensive, content-sparse device.[/QUOTE]
all they did was have their own games, developed entirely with their own money, be designed for their own software SDK instead of Valve's
they claim that they need Valve's cooperation to write video directly to the Vive headset without it being a mess of developers changing things without communicating with each other (a perfect example of this in reverse concerning "ReVive" listed below)
Valve doesn't [I]deny[/I] that, but rather Gabe just promotes Valve's SDK as a solution (because Valve's SDK is an abstraction layer designed for any third party hardware to work with)
Oculus-developed games rely on their ATW optimization feature to meet the advertised minimum PC specs, which was not possible to achieve through Valve's OpenVR SDK. And so, Oculus Studios games had no reasonable way to tread the gap. It's one thing for indie modders to add support for things, but another entirely for a big-budget company to do so in a manner that is bug-free for all users.
Valve recently added their own ATW optimization feature about two weeks ago.
This isn't "evil company" vs "good company". This is just logistics. As the two SDKs main features become more identical over time, I believe we can expect to see Oculus support Valve's OpenVR SDK in their own games.
(TLDR, OpenVR routes through the Oculus SDK to render to the Rift headset, something that could not be officially done by Oculus without performance problems.)
Or if you're referring to the short-lived breaking of the ReVive tool (that unofficially takes the Oculus SDK through OpenVR), do you really believe that all of the industry giants at Oculus (such as John Carmack) thought they'd break a popular indie mod with DRM and it [I]not[/I] be easily worked around? Shit breaks all the time if you're modding something not meant to be modded. It's just how it works. Mod was broken, mod was repaired. Oculus actually made it [I]easier[/I] for ReVive to work in the update shortly following the one that broke it.
What I'm saying is, if you honestly read this far, to look at the technical reality of these projects before buying into all of the politics.
[editline]2nd November 2016[/editline]
and if you don't think performance problems were a good enough reason for that kind of philosophy, you missed out on the years of pessimism in the pc news industry and discussions concerning VR
during the early development kit days, you couldn't hear "VR" and not also hear about "sickness"
guaranteeing a perfect experience without needing the most expensive PC ever is crucial for Oculus in order for their product to hit the mass-market
well revive wasn't accidentally broken
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