• Palmer is Leaving Oculus
    96 replies, posted
[img]https://tctechcrunch2011.files.wordpress.com/2014/03/palmer-proto.png[/img] [quote]Palmer Luckey is out at Facebook. The Oculus co-founder, who helped kickstart the recent VR craze with a prototype headset built out of his parents’ garage, has left the company after a year that heralded the launch of the consumer Oculus Rift but also a number of lawsuits and a pro-Trump meme scandal.[/quote] [url]https://techcrunch.com/2017/03/30/palmer-luckey-facebook/[/url] [url]http://www.pcgamer.com/palmer-luckey-is-leaving-oculus/[/url] [url]https://uploadvr.com/palmer-luckey-departs-facebook/[/url]
is it too late to return my rift ):
He doesn't really have any practical skills that would be that useful for Oculus either way but either way, he lived the dream of anyone making a video game / program / invention alone at home. Becoming insanely rich from it out of no where.
I hope this isn't a sign of the Oculus starting to totally fail. They lit the fire under Valve's ass to make the better product, but they still need to stick around to provide competition.
They've still got a huge talent base and john carjack, they'll be fine [editline]31st March 2017[/editline] Carmack rather
[QUOTE=killerteacup;52035919]They've still got a huge talent base and [B]john carjack[/B], they'll be fine [editline]31st March 2017[/editline] Carmack rather[/QUOTE] I bet he would download a car...
[QUOTE=General J;52035880]I hope this isn't a sign of the Oculus starting to totally fail. They lit the fire under Valve's ass to make the better product, but they still need to stick around to provide competition.[/QUOTE] Oculus won't fall from something like this. They are doing better than ever right now, the past 1-2 months have seen several big software improvements and big game releases. Palmer is/was the poster boy that started the revolution. After Facebook's buyout he has had minimal impact on the actual tech itself, he's just been the face of the company giving out interviews and just hanging around as "the Oculus guy". Most software and hardware development is now done by a team of several hundred engineers with professional backgrounds. Palmer had the skills to make the first hack-job Oculus prototype in his garage out of an old smartphone screen and duct tape, which started everything, but he doesn't have the skills for what they are doing right now in the Oculus hardware laboratories and research facilities.
[QUOTE=General J;52035880]I hope this isn't a sign of the Oculus starting to totally fail. They lit the fire under Valve's ass to make the better product, but they still need to stick around to provide competition.[/QUOTE] Oculus isn't going to die unless VR as a whole totally goes under
[QUOTE=General J;52035880]I hope this isn't a sign of the Oculus starting to totally fail. They lit the fire under Valve's ass to make the better product, but they still need to stick around to provide competition.[/QUOTE] I personally see it the other way around. The vives room tracking forced Oculus to make their own solution and made them need to cut the price
[QUOTE=da space core;52037843]I personally see it the other way around. The vives room tracking forced Oculus to make their own solution and made them need to cut the price[/QUOTE] Oculus didn't change anything but a little bit of software to make roomscale tracking possible with its cameras, and Touch was in development for years. They also hired experienced hardware manufacturing names to optimize their costs, a year ago. Learn your VR history before talking shit.
[QUOTE=bitches;52038513]Oculus didn't change anything but a little bit of software to make roomscale tracking possible with its cameras, and Touch was in development for years. They also hired experienced hardware manufacturing names to optimize their costs, a year ago. Learn your VR history before talking shit.[/QUOTE] Roomscale on Oculus is a joke and you know it. A tacked-on last minute addition at best. The Vive clearly lit a fire under their ass.
[QUOTE=1/4 Life;52038606]Roomscale on Oculus is a joke and you know it. A tacked-on last minute addition at best. The Vive clearly lit a fire under their ass.[/QUOTE] I've got the Rift, and my two-camera tracking is really solid except for directly behind me, which is what a third camera is for (and where the software improvements were focused). I agree that laser tracking is a better solution than present-day camera tracking, but the difference is negligible in practice and price. You're engaging in petty fanboyism rather than facts.
[QUOTE=bitches;52038666]I've got the Rift, and my two-camera tracking is really solid except for directly behind me, which is what a third camera is for (and where the software improvements were focused). I agree that laser tracking is a better solution than present-day camera tracking, but the difference is negligible in practice and price. You're engaging in petty fanboyism rather than facts.[/QUOTE] The facts are Oculus was a front-facing camera system meant for sitting/standing VR, and Vive came out with a much better tracking solution that doesn't involve taking up 100% of your USB bandwidth and allows for far more accuracy and freedom of movement/increased max room size; to which Oculus responded with a heavily delayed touch controller, a 3rd camera hackjob that was broken for months, exclusive games, and a price reduction. Valve influenced what Oculus is today by producing objectively better hardware after Facebook cut them and their engineers out of Oculus. It leaves the future deeply in question for Oculus as well, as solving this design problem means an entirely new tracking system with new headsets and controllers. Oculus customers may need to replace their entire VR setup to get those improvements, while Vive users are getting a steady stream of addons/upgrades including wireless support. It's not fanboyism, it's just the way it worked out. VR was always going to be a case of HDDVD vs Blu-Ray, we just needed to know who was going to be who.
[QUOTE=1/4 Life;52038798]The facts are Oculus was a front-facing camera system meant for sitting/standing VR, and Vive came out with a much better tracking solution that doesn't involve taking up 100% of your USB bandwidth and allows for far more accuracy and freedom of movement/increased max room size; to which Oculus responded with a heavily delayed touch controller, a 3rd camera hackjob that was broken for months, exclusive games, and a price reduction. Valve influenced what Oculus is today by producing objectively better hardware after Facebook cut them and their engineers out of Oculus. It leaves the future deeply in question for Oculus as well, as solving this design problem means an entirely new tracking system with new headsets and controllers. Oculus customers may need to replace their entire VR setup to get those improvements, while Vive users are getting a steady stream of addons/upgrades including wireless support. It's not fanboyism, it's just the way it worked out. VR was always going to be a case of HDDVD vs Blu-Ray, we just needed to know who was going to be who.[/QUOTE] Vive hardware is anything but "objectively better" in all but tracking. Those "heavily delayed" Touch controllers and integrated audio are "objectively better", if we're going to throw that around. Leave your /r/vive anti-facebook echo chamber and you'll understand that both systems have things they do better than the other.
The guys loaded. Crazy how quickly he just became incredibly rich.
[QUOTE=bitches;52038835]Vive hardware is anything but "objectively better" in all but tracking. Those "heavily delayed" Touch controllers and integrated audio are "objectively better", if we're going to throw that around. Leave your /r/vive anti-facebook echo chamber and you'll understand that both systems have things they do better than the other.[/QUOTE] Some points: 1: At no point did I say anything anti-facebook. It is a fact that Valve was cut out of Oculus after Facebook bought them. Leave your fanboy accusations at the door. 2: On the subject of the controllers, finding them better is deeply subjective and I would argue the method of tracking is built into the controller, making them objectively worse for that reason alone. They can never improve without being replaced. 3: The integrated audio is subjective. With the Vive in stock configuration you can plug in any old USB or AUX headset you want, a lot of which offer higher audio quality than what comes with the Oculus. This also goes into my 'upgradability' point, where Vive is getting an integrated audio solution. 4: FOV is important, and the Vive won that war.
[QUOTE=bitches;52038835]Vive hardware is anything but "objectively better" in all but tracking. Those "heavily delayed" Touch controllers and integrated audio are "objectively better", if we're going to throw that around. Leave your /r/vive anti-facebook echo chamber and you'll understand that both systems have things they do better than the other.[/QUOTE] As someone who has used both and spent far more time with the Rift, it's not even funny how much better a Vive is. 2 minutes after putting it on, it was incredibly clear how much better it was for everything, and yeah I mean tracking, visuals, the controllers, all of it. Us enthusiasts can argue specs all day but I'm almost positive any consumer that tried both would prefer the Vive.
[QUOTE=antair;52039350]As someone who has used both and spent far more time with the Rift, it's not even funny how much better a Vive is. 2 minutes after putting it on, it was incredibly clear how much better it was for everything, and yeah I mean tracking, visuals, the controllers, all of it. Us enthusiasts can argue specs all day but I'm almost positive any consumer that tried both would prefer the Vive.[/QUOTE] Are you comparing it to the Rift DK2 or something? I've got both headsets right next to me. The Rift is my go-to one at the moment since it's simply better for comfort, integrated audio and Touch controllers. In terms of tracking and visual quality the differences are negligible (got a 3 camera setup for the Rift).
[QUOTE=antair;52039350]As someone who has used both and spent far more time with the Rift, it's not even funny how much better a Vive is. 2 minutes after putting it on, it was incredibly clear how much better it was for everything, and yeah I mean tracking, visuals, the controllers, all of it. Us enthusiasts can argue specs all day but I'm almost positive any consumer that tried both would prefer the Vive.[/QUOTE] If you claim that the Vive is better in visuals, comfort and build quality than the Oculus you must have injected at least 5 marijuanas. Saying "I have both and I prefer the vive lol oculus btfo how will they ever recover" doesn't quite work when, if it's about anecdotes, I can slap a 27 minute TotalBiscuit video where he explains why out of both headsets he prefers the Oculus. We can argue anecdotes all day long but the specs are what they are.
[QUOTE=bitches;52038835]integrated audio are "objectively better",[/QUOTE] No because it's [I]easy as fuck[/I] to find subjective flaws with it For example: I like my headphones to cover my ears instead of annoyingly sitting on them and when it comes to being immersed I'd rather have good sound than shitty earbuds. I mean controllers are subjective (so like what even are you going on about lol) too but at least it's not "the oculus has this thing that the vive doesn't so it's objectively better about having it" when personally I'd rather it just didn't exist at all on my headset.
I'm not surprised. He got his money, it's all he wanted anyway Everything Oculus does reflects that and his total lack of care for expanding the VR market
[QUOTE=Kylel999;52039510]I'm not surprised. He got his money, it's all he wanted anyway Everything Oculus does reflects that and his total lack of care for expanding the VR market[/QUOTE] What are you on about? [editline]31st March 2017[/editline] [QUOTE=gk99;52039483]No because it's [I]easy as fuck[/I] to find subjective flaws with it For example: I like my headphones to cover my ears instead of annoyingly sitting on them and when it comes to being immersed I'd rather have good sound than shitty earbuds. I mean controllers are subjective (so like what even are you going on about lol) too but at least it's not "the oculus has this thing that the vive doesn't so it's objectively better about having it" when personally I'd rather it just didn't exist at all on my headset.[/QUOTE] You've conveniently stripped out the part of my post about "objectively better" being a poor argumentative point; I only said it to demonstrate the single-sided argument he was making.
[QUOTE=Kylel999;52039510]I'm not surprised. He got his money, it's all he wanted anyway Everything Oculus does reflects that and his total lack of care for expanding the VR market[/QUOTE] ...Where did you get all this from? Are you just throwing shit on the wall hoping it sticks? [editline]1st April 2017[/editline] [QUOTE=*Freezorg*;52039429]If you claim that the Vive is better in visuals, comfort and build quality than the Oculus you must have injected at least 5 marijuanas. Saying "I have both and I prefer the vive lol oculus btfo how will they ever recover" doesn't quite work when, if it's about anecdotes, I can slap a 27 minute TotalBiscuit video where he explains why out of both headsets he prefers the Oculus. We can argue anecdotes all day long but the specs are what they are.[/QUOTE] I had some trouble finding the video in question but here it is, in the appropriate timestamp. [video=youtube_share;p7M8K70OxRU]http://youtu.be/p7M8K70OxRU?t=1503[/video]
If you bought a Vive because of roomscale tracking, you played yourself.
[QUOTE=gk99;52039483]No because it's [I]easy as fuck[/I] to find subjective flaws with it For example: I like my headphones to cover my ears instead of annoyingly sitting on them and when it comes to being immersed I'd rather have good sound than shitty earbuds. I mean controllers are subjective (so like what even are you going on about lol) too but at least it's not "the oculus has this thing that the vive doesn't so it's objectively better about having it" when personally I'd rather it just didn't exist at all on my headset.[/QUOTE] If you'd rather the integrated audio didn't exist at all, you can just... remove it and replace it with your own headphones [url]https://support.oculus.com/help/oculus/928280527287643[/url] [editline]1st April 2017[/editline] I genuinely feel like a paid Oculus shill just trying to shoo away the bollocks from the facts here
[QUOTE=1STrandomman;52039696]If you bought a Vive because of roomscale tracking, you played yourself.[/QUOTE] You have any reason for having that opinion or did you just want to come in here and shitpost?
[QUOTE=1/4 Life;52040325]You have any reason for having that opinion or did you just want to come in here and shitpost?[/QUOTE] personal experience, perhaps? as opposed to your vehement promotion of one headset being totally perfect and the other garbage?
[QUOTE=bitches;52040382]personal experience, perhaps? as opposed to your vehement promotion of one headset being totally perfect and the other garbage?[/QUOTE] I'll take "Unwelcomed strawman arguments" for 500.
I had originally the rift, and returned it for the vive. along with issues with the usb bandwidth, it just had buggy tracking (not awful by any means, but its hiccups were noticeable) , but above all I hated the policies that facebook brought. I hated the exclusive titles I hated giving a group like facebook even more control I hated the entire DRM scandal Its not to say that the rift is worse in every way. the headset itself is, admirably, a bit more comfortable than the vive, the rift is quite easier to put on and the audio solution is leagues ahead on the vives included earbuds. But in the end though, I see the vive answering with a new over-ear audio solution. I see new headsets being introduced, like recently from LG. I see an [I]ecosystem[/I] evolving, while the rift stuck a third camera to try to emulate what the vive could do and facebook remaining rather controlling on what vr can be with their exclusivity. while not just the vive, but steamvr grows at a whole, I see the oculus remaining stagnant. Who knows, they probably will iron out its other problems down the line, but for long as oculus maintains the control they have, I will not be a customer. [editline]31st March 2017[/editline] [QUOTE=1STrandomman;52039696]If you bought a Vive because of roomscale tracking, you played yourself.[/QUOTE] I have gotten so much exercise thanks to room tracking games such as space pirate sim. I hope you enjoy playing games on a xbox controller. You do you.
[QUOTE=da space core;52040550]I have gotten so much exercise thanks to room tracking games such as space pirate sim. I hope you enjoy playing games on a xbox controller. You do you.[/QUOTE] Deliberately disingenuous. There were at least a dozen videos of the Rift demonstrating roomscale Touch controller tracking [I]months[/I] before it released to consumers. This misinformation campaign is so tiring.
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