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Oculus reducing focus on true high-end PCVR gaming?

RuneSR2RuneSR2 Posts: 3,730 Valuable Player
Interview with Jason Rubin (I've put some text in bold):

"Hamilton: Are you still developing new games, beyond the ones we’re seeing here today, for Oculus Rift first?

Rubin: Oculus Rift first? I’m not sure. If the right project… I mean yes there are some in production, but what we look at is if the right project comes that we think can only be done on PC, and needs to be done to prove something out, we would fund it. Because again innovation is what we rely on the PC for delivering.

We are not graphically married…we are not pursuing graphics as like a goal. So if someone just comes and says we don’t want to build it for Quest because we want to have cutting edge graphics and we don’t want to worry about porting it down the Quest, that’s probably not a title we would make. If it can come to Quest, we want it to come to Quest. So for the most part the titles that we’re looking for now will run on both (that we’re funding)."

Source: https://uploadvr.com/jason-rubin-oculus-quest-index-rift-go/ 

From now on we only get low-poly low-res-texture phoneVR games funded by Oculus on the Rift(-S)? 

It really worries me. Of course there're Defector, Stormland, Lone Echo 2 and Asgard's Wrath - but these games have been planned for long. Will these truly high-end PCVR games, which are far beyond the Quest's ultra-low hardware capabilities, be the last Rift-only PCVR games from Oculus? 

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"Ask not what VR can do for you – ask what you can do for VR"
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Comments

  • CrashFuCrashFu Posts: 1,756 Valuable Player
    What I get from the Jason Rubin quote is that they aren't interested in funding Rift-S exclusives that won't also have Quest versions.   And that makes sense; with the size of the Quest user-base exploding every day,  why would they spend millions making games that none of those users can buy?

    But "no more PC exclusives" doesn't mean "PC games won't be PC quality".   There are already plenty of games available for both Rift and Quest, where the Rift versions look fantastic. And that won't change.   The PC versions of future games will almost always look way better than the Quest versions, because that's what sells.
    It's hard being the voice of reason when you're surrounded by unreasonable people.
  • RedRizlaRedRizla Posts: 6,707 Valuable Player
    edited June 13
    RuneSR2 said:

    It really worries me. Of course there're Defector, Stormland, Lone Echo 2 and Asgard's Wrath - but these games have been planned for long. Will these truly high-end PCVR games, which are far beyond the Quest's ultra-low hardware capabilities, be the last Rift-only PCVR games from Oculus? 

    Sounds like it to me if those are Rubins words.
  • snowdogsnowdog Posts: 7,112 Valuable Player
    Everything that @CrashFu said.
    "This you have to understand. There's only one way to hurt a man who's lost everything. Give him back something broken."

    Thomas Covenant, Unbeliever
  • RedRizlaRedRizla Posts: 6,707 Valuable Player
    edited June 13
    @CrashFu - I took @RuneSR2 to mean we won't see games like Lone Echo again for PC -VR. Unless games like Lone Echo can be made for Oculus Quest, can they?
    I suppose there's other game developers, but I do like Oculus titles like Lone Echo for PC -VR, and just hoped titles like that could continue.
  • dburnedburne Posts: 2,775 Valuable Player
    edited June 13
    Yeah I take it their primary focus going forward will be on the mobile platform, and Rift gets what it gets from that if they even continue the Rift.
    Thankfully at least there are other companies now pushing the boundaries for PC-VR, which is my main focus. 
    Don

    EVGA Z390 Dark MB | I9 9900k| EVGA 2080Ti FTW3 Ultra |32 GB G Skill 3200 cl14 ram | Warthog Throttle | VKB Gunfighter Pro/MCG Pro grip | Crosswind Pedals | EVGA DG 87 Case| Rift S | Quest |
  • RuneSR2RuneSR2 Posts: 3,730 Valuable Player
    dburne said:
    Yeah I take it their primary focus going forward will be on the mobile platform, and Rift gets what it gets from that if they even continue the Rift.
    Thankfully at least there are other companies now pushing the boundaries for PC-VR, which is my main focus. 

    Agreed, explains why there were several launch titles for Quest and none for Rift-S, and the outsourcing of Rift-S to Lenovo. Reading the interview Rubin constantly talks about Quest - it seems clear to me that Oculus is focusing on low-end VR solutions now - and Zuckerberg has continuously focused on a main goal of getting 1 billion people to use VR. So it all makes sense, and so does my pre-ordering of the Index.
    But it feels sad - Oculus has been the main locomotive pushing PCVR forward, and now it feels like they're letting go.
    Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz gpu boost, 11 GHz mem speed); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Valve Index and Oculus Rift CV1 - the latter nearly always using super sampling 2.0. 

    "Ask not what VR can do for you – ask what you can do for VR"
  • snowdogsnowdog Posts: 7,112 Valuable Player
    They're not letting anything go. The focus is on a sub-400 dollar headset for PC VR but that doesn't mean that they're going to stop producing headsets that are more expensive, because they NEED to produce those headsets to get the manufacturing cost down for their S model headsets.

    If they were going to wait until the Half Dome prototype could be sold for 400 dollars then we wouldn't see them releasing it for at least a decade lol

    Their aim is to produce a high quality headset for under 400 dollars, just like the Rift S, and that the production costs have come down enough for them to sell that headset for that price and make a small profit on each one sold, and for that headset to benefit from price cuts as time goes on.

    They're adopting the Tick Tock model because this model allows them to release a Tock headset at a premium price ($599) with new technology that enthusiasts will be happy to pay an extra few quid or dollars for. Then as that manufacturing cost comes down they'll release an updated version for the sort of price that Rubin is talking about ($399), the S model.

    At the same time that the S model is released we'll see the features filtering down to the Quest line.

    The Half Dome/CV2 could have been released this year, and was planned to be, but they've postponed it because it would have been too expensive to produce. They're not going to wait until they can sell it for $399 before releasing it because we would have to wait far too long for it. It's going to be the CV2 for $599 then the CV2 S for $399. Just watch.
    "This you have to understand. There's only one way to hurt a man who's lost everything. Give him back something broken."

    Thomas Covenant, Unbeliever
  • MowTinMowTin Posts: 1,779 Valuable Player
    RuneSR2 said:

    Agreed, explains why there were several launch titles for Quest and none for Rift-S, and the outsourcing of Rift-S to Lenovo. Reading the interview Rubin constantly talks about Quest - it seems clear to me that Oculus is focusing on low-end VR solutions now - and Zuckerberg has continuously focused on a main goal of getting 1 billion people to use VR. So it all makes sense, and so does my pre-ordering of the Index.
    But it feels sad - Oculus has been the main locomotive pushing PCVR forward, and now it feels like they're letting go.
    The future of VR is Sony and PSVR 2. Now nobody can deny that Oculus has abandoned high-end PCVR. 

    Until then we have Valve's promised 3 games. 

    Anyway, I barely play the games that were funded by Oculus. They were good and well polished but short experiences. I play Project Cars 2, IL-2, Eite Dagerous, Skyrim VR, Fallout 4 VR, Doom VFR, all on Steam VR. 

    Stormlands and Asgard's Wrath are the only reasons I'm not just returning the Rift-S and waiting for the Index. 


    i7 6700k 2080ti   Rift-S, Index
  • Techy111Techy111 Posts: 6,494 Volunteer Moderator
    ^ yup
    A PC with lots of gadgets inside and a thing to see in 3D that you put on your head.

  • RedRizlaRedRizla Posts: 6,707 Valuable Player
    edited June 13
    @MowTin - PS 5 & PS -VR 2 is the next headset I'll be purchasing. I'll wait for a price drop before purchasing the Valve index and will have plenty of time to read all the reviews. I just hope my Rift CV1 doesn't crap out on me in the meantime because I'll have to go with Google cardboard if it does.
    I like the idea of streaming to the Oculus Quest though from a Pc, so hopefully Oculus give this serious consideration and make something themselves instead of people relying on 3rd party apps to achieve this.
  • kevinw729kevinw729 Posts: 4,781 Valuable Player
    edited June 14
    Seeing people throwing around terms like "abandon" and "drop" - seems too harsh. 

    What seems more to be the reality from the remaining management is that they have been given a direction for focus on, and the mobileVR (standalone) approach is seen as core to achieving that direction. Their focus is on that, and have had to make compromises to achieve this - the Lenovo agreement and a move away from exclusives is part of that move.

    Fundamentally, this was known around OC5 - but any attempt to discuss this trod on too many nerves. And the reality of an OculusVR CV2 for 2020 looks very remote (though I will not rule out a Lenovo CV2 compromise!) 

    The king is dead (PC) - long live the king (Standalone)  B)
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  • MowTinMowTin Posts: 1,779 Valuable Player
    edited June 13
    RedRizla said:
    @MowTin - PS 5 & PS -VR 2 is the next headset I'll be purchasing. I'll wait for a price drop before purchasing the Valve index and will have plenty of time to read all the reviews. I just hope my Rift CV1 doesn't crap out on me in the meantime because I'll have to go with Google cardboard if it does.
    I like the idea of streaming to the Oculus Quest though from a Pc, so hopefully Oculus give this serious consideration and make something themselves instead of people relying on 3rd party apps to achieve this.
    But there is one wildcard. It's game streaming services like Google Stadia and Microsoft xCloud. 

    The future could be standalone streaming devices that look like the Quest but use a streaming service to deliver high quality graphics. 

    If Facebook wants to be the future of VR, I'm surprised they haven't invested in cloud gaming. Someone is going to build the Oasis in the cloud.
    i7 6700k 2080ti   Rift-S, Index
  • BeastyBaiterBeastyBaiter Posts: 788
    3Jane
    Cloud gaming has always been plagued by latency. I'm not saying it will never work, but I can guarantee it won't work with the current internet infrastructure in the world. Google's attempt at it is doomed just as everyone before due to that latency problem. This is doubly true for VR, a 25ms lag is going to make the whole world puke their guts out and 25ms is the lowest ping I've ever seen connecting to anything that wasn't physically in the same building as me. I live in northern Virginia, which has the absolute best internet on the continent of North America. 70% of the world's internet traffic travels within 5 miles of my apartment and my ping is still too damned high for streaming VR.

    Back on topic, yes, Oculus has shifted away from PCVR and I don't expect they will come back. You have to remember that Oculus is Facebook. Facebook makes its money off being free to users, selling ads and selling user data to advertisers. They want everyone on the planet with a facebook device in their pocket or strapped to their face so they can sell ads and spy on you. My biggest fear with the CV1 was waking up one day with popup ads while playing games. I grabbed the Rift S because it's the most mobile of the PCVR headsets, and that popup ad concern is still there.

    Don't expect any more high end devices from Oculus, they want the mass market. The only reason we got the CV1 out of them is because Facebook bought Oculus after the CV1 was already developed.
  • snowdogsnowdog Posts: 7,112 Valuable Player
    Cloud gaming has always been plagued by latency. I'm not saying it will never work, but I can guarantee it won't work with the current internet infrastructure in the world. Google's attempt at it is doomed just as everyone before due to that latency problem. This is doubly true for VR, a 25ms lag is going to make the whole world puke their guts out and 25ms is the lowest ping I've ever seen connecting to anything that wasn't physically in the same building as me. I live in northern Virginia, which has the absolute best internet on the continent of North America. 70% of the world's internet traffic travels within 5 miles of my apartment and my ping is still too damned high for streaming VR.

    Back on topic, yes, Oculus has shifted away from PCVR and I don't expect they will come back. You have to remember that Oculus is Facebook. Facebook makes its money off being free to users, selling ads and selling user data to advertisers. They want everyone on the planet with a facebook device in their pocket or strapped to their face so they can sell ads and spy on you. My biggest fear with the CV1 was waking up one day with popup ads while playing games. I grabbed the Rift S because it's the most mobile of the PCVR headsets, and that popup ad concern is still there.

    Don't expect any more high end devices from Oculus, they want the mass market. The only reason we got the CV1 out of them is because Facebook bought Oculus after the CV1 was already developed.

    Like I've said in my post above Oculus and Facebook NEED PC VR for their standalone lines to move forward. Yes, they want the mass market, and that's going to be gained by offering cheap headsets for those consumers, but to GET those cheap headsets they need to showcase and manufacture new technology at a higher price because said new technology is going to be expensive to manufacture at the beginning. This is why they're adopting the Tick Tock model for their PC VR headsets.

    If they didn't start to use this tech in headsets that enthusiasts will buy, they won't be able to get the manufacturing costs down, and if they can't get their manufacturing costs down they can't add this new tech in their standalone headsets at a reasonable price. We might not even see the likes of eye tracking and foveated rendering in their Quest and Go lines for another 6 years as it is, but without that tech being manufactured in their Rift line you could be looking at 10 years before we start seeing it in their standalone lines. :o

    Some people are also under the impression that with the Quest being out that Oculus and Facebook are going to dump the Go line which is complete nonsense. They need a cheap media headset for non-gamers so that they can watch sports events, films, porn and be able to pick up and play mobile-style games that will suit playing for 10 or 15 minutes. These three headset lines are aimed at completely different demographics, and the Go line is going to be their REAL moneymaker in a few years once they can firstly get that price under $100 and secondly get that price down even FURTHER to under $50.

    The Go line is going to be a HUGE contribution to Zuckerberg's 1bn VR headsets figure but that certainly doesn't negate the importance of those other two lines. They're all important and they'll all be a part of Facebook's VR plan for the foreseeable future.
    "This you have to understand. There's only one way to hurt a man who's lost everything. Give him back something broken."

    Thomas Covenant, Unbeliever
  • MowTinMowTin Posts: 1,779 Valuable Player
    edited June 13
    snowdog said:

    Like I've said in my post above Oculus and Facebook NEED PC VR for their standalone lines to move forward. 
    Just because you believe that's true doesn't mean Facebook agrees. Companies do stupid short-sighted things all the time. If they're building games for the Quest, how are they going to grow PCVR? Games are more important than hardware. It takes years to get a good AAA game made. 

    If they're giving up on making PCVR games then how can you say they haven't given up on PCVR? 
    i7 6700k 2080ti   Rift-S, Index
  • pyroth309pyroth309 Posts: 1,568 Valuable Player
    To be honest, I've been on edge with Oculus since Brendan Iribe quit and all of the rumors that leaked about CV2 being canceled. As soon as I saw the specs of the Quest I suspected that that was going to be their focus going forward and I grabbed one because I do have use of a mobile headset. I held out hope that there would be a big enough team for both Rift and Quest but when I saw the Rift-S and how cheap it looked, that pretty much confirmed it for me that Quest was the focus.

    It's kind of a weird thing for me because on one hand it's unfortunate for me as a CV1 owner and PC gamer, but I can't blame them at the same time. They will never get the numbers Facebook demands in PCVR. It's going to be quite awhile before a mobile headset is good enough to be my main VR headset so I'll be using whatever headset is pushing boundaries on PC without getting into the thousands of dollars in the meantime. 
  • Hicks613Hicks613 Posts: 318
    Nexus 6
    Innovation is dead at Oculus.

    They're going to focus on mobile since Jason Rubin has already stated they're not going to be funding Rift titles that can't be on Quest also.  If everything is equal (tracking, optics, resolution etc).....and they're not married to graphics?

    You can guarantee that you can look forward to mediocrity.
  • RuneSR2RuneSR2 Posts: 3,730 Valuable Player
    edited June 13
    MowTin said:
    RuneSR2 said:

    Agreed, explains why there were several launch titles for Quest and none for Rift-S, and the outsourcing of Rift-S to Lenovo. Reading the interview Rubin constantly talks about Quest - it seems clear to me that Oculus is focusing on low-end VR solutions now - and Zuckerberg has continuously focused on a main goal of getting 1 billion people to use VR. So it all makes sense, and so does my pre-ordering of the Index.
    But it feels sad - Oculus has been the main locomotive pushing PCVR forward, and now it feels like they're letting go.
    The future of VR is Sony and PSVR 2. Now nobody can deny that Oculus has abandoned high-end PCVR. 

    Until then we have Valve's promised 3 games. 

    Anyway, I barely play the games that were funded by Oculus. They were good and well polished but short experiences. I play Project Cars 2, IL-2, Eite Dagerous, Skyrim VR, Fallout 4 VR, Doom VFR, all on Steam VR. 

    Stormlands and Asgard's Wrath are the only reasons I'm not just returning the Rift-S and waiting for the Index. 



    I was thinking much the same - that the savior of PCVR is PSVR, although it may sound odd. But Sony has sold about 5 mill HMDs, and then we have about 5 mill Oculus + HTC + WMR HMDs. That's about the critical mass of 10 mill sold HMDs that Zuckerberg mentioned was needed to provide a self-sustaining platform and making it worthwhile for devs to make VR games. Now, Zuckerberg is focused on all those HMDs being from Oculus, but for devs developing VR games it now makes sense, but only if they support all PCVR platforms and especially PSVR. And with PS5 things may really start to take off, if the hardware as expected is close to current high-end PC hardware - but that's pure speculation until we see final PS5 hardware.

    Right now these are some of the highest rated games in the Oculus Store:

    Airtone - 96 % (79 ratings)
    Trover Saves the Universe - 96 % (42 ratings)
    Robo Recall - 94 % (6076 ratings)
    Lone Echo - 94% (2742 ratings)
    Beat Saber - 94 % (2604 ratings)
    Brass Tactics - 94 % (352 ratings)
    Moss - 94 % (284 ratings)
    The Thrill of the Fight - 94 % (108 ratings)
    Racket: Nx - 94 % (71 ratings)
    Superhot VR - 92 % (1982 ratings)

    I've marked Oculus' exclusive titles in bold. And games like Trover and Moss arrived first on PSVR, not sure about SuperHot, but I think it was made first on consoles too. In short, maybe PCVR is growing less dependent on games exclusive to one platform, right now only 30% of games on the above top 10 are Oculus exclusive games. With that said, Beat Saber and Racket: Nx aren't real VR games to me, sure they are fun sport games, but I don't feel transported to a different reality - like in Lone Echo or Robo Recall.
    And Defector + Asgard's Wrath + Stormland + Lone Echo 2 may indeed be massive contributions lasting way into 2020, and then Valve is probably launching something massive too. So I don't think PCVR enthusiast will be left out in the cold, possibly the opposite will happen - but I'd still love to read that Oculus would keep maintaining a firm focus on PCVR, and I don't think Rubin is saying that - at all. Maybe this discussion will be more relevant in 2021, but we like to think ahead in here :-) Also PCVR HMDs grew close to 3 times in the Steam Hardware Survey the last year, who knows what will happen 2 years from now - which may have an impact on Oculus.  
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    "Ask not what VR can do for you – ask what you can do for VR"
  • snowdogsnowdog Posts: 7,112 Valuable Player
    SuperHOT was first released on the Oculus Store due to funding from Oculus/Facebook, then released on Steam and then the PS Store.

    The problem that indie developers have with releasing stuff on the PS Store is that it's VERY expensive to do compared to PC development.

    You need to pay for either an office or a safe for secure storage of the dev kit, a dev kit, Submissions for Standards and Functional Testing and once your game passes Submission you need to pay for a licence fee.

    With a game for the Oculus Store you don't have to pay for a thing apart from your headset, and if you're a member of the Oculus Start programme you don't even need to pay for that! :o

    If anything is going to be the saviour of PC VR it's going to be the Nextbox having VR headset compatibility, but there's no news of that happening yet. It seems a bit of a no brainer for Microsoft to do, the WVR headsets are already out there and are reasonably priced.

    We need big publishers to jump into VR development with big name franchises for things to really take off.
    "This you have to understand. There's only one way to hurt a man who's lost everything. Give him back something broken."

    Thomas Covenant, Unbeliever
  • RuneSR2RuneSR2 Posts: 3,730 Valuable Player
    edited June 14
    According to Wikipedia SuperHot was first on PC (2D pancake), then XBox and then PCVR:

    "Superhot was released for Microsoft WindowsOS X, and Linux in February 2016. An Xbox One version was released in May 2016, and a PlayStation 4 version was released in July 2017. A rebuilt version of the game to better support virtual realitySuperhot VR, was later released for the Oculus RiftHTC Vive, and PlayStation VRheadset devices."

    https://en.wikipedia.org/wiki/Superhot

    So:
    • Microsoft WindowsOS XLinux: 25 February 2016
    • Xbox One: 3 May 2016
    • PCVR: 5 December 2016 (VR)
    • PlayStation 4: 21 July 2017
    • Oculus Quest: 30 April 2019
    I guess the PCVR version is built on the XBox One version? 
    Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz gpu boost, 11 GHz mem speed); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Valve Index and Oculus Rift CV1 - the latter nearly always using super sampling 2.0. 

    "Ask not what VR can do for you – ask what you can do for VR"
  • falken76falken76 Posts: 2,877 Valuable Player
    RedRizla said:
    @CrashFu - I took @RuneSR2 to mean we won't see games like Lone Echo again for PC -VR. Unless games like Lone Echo can be made for Oculus Quest, can they?
    I suppose there's other game developers, but I do like Oculus titles like Lone Echo for PC -VR, and just hoped titles like that could continue.

    That's exactly what appears to have been said.  You'll still have 3rd party studios, indies and of course access to Steam which will have those games that the devs don't want to put on the Oculus store.  Expect the same from Tripple A though, they'll only develop for the demographic that will give them an ROI and Enthusiast based PCVR is NOT where they're going to get their ROI, expect them to develop for the quest first and in most cases exclusively also.  Eventually a whole lot of people will have quest and practically nobody will have PCVR and it's for the same reason since this all started.  Costs, the cost prohibitive nature of PCVR will most likely never be solved with the cost of GPUs and the fact that nobody owns a computer so that in itself is a cost.
  • falken76falken76 Posts: 2,877 Valuable Player
    MowTin said:
    snowdog said:

    Like I've said in my post above Oculus and Facebook NEED PC VR for their standalone lines to move forward. 
    Just because you believe that's true doesn't mean Facebook agrees. Companies do stupid short-sighted things all the time. If they're building games for the Quest, how are they going to grow PCVR? Games are more important than hardware. It takes years to get a good AAA game made. 

    If they're giving up on making PCVR games then how can you say they haven't given up on PCVR? 

    At the moment they're both a hardware and software company.  Just because they don't fund the development of Rift games because their new toy came out doesn't mean they gave up on it.  There's still a large 3rd party pool of developers that make content for the device.  All of my favorite games are made by indies or studios that are not oculus.  You'll know they gave up on it when they no longer produce and sell HMDs for PC.
  • RuneSR2RuneSR2 Posts: 3,730 Valuable Player
    edited June 14
    RedRizla said:
    Unless games like Lone Echo can be made for Oculus Quest, can they?


    They cannot  - this is Quest vs. GTX 1060:

    Image result for quest benchmark 1060 vr 830
    https://uploadvr.com/standalone-vs-pc-power-compared/

    Quest is actually much worse when it comes to GPU power than GearVR using the latest Samsung S10 phone. Samsung S10 is nearly 100% faster (ok, maybe 70% then). 

    But eventually phone GPUs will grow too - maybe in 10 years we can get Lone Echo on Quest5  :D    

    Many seem to forget that Quest basically is "GearVR with Touch", and not even a high-end GearVR version unfortunately. Then again my new Samsung S10+ 512GB did cost $1500 - more than a 2080 Ti, so of course that's not exactly cheap VR too, lol. Actually I think the AMOLED screen in Samsung S10+ is better than Quest too... Maybe I should get some GearVR just to test it - but I don't think I'll start funding any GearVR or Quest games, this simply isn't the VR that I love and care about. I'll vote with my wallet when it comes to true VR  o:)
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    "Ask not what VR can do for you – ask what you can do for VR"
  • ZenbaneZenbane Posts: 14,598 Valuable Player
    Never say never! Echo Arena is PCVR and it's coming over to Quest...

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  • RuneSR2RuneSR2 Posts: 3,730 Valuable Player
    But that's not the real Echo Arena PCVR - it's a cut down low-poly version. Moss for Quest is not at all the same as Moss PCVR (or even PSVR), like Robo Recall for Quest is not at all the same as Robo Recall for PCVR. 

    BTW, here's a comparison of Samsung S10+ (Snapdragon 855) vs.- Quest (Snapdragon 835):



    Anandtech has many more results - 855 is actually about 100% faster in many cases:

    https://www.anandtech.com/show/13786/snapdragon-855-performance-preview/5
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    "Ask not what VR can do for you – ask what you can do for VR"
  • RuneSR2RuneSR2 Posts: 3,730 Valuable Player
    I also had games on my Commodore 64 based on the amazing arcade machines - I guess we're back to that when cutting down awesome Rift games to fit the Quest.

    To me the Quest version really has nothing to do with the Rift version - except you do run around and shoot some robots:


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  • snowdogsnowdog Posts: 7,112 Valuable Player
    RuneSR2 said:
    According to Wikipedia SuperHot was first on PC (2D pancake), then XBox and then PCVR:

    "Superhot was released for Microsoft WindowsOS X, and Linux in February 2016. An Xbox One version was released in May 2016, and a PlayStation 4 version was released in July 2017. A rebuilt version of the game to better support virtual realitySuperhot VR, was later released for the Oculus RiftHTC Vive, and PlayStation VRheadset devices."

    https://en.wikipedia.org/wiki/Superhot

    So:
    • Microsoft WindowsOS XLinux: 25 February 2016
    • Xbox One: 3 May 2016
    • PCVR: 5 December 2016 (VR)
    • PlayStation 4: 21 July 2017
    • Oculus Quest: 30 April 2019
    I guess the PCVR version is built on the XBox One version? 

    Nope, SuperHOT VR is completely different to SuperHOT. The VR version has considerably less content and that content is exclusive to the VR version.
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  • kevinw729kevinw729 Posts: 4,781 Valuable Player
    RuneSR2 said:
    I also had games on my Commodore 64 based on the amazing arcade machines - I guess we're back to that when cutting down awesome Rift games to fit the Quest.
    .....

    Was just thinking the same thing the other day with the Echo announcement. We are living the Atari Space Invaders VCS (arcade vs. C64) situation all over again - with loyal VCS owners demanding to be respected for having a "arcade perfect" port, and will not back-down when the quality is questioned (oh how I wish we were not re-living that again!)

    I notice that a lot of new posters on the FB forums keep asking when they see PC VR news "...oh will that run on the Quest?!" As if they have brought something that they mistakenly thought could be the equal to the Rift - reminding me of the whole WiiU backlash.

    I am sure that Quest owners will be able to live with the compromise - good for them, wish them enjoyment. But lets not try and promise a silk purse here. Your companions between the two Echos is a case in point - is it a port or just something far less?

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