08-04-2019 03:14 PM
08-04-2019 04:14 PM
08-04-2019 06:35 PM
08-04-2019 07:48 PM
Spuzzum said:
1) It's a known fact the stock headstrap is uncomfortable...a simple google ahead of time to see what other users say would have told you this. That's why many of us have modified our Quests with the Vive Deluxe Audio Strap...it makes a world of difference. Add a 20mm replacement foam for the strap from VR Cover, and it literally grips the back of my head, with no weight on my cheeks whatsoever. Personally, I hate the halo design, especially if you want to use your own headphones, as the design of the halo interferes with the ear cups of the headphones.
2) As for complaining about having to buy a game twice...it is not the exact same game, other than story board. They literally have to remodel every single character and object within the game, and then have to make sure it still runs on a mobile platform, while reducing framerate down from 90fps to 72fps. That takes a lot of work...and nobody works for free.
3) As for the size of the library...the Quest has only been out for 9 weeks. There's 50+ games and experiences so far, with the goal of 100 titles by the end of the year. Games take a lot of man hours to create, and AAA games take even longer. The Rift's library didn't happen overnight. VR is still young, and developers/studios needed to see that it wasn't just a fad before dumping their resources and money into it. But a few years into it now, and it's not slowing down...vr is definitely on the rise, and the devs are making more games. You just need to be patient...that's what happens when you're an early adapter.
08-05-2019 02:10 AM
I think there were a few assumptions there that I didn't make.
As Spuzzum says no-one works for free but it's possibly an assumption you're still making. Vader Immortal was designed and released for the Quest first, then ported to Rift both versions having Oculus sponsorship. With Robo Recall, again, Oculus sponsored, they're the one's paying the wages of the devs involved and you can bet the wages are being paid. The business case is there for both.... sell the software in order to sell headsets in order to build the ecosystem in order to sell software etc etc.
With other non-Oculus titles, the business case is different. It's down to the companies involved and what they consider to be the right for them. If anyone's already purchased a title on the Rift then absolutely the dev will not get any money from the work they do make it cross-buy on the Quest, but it's not quite as simple as that. They'll also be considering the people who don't have a Rift and who are getting into VR for the first time with a Quest.... also considering whether people are now more or less likely to buy a game if they have both headsets but the title is or isn't offered as cross-buy.
As for Moss, that's market forces, it's one of the best games for the Quest, they charge accordingly and they don't have Oculus sponsorship (as far as I'm aware). As more games become available that's likely to impact on pricing decisions. But I think it's a bit early to be calling it one way or the other as it's 10 weeks after launch.
I'm also someone who has no problems wearing the Quest and I've demo'd it to family and friends without a issue so the design isn't right for everyone but it's not a universal problem. It's always tempting to think that if something isn't right for oneself then it isn't right, full stop and that probably happens more in forums than anywhere else, but perhaps more salient advice would be to try before you buy. After all, that's what I would advise, not just for VR headsets but for just about everything.
I'm also old school and remember when good games were restricted to 16k. So 2Gb is a challenge today but only if people expect Rift-like complexity on a stand-alone headset and that's definitely not an assumption I've ever made.
08-05-2019 03:10 AM
08-05-2019 08:53 AM
Oldschoolcool said:
Spuzzum said:
1) It's a known fact the stock headstrap is uncomfortable...a simple google ahead of time to see what other users say would have told you this. That's why many of us have modified our Quests with the Vive Deluxe Audio Strap...it makes a world of difference. Add a 20mm replacement foam for the strap from VR Cover, and it literally grips the back of my head, with no weight on my cheeks whatsoever. Personally, I hate the halo design, especially if you want to use your own headphones, as the design of the halo interferes with the ear cups of the headphones.
2) As for complaining about having to buy a game twice...it is not the exact same game, other than story board. They literally have to remodel every single character and object within the game, and then have to make sure it still runs on a mobile platform, while reducing framerate down from 90fps to 72fps. That takes a lot of work...and nobody works for free.
3) As for the size of the library...the Quest has only been out for 9 weeks. There's 50+ games and experiences so far, with the goal of 100 titles by the end of the year. Games take a lot of man hours to create, and AAA games take even longer. The Rift's library didn't happen overnight. VR is still young, and developers/studios needed to see that it wasn't just a fad before dumping their resources and money into it. But a few years into it now, and it's not slowing down...vr is definitely on the rise, and the devs are making more games. You just need to be patient...that's what happens when you're an early adapter.Thank you for your reply Spuzzum,I am old school...I had the first Atari with "Pong" as my first game at 6 years old. I have seen every technology release through the 40+ years of video games. I hold the bar high because any company that releases something for gaming better have their research done right or get torn up and spit out. The strap was not done right and VR has been out since the 90's. The technology is new for mobile platform VR being so small but, again the research for using slippery silicon head strap for a headset was dumb. There are tons of old technology resources to have learned from, with specialized headgear, that does and does not work. That was one of them that does not work.As far as nobody working for free, I guess the makers for Starwars Vader Immortal Espisode 1 (ILMxLAB) and Robo Recall (Epic) did because they transferred over from purchases on Rift S to the Quest for free. While the maker of Moss (Polyarc) https://www.polygon.com is wanting $29 (Quest price) as opposed to the $14.99 I paid for Rift S. That is a very very good game with awesome graphics. It was released just a couple weeks after the release of the Quest for the Quest. I guess they were prepared way ahead or they didn't have to change a thing or their devs worked without sleep for 2 weeks strait (which I doubt). In either case, all signs point to being greedy.The reason I bought the Quest, in the first place was to have a VR (without buying another VR ready computer) so my wife and son could play in VR with me. The library to choose from, that is family appropriate, is about 1 game for multiplayer (Rec Room). That was a mistake on my part because, I assumed that all the games would just instantly transfer because they are all Oculus Rift or Rift S or Quest and how big of a change could there have been or need to be? Not that much as far as I'm concerned. Look at Skyrim...that is an old game but released for VR and it is awesome. If so much really needs to change, then that game should have taken years to redo for VR due to the sheer size and content but, I'm just making an educated guess that 80-90% of the work is already done to make an existing game transfer to different VR platforms (if it is already built in 3D world).Edit: After reading the link you posted about Moss and the redesigning of the game to work on Quest by the game developers, just further justifies my view. Devs are given a very small window to hit and make a good working, graphically beautiful, content worthy game that is not a resource hog. Isn't this going backwards? LOL.. The article stated realistically 2GB of working memory. That is pushing the realistic scope of good game making out of the door. So, I predict that it will be too difficult for really great games to develop with this first generation of Quest. Hence, don't buy it.
08-05-2019 02:42 PM
Oldschoolcool said:
Spuzzum said:
1) It's a known fact the stock headstrap is uncomfortable...a simple google ahead of time to see what other users say would have told you this. That's why many of us have modified our Quests with the Vive Deluxe Audio Strap...it makes a world of difference. Add a 20mm replacement foam for the strap from VR Cover, and it literally grips the back of my head, with no weight on my cheeks whatsoever. Personally, I hate the halo design, especially if you want to use your own headphones, as the design of the halo interferes with the ear cups of the headphones.
2) As for complaining about having to buy a game twice...it is not the exact same game, other than story board. They literally have to remodel every single character and object within the game, and then have to make sure it still runs on a mobile platform, while reducing framerate down from 90fps to 72fps. That takes a lot of work...and nobody works for free.
3) As for the size of the library...the Quest has only been out for 9 weeks. There's 50+ games and experiences so far, with the goal of 100 titles by the end of the year. Games take a lot of man hours to create, and AAA games take even longer. The Rift's library didn't happen overnight. VR is still young, and developers/studios needed to see that it wasn't just a fad before dumping their resources and money into it. But a few years into it now, and it's not slowing down...vr is definitely on the rise, and the devs are making more games. You just need to be patient...that's what happens when you're an early adapter.Thank you for your reply Spuzzum,I am old school...I had the first Atari with "Pong" as my first game at 6 years old. I have seen every technology release through the 40+ years of video games. I hold the bar high because any company that releases something for gaming better have their research done right or get torn up and spit out. The strap was not done right and VR has been out since the 90's. The technology is new for mobile platform VR being so small but, again the research for using slippery silicon head strap for a headset was dumb. There are tons of old technology resources to have learned from, with specialized headgear, that does and does not work. That was one of them that does not work.
08-05-2019 07:50 PM
08-05-2019 09:43 PM