11-02-2018 07:34 AM - last edited 4 weeks ago
Latest results:
These results are compared, at least for the Rift, to August when Rift peaked at 0.35 %. Since August 2018 Rift has decreased about 6 % (from 0.35 to 0.33). Vive also decreased.
Compared to other HMDs we see from April to September (note that this image hasn't been updated to October yet):
When updated to October I'd expect:
Rift = 45 %
Vive = 42 %
WMR = 8 %
Vive Pro = 3 %
Rift DK2 = 1 %
Source: https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam
BTW - some history:
April 2018:
July 2018:
Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD
"Ask not what VR can do for you, but what you can do for VR"
04-05-2020 01:13 PM
04-05-2020 01:30 PM
I think you're probably right here.
nalex66 said:
I’ve expressed my opinions on this subject before, but personally I’d be surprised if Oculus continued with separate PC and stand-alone headset product lines. Their work on Link points to the future of both categories. I fully expect the next Oculus device to be a stand-alone with a considerably more powerful processor, and built-in wireless PCVR connectivity.
If they’re going to sell new tech at low margins to build their ecosystem, there are better economies of scale by having one model rather than two nearly identical ones. The only real difference between Quest and Rift is the on-board compute and battery, which could both contribute to advancing PCVR by enabling tetherless play (the on-board processor would decode the video and handle the tracking to minimize the streamed data).
I can't quite figure out what a final outcome is for an open Oculus platform. A lot of non-Oculus headset owners would use it for sure, for a proportion of the time but I think it still comes down to the same thing, Facebook needing to invest large amounts in software to build that platform to attract whatever headset, unless larger proportions of the established dev companies bring more VR games to the table, a lot quicker than they seem to be.
bigmike20vt said:
IF oculus are no longer that interested in having a pure pcvr headset in the mix themselves and they just view PCVR as a nice extra to supplament their standalone devices then there is less reason than ever to not open up their store officially to other headsets imo. I really hoped openXR would start the ball rolling on this. But it hasn't (yet?)
04-05-2020 01:50 PM
dburne said:
You may have to clarify this one for me as I don't see it.
kojack said:
dburne said:Double tap passthrough.The Quest just got double tap pass through toggle 2 weeks ago, the Rift-S has had it since at least may 2019.
Understand I am not talking about pressing the Oculus button on Touch twice, I am talking about tapping the side of the headset twice with a finger. And I can attest it works quite well.
From the Version 15 Release notes in Quest:
Experimental Features
- Passthrough Shortcut - You can now enter Passthrough to see your real world surroundings at any time. Once you’ve enabled the feature, double tap the side of your headset to enter Passthrough. When you're finished, double tap again to return to VR.
04-05-2020 01:53 PM
So you are saying the Quest did not have pass-through functionality until this latest release of the software?
kojack said:
dburne said:
You may have to clarify this one for me as I don't see it.
kojack said:
dburne said:Double tap passthrough.The Quest just got double tap pass through toggle 2 weeks ago, the Rift-S has had it since at least may 2019.
Understand I am not talking about pressing the Oculus button on Touch twice, I am talking about tapping the side of the headset twice with a finger. And I can attest it works quite well.
From the Version 15 Release notes in Quest:
Experimental Features
- Passthrough Shortcut - You can now enter Passthrough to see your real world surroundings at any time. Once you’ve enabled the feature, double tap the side of your headset to enter Passthrough. When you're finished, double tap again to return to VR.
I don't consider tapping the side of the headset to be any different to double tapping the home button, in both cases the actual feature is being able to turn passthrough on and off at will, which the Rift-S got in may 2019 and the Quest got 2 weeks ago after 10 months of people complaining it wasn't there.
04-05-2020 02:36 PM
dburne said:
Hand tracking.
snowdog said:
You don't have a brand as strong as the Rift and stop development of it. Same goes for the Quest too. They'll continue to release both headsets going forward, with the Rift line using new technology which will filter down eventually to the Quest line once it becomes cheap enough to include in the headsets.
Double tap passthrough.
Customizable resolution.
Sharper image in center versus edges to help in performance.
New Universal Menu.
I would say it is fast becoming the opposite, with the new Technology focus now going to the Quest, with filtering to Rift remaining to be seen.
04-05-2020 03:55 PM
DaftnDirect said:
I think you're probably right here.
nalex66 said:
I’ve expressed my opinions on this subject before, but personally I’d be surprised if Oculus continued with separate PC and stand-alone headset product lines. Their work on Link points to the future of both categories. I fully expect the next Oculus device to be a stand-alone with a considerably more powerful processor, and built-in wireless PCVR connectivity.
If they’re going to sell new tech at low margins to build their ecosystem, there are better economies of scale by having one model rather than two nearly identical ones. The only real difference between Quest and Rift is the on-board compute and battery, which could both contribute to advancing PCVR by enabling tetherless play (the on-board processor would decode the video and handle the tracking to minimize the streamed data).
And although I don't see Oculus owning PCVR going that route, as @OmegaM4N mentions, he has a point that many more future iterations of Quests will be sold if PC connectivity is developed further, which in turn will lead to Quest software development and investment hopefully.
If (or when) wireless connectivity comes to Quest, it'll be interesting to see how many people buy and use it as a Quest rather than a Rift. If too few people use it as a Quest it could slow down investment in stand-alone Quest software and we're back to a very PCVR dominant future, which I see as ultimately a hardware only business for anyone other than Valve.I can't quite figure out what a final outcome is for an open Oculus platform. A lot of non-Oculus headset owners would use it for sure, for a proportion of the time but I think it still comes down to the same thing, Facebook needing to invest large amounts in software to build that platform to attract whatever headset, unless larger proportions of the established dev companies bring more VR games to the table, a lot quicker than they seem to be.
bigmike20vt said:
IF oculus are no longer that interested in having a pure pcvr headset in the mix themselves and they just view PCVR as a nice extra to supplament their standalone devices then there is less reason than ever to not open up their store officially to other headsets imo. I really hoped openXR would start the ball rolling on this. But it hasn't (yet?)
If Oculus aren't making big profits on their own headsets, would they make decent enough returns on the software investment alone? They don't have anything other than VR software to sell, unlike Valve who have a broad church of pancake sofware sales as a cash cow. And things won't change for a while... with 1.29% of Steam users having a VR headset after 4 years, there's still painfully little incentive for all the other sofwtare devs to get involved yet.
Maybe the answer is for an open Oculus platform and Oculus to start selling pancake as well as VR games. Then we have a properly competative market.
04-05-2020 03:59 PM
04-05-2020 04:31 PM
snowdog said:
My bloody neighbours next door are having an issue with how loud my telly is. They keep knocking on the wall.
It's not as if it's late either, they knocked on the wall at around 11pm, but I've turned it down just in case they're working for the NHS or as a delivery driver or something.
04-05-2020 05:03 PM
There is no Quest 2 yet.
snowdog said:
dburne said:
Hand tracking.
snowdog said:
You don't have a brand as strong as the Rift and stop development of it. Same goes for the Quest too. They'll continue to release both headsets going forward, with the Rift line using new technology which will filter down eventually to the Quest line once it becomes cheap enough to include in the headsets.
Double tap passthrough.
Customizable resolution.
Sharper image in center versus edges to help in performance.
New Universal Menu.
I would say it is fast becoming the opposite, with the new Technology focus now going to the Quest, with filtering to Rift remaining to be seen.
I was referring to hardware technology, not software. Basically the Half Dome prototype features are highly unlikely to be included in the Quest 2 for the following reasons:
1) The hardware is too expensive to include eye tracking, foveated rendering and a varifocal feature in the Quest because the Quest has a shitload of mobile phone hardware, heatsink and fans inside it.
2) The hardware is currently too bulky to include in the Quest 2 because the Quest 2 has a shitload of mobile phone hardware, heatsink and fans inside it.
3) Even if they upgrade the APU for the Quest 2 it's going to be a waste of time because it won't be able to handle 4K displays at a decent framerate, even with foveated rendering, so one of the headset's main selling points (4K displays) wouldn't apply to using it as a standalone headset.
04-05-2020 05:15 PM
dburne said:
So you are saying the Quest did not have pass-through functionality until this latest release of the software?
In any event I think it is a cool feature, especially if one happens to not be holding the controller at the time and needs a quick glance around.