פאלמר לאקי התארח ב REDDIT, הדף את הטענות שאוקולוס הופכת את הפלטפורמה כמו לקונסולה על כל האספקטים השליליים שבזה, טוען שללא אוקולוס כל הבלעדיים הללו לא קיימים בכלל ושהם עוזרים להם גם בפיתוח עצמו ולא רק כספית, טוען שהפיתוח יהיה להם קל יותר בזכות ההתרכזות בהד סט אחד, הנה ציטוטים:
These are games that have been 100% funded by Oculus from the start, co-designed and co-developed by our own internal game dev teams. The majority of these games would not even exist were we not funding them, it is not like we just paid for exclusivity on existing games - making high quality VR content is hard enough to do when targeting a single headset, trying to support every single headset on the market with our own content is just not a priority for launch. These are games being co-developed with Oculus staff, not just funded. Time spent building and maintaining support for other headsets is time that could be spent improving and expanding content. The whole point of funding these games was to take financial risk off of developers and let them focus on supporting a single platform as best they can. We have been working on that for years, since long before Facebook. We can't suddenly shift course as competitors decide to finally enter the market. We knew getting developers to take a risk on VR would be difficult, and taking on the financial risk ourselves was the only way for many of these games to exist. We had been on this path alone for years, and have still not even launched our first consumer product. We did not enter this market by fragmenting it, we are largely the reason it exists!
The relatively recent appearance of competing headsets has done a lot to validate the VR market, especially for developers who waited for the market to mature before jumping in. A lot of software is going to be cross-platform right from the start, including basically everything that has been developed on the featureset of DK1 and DK2. Some games that have been 100% funded by Oculus using our hardware, money, and software developers won't be. They were developed with our platform specific features in mind from the very start, not just what we have now, but what we have in the pipeline. Many of these games have been in development with us for years, long before there were any other significant VR headsets. Buying artificial exclusivity of existing cross-platform targeted games is one thing, funding, co-designing, and co-developing games from the start that would not exist otherwise is another, especially when they have been engineered specifically around our hardware and release cycle through close collaboration with our own software development teams. Remember that until very recently, the task of making VR mainstream fell almost entirely to Oculus, and funding the VR ecosystem was a critical part of that - the games you are just now hearing about have been in the works for a long time. Oculus lives and dies by the success of VR, we can't rely on others to do the heavy lifting required for mainstream success of the medium, especially companies that treat VR as a side project. That strategy does not become evil merely through the existence of competition.
The Rift is an open platform, not a closed one - You don't need any kind of approval to make games for the Rift, and you can distribute those games wherever you want without paying us a penny. We are not trying to lock the Oculus ecosystem to our own hardware, either. The existence of exclusive games that we 100% funded/created in our store does not turn the Rift into a closed platform by any reasonable definition. "Open Platform" does not mean "We will never create games that focus on our own hardware or collaborate with outside developers to do the same"
בקשר להאם חלק מהמשחקים יגיעו למתחרות בעתיד:
Some will, some will not. Development cycles don't end at launch, and it is way too early to be thinking about when and how support will be implemented for other HMDs when we have not even launched our own product yet! Right now, the only way to get good performance is to use custom SDKs that are finely tuned around specific hardware implementations. The only reason the Oculus SDK gets such good performance is the fact that we can tweak everything in the hardware/software pipeline for best results, trying to support a wide variety of headsets naturally leads to compromises. As a concrete example, Rift support in SteamVR is much worse than our native SDK, when it works at all. Valve has clearly been prioritizing Vive support over Rift support, and in my opinion, there is nothing wrong with that. Our SDKs have some pretty radical differences, and that won't change in the near future. At some point, technology will converge and this will all be handled by VR standards that are not controlled by any one single company.
אומר שתמיכה ב VR נוספים היא לא דבר פשוט:
Extending VR support to multiple headsets is not as simple as a patch, it requires pretty deep integration into the code of the game, integration that the developers themselves have to spend a lot of time integrating and updating. This is especially true for games that rely on our SDK features like timewarp, direct mode, late latching, and layered compositor to get a good experience. We have been funding some of these titles for years now. The fact that we are prioritizing support for our own hardware over competing hardware that has just recently entered the game is not bad - we can't afford to drop everything and make support of competitors a priority when we have not even launched our own product yet! Many of these games would not even exist if we had not helped create them, it is definitely better for VR that these titles exist than not.
מרחיב על התמיכה הרבה שהם נותנים למפתחים:
Extending VR support to multiple headsets is not as simple as a patch, it requires pretty deep integration into the code of the game, integration that the developers themselves have to spend a lot of time integrating and updating. This is especially true for games that rely on our SDK features like timewarp, direct mode, late latching, and layered compositor to get a good experience. We have been funding some of these titles for years now. The fact that we are prioritizing support for our own hardware over competing hardware that has just recently entered the game is not bad - we can't afford to drop everything and make support of competitors a priority when we have not even launched our own product yet! Many of these games would not even exist if we had not helped create them, it is definitely better for VR that these titles exist than not.
מי שרוצה לקרוא את ה Q&A המלא:
https://www.reddit.com/r/pcmasterrace/comments/3cxitg/discussion_psa_dont_buy_oculus_rift_if_you_dont/לינק לכל התגובות שלו:
https://www.reddit.com/user/palmerluckey