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Oculus Quest

Fredrik

Member
I want to take screenshots. Is there any way to do that? I want a hotkey shortcut somehow.
 
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Kazza

Member
From where are you seeing these videos? What app? Asking for a friend...

They are right there on the main home screen. Just select "Entertainment" from the main menu on the left and it will bring up some recommended videos. The one I referenced was the "1 OAK Tokyo" video. If that video was on regular, flat screen Youtube, then I wouldn't bat an eyelid, but the VR just adds another level of immersion to it that changes the experience entirely.

There's another one from that same channel of, I'm assuming an Australian pop star, and.... I felt rather creepy watching it, not sure it should be being promoted by Oculus TV. There's one bit where she's standing in front of you wearing just a towel after being thrown in a pool, and I wasn't sure where to look.

People always talk about how much the text messaging and the internet has affected people's real life communication skills, and I think the mainstreaming of VR may have an equally dramatic effect. When you have a very attractive woman right in front of you in this VR videos (and I'm talking about regualr videos here, not porn), you really do have a "I don't know where to look" feeling that just doesn't exist on a more impersonal flat screen. But then, just like people realised they could just call someone a prick online and not risk the consequences of doing that in real life (like a beating), you quickly realise that you can just stare to your hearts content! It's a dangerous habit to get into for sure, you really don't want t start doing this in real life. Image what young boys who will just grow up with this tech be like...

Got the name of that Australian pop star video btw, for research... EDIT: found it :messenger_smirking:
 
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McCheese

Member
I want to take screenshots. Is there anyway to do that? I want a hotkey shortcut somehow.

Hold down the Oculus button (right pad) and pull the trigger (on either pad).

This will either take a screenshot, or send 20,000 volts through the headset and fry your brain.

Let me know how it goes!
 

Kazza

Member
this happened after I added an account for my daughter:

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For me, I'll always still have a place for regular, flat screened gaming in my life, but I do wonder if the people who will grow up with VR will.
 

Kazza

Member
Hah, this is the one thing that bugs me - there are some incredible VR180 cameras out there which can do 7, 8 or even 9k 180 video that looks incredible on the high resolution quest screen, almost 20/20 vision perfect. But the only people who own them are porn producers, the average joe who does the sort of nature treks and theme park videos I'd want to watch in VR are stuck with a 5k Vuze or something which is a massive step down in clarity and framerate; so much wasted potential. The Quest 2 GPU especially can decode insane resolution videos but most folks will only ever you the YouTube VR app which maxes out at something like 4.2k.

At first I thought my headset might have a problem with all the blurriness, but then I quickly realised that it was all dependent on the native resolution of the video itself. I agree that Youtube is still pretty bare-bones at the moment, but I guess that's just one of the pitfalls of being a (relatively) early adopter. With the Quest 2 selling so well, Youtube need to get their backsides into gear, as I would drop them immediately for any app which had a good selection of high framerate/high res only videos.
 

CrazyAlex360

Neo Member
At first I thought my headset might have a problem with all the blurriness, but then I quickly realised that it was all dependent on the native resolution of the video itself. I agree that Youtube is still pretty bare-bones at the moment, but I guess that's just one of the pitfalls of being a (relatively) early adopter. With the Quest 2 selling so well, Youtube need to get their backsides into gear, as I would drop them immediately for any app which had a good selection of high framerate/high res only videos.

I would recommend using Firefox Reality. The native Youtube app is really poor on Quest 2. Firefox Reality you can watch 8k flatscreen youtube videos. Increase the size of the floating window to match the native resolution. It's pretty amazing. Pretty much every other streaming app on the Quest 2 has yet to reach the quality of Firefox Reality so far.
 

Kazza

Member
After watching a few videos now, I think the distance of the person from the camera plays a huge factor in how the viewer feels. Personal space is a very important in terms of reading a person's body language - their distance from you tells you a lot about their intentions. So when you have an attractive, smiling woman right in you face, your lizard brain just automatically thinks "she's coming on to me". It was weird in that Australian pop star video when an Asian dude (the director?) suddenly appeared and started talking to the camera, at the same distance the Aussie woman was just before. If another man gets that close to you in real life, then he's either gay and into you, or (more likely) he's being aggressive and you need to prepare to fight. So when this man appears to be neither, but is still right in your face it's just confusing to the brain and feels really uncomfortable. It's like you're dealing with a really socially awkward person who doesn't appreciate personal boundaries.
 

TriSuit666

Banned
From where are you seeing these videos? What app? Asking for a friend...
It’s on the Oculus TV app, it’ll most likely be promoted on the home page when you load it up. Same channel that does the Japan club videos (and they’re really good for getting a sense of space and size), there are a few other ones on there from Ministry Of Sound that convey the club feeling well too.
 
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TriSuit666

Banned
After watching a few videos now, I think the distance of the person from the camera plays a huge factor in how the viewer feels. Personal space is a very important in terms of reading a person's body language - their distance from you tells you a lot about their intentions. So when you have an attractive, smiling woman right in you face, your lizard brain just automatically thinks "she's coming on to me". It was weird in that Australian pop star video when an Asian dude (the director?) suddenly appeared and started talking to the camera, at the same distance the Aussie woman was just before. If another man gets that close to you in real life, then he's either gay and into you, or (more likely) he's being aggressive and you need to prepare to fight. So when this man appears to be neither, but is still right in your face it's just confusing to the brain and feels really uncomfortable. It's like you're dealing with a really socially awkward person who doesn't appreciate personal boundaries.
Yes! That’s exactly how I felt when the director came on.
 

Romulus

Member
They're PSVR level quality but much more crisp.

Yes, its better. Standalone you don't get psvr games in terms of scope like Skyrim, Borderlands 2, RE7, Star Wars Squadrons, Dirt Rally, Hitman 3 etc. Everything is very limited. But, Quest 2 being PCVR is another reason why its awesome if you have options if you have a gaming PC
 

SF Kosmo

Al Jazeera Special Reporter
With the quest 2 what kind of graphics it producing? Is it switch level graphics or mobile? I have an older oculus that plugs into my pc but curious to get one of they being wireless
The games that are optimized for Quest 2 can get *pretty close* to PSVR quality, but of course the Quest has vastly better screen quality, resolutions, and tracking, so in practice it feels like a big upgrade over PSVR.

Compared to PC it's a different story. It feels more like Switch versions of multiplatform games where yes, it's noticeably worse but maybe worth the trade off for the convenience factor.

Of course you can also use Quest 2 with your PC, either via link cable or wirelessly with Virtual Desktop, and that's honestly I think the best VR experience for your buck these days.
 

SF Kosmo

Al Jazeera Special Reporter
How old is she? I want my niece and nephew to try VR but I'm not sure they're old enough (2 & 5)
2 is not old enough. I tried showing it to a 6 year old and she found it totally overwhelming and scary for reasons independent of the content itself (I was showing her wholesome stuff like Henry and Invasion). Like the cursor on screen, or like the developer logo on a black screen at the beginning was freaking her out and she was afraid to look around.

Your mileage may vary some 5 or 6 year olds might be delighted but VR is a lot so it depends on the kid.
 
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Fredrik

Member
It's a quest vesrion or just the regular steam game with link?
Quest version. The magic lies in the superb character animations and immersion from watching the ”rooms” as if you’re looking down at a diorama, it’s seated VR and you lean to look at the other side of walls, stand up to see if something is hidden higher up, interact with object to create new paths to the other side, acts as a healer and boost attacks etc. Look close up on Quill, main character, and she looks back at you, might hold up the hand for a high five etc. It’s just a lovely and cosy little platformer. 🙂
 
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THE DUCK

voted poster of the decade by bots
They outsold all their previous devices combined in less time on the market. VR has definitely arrived and there's no going back. I read an interview the other day where the oculus big wigs were talking about how we were going to be blown away at the heavy-hitting software coming to VR in the coming months and years. We'll see.
I have a quest 2 and we like it a lot, but meaning it against what can only be described as the spectacular failure of vr becoming mainstream is just wrong. When it first came out people thought it would be selling like consoles in a few years, this did not happen

If they sold 20k, then 40k, then 100k, the 500k over a period of almost 9 years, then sold 2 million of quest 2, thats good news, but not even really something to brag about in the way they are spinning it. (No idea the exact numbers, but you get the idea)

There is also still a huge lack of aaa games being made for the platform, and oculus hasn't stepped up to fund this in the way it should be.

That said, I'll be there day one for a quest 3, between the resolution and graphics updates it will be a ton of fun.
 
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Romulus

Member
I have a quest 2 and we like it a lot, but meaning it against what can only be described as the spectacular failure of vr becoming mainstream is just wrong. When it first came out people thought it would be selling like consoles in a few years, this did not happen

If they sold 20k, then 40k, then 100k, the 500k over a period of almost 9 years, then sold 2 million of quest 2, thats good news, but not even really something to brag about in the way they are spinning it. (No idea the exact numbers, but you get the idea)

There is also still a huge lack of aaa games being made for the platform, and oculus hasn't stepped up to fund this in the way it should be.

That said, I'll be there day one for a quest 3, between the resolution and graphics updates it will be a ton of fun.


It simply shows exponential growth and a breakthrough from middling sales. But, what we have to realize is it outsold all those headsets combined while being sold out much of that time. They literally could not deliver units for a long period of time and still achieved that.
 

mxbison

Member
After watching a few videos now, I think the distance of the person from the camera plays a huge factor in how the viewer feels.

This was also the main issue with romantic VR movies. But some of the talented directors are getting better at understanding this technical aspect and are managing to fully realize their cinematic and artistic visions.
 

mxbison

Member
I have a quest 2 and we like it a lot, but meaning it against what can only be described as the spectacular failure of vr becoming mainstream is just wrong. When it first came out people thought it would be selling like consoles in a few years, this did not happen

If they sold 20k, then 40k, then 100k, the 500k over a period of almost 9 years, then sold 2 million of quest 2, thats good news, but not even really something to brag about in the way they are spinning it. (No idea the exact numbers, but you get the idea)

There is also still a huge lack of aaa games being made for the platform, and oculus hasn't stepped up to fund this in the way it should be.

That said, I'll be there day one for a quest 3, between the resolution and graphics updates it will be a ton of fun.

I don't think it's even possible to make AAA games for the Quest right now.

Game has to be like 20gb max, run on weak hardware, and should be optimized for 30-60 minute sessions.

I think we might have to wait until Quest 4 or 5 for that. It's so exciting though, can't wait to see what every new gen brings.
 

THE DUCK

voted poster of the decade by bots
It simply shows exponential growth and a breakthrough from middling sales. But, what we have to realize is it outsold all those headsets combined while being sold out much of that time. They literally could not deliver units for a long period of time and still achieved that.

I think that's an overstatement, it shows mainstream growth from poor sales, not middling. The whole couldn't deliver notion is misleading too, that could have meant they lost 2 million sales or as low as 100,000 in sales, it unknown to us what real impact it had.
 
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Kazza

Member
I would recommend using Firefox Reality. The native Youtube app is really poor on Quest 2. Firefox Reality you can watch 8k flatscreen youtube videos. Increase the size of the floating window to match the native resolution. It's pretty amazing. Pretty much every other streaming app on the Quest 2 has yet to reach the quality of Firefox Reality so far.

Thanks, I'll give it a try.
Fzc5Y3u.jpg

Moss again

I’m a bit sad here, just finished it. Thought it would be much longer. And no Moss 2 in sight. 😞

I'm really looking forward to playing through that game next month! With all this covid stuff still ongoing, it will be nice to travel to a different world for a bit.


This was also the main issue with romantic VR movies. But some of the talented directors are getting better at understanding this technical aspect and are managing to fully realize their cinematic and artistic visions.

You can see that everyone is still grappling with how to properly film 360 videos. I'm not sure that anyone has really consistently nailed it yet. There are often weird things going on with how big the world seems. In those Tokyo nightclub videos, sometimes people appear to be unusually small. There was the opposite problem in a yoga video I watched, where you felt like a mouse watching a giant woman perform the moves (I'm sure that there is a brand new form of "giant woman" fetish porn just waiting to be born out of that :messenger_tears_of_joy: ).

I think a close distance would work well in VR horror experiences. The IT video feels really creepy when the clown is right up in your face.

Lots of interesting possibilities for this new VR video artform.
 

Romulus

Member
I think that's an overstatement, it shows mainstream growth from poor sales, not middling. The whole couldn't deliver notion is misleading too, that could have meant they lost 2 million sales or as low as 100,000 in sales, it unknown to us what real impact it had.

The fact is no VR headset has come close to those sales. Even psvr. Anytime you're stagnant, middling for years and suddenly do 5x all your combined product line in an extremely short duration while being out of stock during a large portion of that quarter that's indisputably significant.
Out of stock situation is not misleading in the slightest. The timeframe they were sold was right in the thick of Christmas and well over a month, so yeah, huge. Scalpers were selling it way over and successfully so.
My whole point is, them outselling all their previous devices, much of the time you couldn't even get one at retail. Theres simply no way of saying that's insignificant, especially at Christmas.
And like a poster said above, you're not running many AAA games on Quest 2 with those framerate and resolution requirements on mobile hardware, it would look like a ps2 game.
 
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CloudNull

Banned
I just picked up Swarm. I love the cell shading and the gameplay loop is pretty fun. I have only play a couple levels but definitely an arcade style game without a lot of story.


I am waiting for Zenith to come out. I really hope they can nail the VR MMO feeling.
 

Fredrik

Member
Thanks, I'll give it a try.


I'm really looking forward to playing through that game next month! With all this covid stuff still ongoing, it will be nice to travel to a different world for a bit.




You can see that everyone is still grappling with how to properly film 360 videos. I'm not sure that anyone has really consistently nailed it yet. There are often weird things going on with how big the world seems. In those Tokyo nightclub videos, sometimes people appear to be unusually small. There was the opposite problem in a yoga video I watched, where you felt like a mouse watching a giant woman perform the moves (I'm sure that there is a brand new form of "giant woman" fetish porn just waiting to be born out of that :messenger_tears_of_joy: ).

I think a close distance would work well in VR horror experiences. The IT video feels really creepy when the clown is right up in your face.

Lots of interesting possibilities for this new VR video artform.
Uhm that yoga video sounds interesting, how do you find that? Asking for a friend! 😶
 

THE DUCK

voted poster of the decade by bots
The fact is no VR headset has come close to those sales. Even psvr. Anytime you're stagnant, middling for years and suddenly do 5x all your combined product line in an extremely short duration while being out of stock during a large portion of that quarter that's indisputably significant.
Out of stock situation is not misleading in the slightest. The timeframe they were sold was right in the thick of Christmas and well over a month, so yeah, huge. Scalpers were selling it way over and successfully so.
My whole point is, them outselling all their previous devices, much of the time you couldn't even get one at retail. Theres simply no way of saying that's insignificant, especially at Christmas.
And like a poster said above, you're not running many AAA games on Quest 2 with those framerate and resolution requirements on mobile hardware, it would look like a ps2 game.

I can and will say it, the scalpers were there but they were not selling like ps5 and series x.
You could pre-book from time to time.
There was demand, but its nowhere near what you are implying. Initial guess is that they have sold 2 million, maybe 2.5. Big deal for vr, not such a big deal vs most mass market products. In fact, if your look at adoption rates for most devices like this that are for gaming, the amount of units sold is too low to even be considered a success. So sorry if them celebrating vs prior crap sales isn't as glamorous as you may have hoped, but its true.

And as far as aaa games go, Nintendo has proven that you can make and sell games that are aaa without a ps5 for graphics, that arguement holds no water.
 
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I don't think it's even possible to make AAA games for the Quest right now.
Doom 3 and Myst were pretty AAA in their time...

TWD Saints and Sinners is pretty damn polished too, SW Tales from the Galaxy's Edge, Population One and others have pretty solid production values - as good as the hardware allows.

you should be thinking at PS3 AAA at best though, not PS5...
 

CloudNull

Banned


I am pretty stoked for this. It will be interesting to see if they announce any AAA new games. We will probably get a lot of information about how profitable the Quest has been for the company or developers.
 

Romulus

Member
I can and will say it, the scalpers were there but they were not selling like ps5 and series x.
You could pre-book from time to time.
There was demand, but its nowhere near what you are implying. Initial guess is that they have sold 2 million, maybe 2.5. Big deal for vr, not such a big deal vs most mass market products. In fact, if your look at adoption rates for most devices like this that are for gaming, the amount of units sold is too low to even be considered a success. So sorry if them celebrating vs prior crap sales isn't as glamorous as you may have hoped, but its true.

And as far as aaa games go, Nintendo has proven that you can make and sell games that are aaa without a ps5 for graphics, that arguement holds no water.


I would never compare the scale of scalpers to ps5. Playstation has an accumulation of almost 30 years of fans and console popularity in general.

No where near the demand I'm implying? Tell me what am I implying exactly, be very specific. I haven't once made a comparison to anything but VR. You're the one that's comparing consoles to VR, which makes zero sense. They started in the 1970s selling a few million max. As you just said, quest 2 sold at least 2 million in a quarter were it was unbelievably difficult to find much of that time.

AAA games compared to Nintendo is a false equivalence. It took Nintendo years to even build an install base. Not to mention Switch doesn't have to render anywhere near what a VR game does. Quest 2 is basically the first actual semi mainstream device and you're judging it like its been out for 5 years, when in reality it's closer to 5 months. Lol
You're two main points focus on sales during a quarter when it was often unavailable and "no games" when it just came out.
 
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THE DUCK

voted poster of the decade by bots
I would never compare the scale of scalpers to ps5. Playstation has an accumulation of almost 30 years of fans and console popularity in general.

No where near the demand I'm implying? Tell me what am I implying exactly, be very specific. I haven't once made a comparison to anything but VR. You're the one that's comparing consoles to VR, which makes zero sense. They started in the 1970s selling a few million max. As you just said, quest 2 sold at least 2 million in a quarter were it was unbelievably difficult to find much of that time.

AAA games compared to Nintendo is a false equivalence. It took Nintendo years to even build an install base. Not to mention Switch doesn't have to render anywhere near what a VR game does. Quest 2 is basically the first actual semi mainstream device and you're judging it like its been out for 5 years, when in reality it's closer to 5 months. Lol
You're two main points focus on sales during a quarter when it was often unavailable and "no games" when it just came out.

And the xbox series as well? It's more of a symptom of the current situation and people being cooped up than a massive victory for oculus. Pretty much anything that played games was sold out, especially anything that had some physical element to it.

You have to compare vr to mainstream electronics/gaming in order to gage its success.
You say it's doing well in regards to other vr sales, great, but its not in comparison to a console launch. And this is important and cannot be ignored as developers will either stop making games or large ones won't show up at all. This is where oculus is failing as a gaming device. You can't hit mass success without games, and you attract those critical aaa games from third parties without the sales. Facebook should be buying more studios and spending a lot more here. Think sony psp which in fact sold millions, but was still considered a failure. Sony didn't give it the support it needed.

All of the big 3 console makers know this, and spend considerable resources to ensure the games are there, preferably with some at launch. The Nintendo example is perfect, how many switch units sell with no Zelda? And then no mario? About 50 million less.
Software drives hardware, not the other way around.

Better for me if it sells more, so I don't say this out of spite or wanting it to fail, I want an oculus 3.
 
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Romulus

Member
And the xbox series as well? It's more of a symptom of the current situation and people being cooped up than a massive victory for oculus. Pretty much anything that played games was sold out, especially anything that had some physical element to it.

You have to compare vr to mainstream electronics/gaming in order to gage its success.
You say it's doing well in regards to other vr sales, great, but its not in comparison to a console launch. And this is important and cannot be ignored as developers will either stop making games or large ones won't show up at all. This is where oculus is failing as a gaming device. You can't hit mass success without games, and you attract those critical aaa games from third parties without the sales. Facebook should be buying more studios and spending a lot more here. Think sony psp which in fact sold millions, but was still considered a failure. Sony didn't give it the support it needed.

All of the big 3 console makers know this, and spend considerable resources to ensure the games are there, preferably with some at launch. The Nintendo example is perfect, how many switch units sell with no Zelda? And then no mario? About 50 million less.
Software drives hardware, not the other way around.

Better for me if it sells more, so I don't say this out of spite or wanting it to fail, I want an oculus 3.


Selling out is not the point, its the fact that even more would have been sold because it was unavailable.

But again. You're comparing VR to consoles that have decades of increasing popularity built on. Why not compare it to the first 5 years of consoles? Not all those were 80 million sellers for a reason too.

The Nintendo comparison is again another example of my point, was nintendo selling 20 million copies of zelda in their first 5 months? No, you're comparing it to Switch, years after accumulating a brand and following. It's not a false equivalence but unfair. Like comparing Telsa to Toyota.
 
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RPS37

Member
Just got a Quest 2 today. For Oculus Link, will I have to go through the same process of unplug/replug, deny access, enable oculus link every time I want to play Alyx?
 

Fredrik

Member
Just got a Quest 2 today. For Oculus Link, will I have to go through the same process of unplug/replug, deny access, enable oculus link every time I want to play Alyx?

Also, do I need to purchase Virtual Desktop on Oculus Store and on Steam??????
Congrats! You buy virtual desktop on Oculus store and install virtual streaming app on pc. You have to install SteamVR too. Then let virtual dekstop control it all, it’ll open what it need, no fiddling, then just go to the games tab and start the game from there.
Haven’t played Alyx but lots of (too much) No Man’s Sky, should be the same.
 
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CloudNull

Banned
I just picked up Swarm. I love the cell shading and the gameplay loop is pretty fun. I have only play a couple levels but definitely an arcade style game without a lot of story.


/
After spending several hours with this game I am going to go out on a limb and say this is the best arcade style game I have played on the quest. It’s better than superhot, until you fall and beat saber. The boss fights are incredibly fun and the game runs like a dream. Soundtrack is incredible as well.
 

THE DUCK

voted poster of the decade by bots
Selling out is not the point, its the fact that even more would have been sold because it was unavailable.

But again. You're comparing VR to consoles that have decades of increasing popularity built on. Why not compare it to the first 5 years of consoles? Not all those were 80 million sellers for a reason too.

The Nintendo comparison is again another example of my point, was nintendo selling 20 million copies of zelda in their first 5 months? No, you're comparing it to Switch, years after accumulating a brand and following. It's not a false equivalence but unfair. Like comparing Telsa to Toyota.

But you omit my point completely- we have no idea how many sales were actually missed, it coukd be 5,000 or 500,000, you really have no idea. One matters a lot, the other basically has zero consequence.

If you really want to compare to the first 5 years of consoles, then the quest is also doing very poorly, considering an atari 2600 was the inflation adjusted price equivalent of $842 dollars vs $299 for the quest. How many oculus quest 2 units do you think would have sold for that? (Maybe 200k)

Compared to more current first years of consoles, despite thier much higher price as well, they are still weak. (2 million vs 4.5 million ps4 in the first quarter alone). And it lacks the momentum the consoles have, unless you are suggesting you expect oculus to sell 2 million every quarter this year, which isn't going to happen.

Zelda sold almost one for one with hardware at the beginning, which highlights how key it was for the launch. I dont understand why you are dismissing the one thing oculus truly lacks to make it the next level - true first party aaa game support. Still awesome to play, still unique, but its still missing some key things to get to that next level.
 
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Romulus

Member
But you omit my point completely- we have no idea how many sales were actually missed, it coukd be 5,000 or 500,000, you really have no idea. One matters a lot, the other basically has zero consequence.

If you really want to compare to the first 5 years of consoles, then the quest is also doing very poorly, considering an atari 2600 was the inflation adjusted price equivalent of $842 dollars vs $299 for the quest. How many oculus quest 2 units do you think would have sold for that? (Maybe 200k)

Zelda sold almost one for one with hardware at the beginning, which highlights how key it was for the launch. I dont understand why you are dismissing the one thing oculus truly lacks to make it the next level - true first party aaa game support. Still awesome to play, still unique, but its still missing some key things to get to that next level.

I'm not omitting your point, we know at a minimum it was 2 million accounting to the devs of Rec Room, and that's only in a single quarter. Again, almost impossible to find during much of that time. FB said it was on track to do 10 million too.

You purposely overlooked the Odyessy in 1972, which did awful, and my point 5 years before 2600, which stood on a summit by itself for years and only did 30 million in 15 years! And that price had dropped hard even by 1980, going for $130. It peaked in popularity in 1982 for $120, so let's not act like this was some $750 machine selling like hotcakes because it was not, and I have more info on that later.
Oculus Quest 2 could likely do those 2600 sales in half that timeframe, or even less with no AAA games. They could keep releasing decent minigames and sell 4 million a year easily.
The Coleco, Philips, Atari 5200 all did under 2 million in that same timeframe.

Nintendo didn't just show up selling millions. They had tons of experience in arcade games, had the Color-TV, and were heavily involved in the Odyessy, both sold less than 3 million total. It wasn't just boom, Zelda, instant success. The same way Oculus isn't just showing up with AAA games. Nintendo was in it from the early 70s and it took them years to get any traction.

I'm not saying Oculus shouldn't have AAA games, they should. I'm saying that expecting them now is too much. Literally Xbox launched at the same time as Oculus and has tons of developers, where are all their exclusive AAA games? Where all Sony's for that matter if we're comparing consoles? 2-3 combined? They literally have piles of studios and you'll wait around for years for them to show up. Yeah, takes time, especially when you're developing for weak hardware that requires a higher framerate than all those machines.

I mean it took the 2600 a long time to get any traction at all.

Atari sold between 350,000 and 400,000 Atari VCS units during 1977, attributed to the delay in shipping the units and consumers' unfamiliarity with a swappable-cartridge console that is not dedicated to only one game.[20]

In 1978, Atari sold only 550,000 of the 800,000 systems manufactured. This required further financial support from Warner to cover losses.[20]

Atari sold more than 1 million consoles over the 1979 holiday season, but there was new competition from the Mattel Intellivision and Magnavox Odyssey², which also use swappable ROM cartridges.[21]

I mean it's not a stretch at all to say the Quest 2 outsold the 2600's first 2-3 years of sales in a single quarter, and that's considering the Quest 2 was sold out much of that time, and considering 2600 was supposedly a shining example of console success in the beginning. It simply shows that it was rocky road, and like VR, needed time to mature, more time in fact looking at this information.
 
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THE DUCK

voted poster of the decade by bots
I'm not omitting your point, we know at a minimum it was 2 million accounting to the devs of Rec Room, and that's only in a single quarter. Again, almost impossible to find during much of that time. FB said it was on track to do 10 million too.

You purposely overlooked the Odyessy in 1972, which did awful, and my point 5 years before 2600, which stood on a summit by itself for years and only did 30 million in 15 years! And that price had dropped hard even by 1980, going for $130. It peaked in popularity in 1982 for $120, so let's not act like this was some $750 machine selling like hotcakes because it was not, and I have more info on that later.
Oculus Quest 2 could likely do those 2600 sales in half that timeframe, or even less with no AAA games. They could keep releasing decent minigames and sell 4 million a year easily.
The Coleco, Philips, Atari 5200 all did under 2 million in that same timeframe.

Nintendo didn't just show up selling millions. They had tons of experience in arcade games, had the Color-TV, and were heavily involved in the Odyessy, both sold less than 3 million total. It wasn't just boom, Zelda, instant success. The same way Oculus isn't just showing up with AAA games. Nintendo was in it from the early 70s and it took them years to get any traction.

I'm not saying Oculus shouldn't have AAA games, they should. I'm saying that expecting them now is too much. Literally Xbox launched at the same time as Oculus and has tons of developers, where are all their exclusive AAA games? Where all Sony's for that matter if we're comparing consoles? 2-3 combined? They literally have piles of studios and you'll wait around for years for them to show up. Yeah, takes time, especially when you're developing for weak hardware that requires a higher framerate than all those machines.

I mean it took the 2600 a long time to get any traction at all.



I mean it's not a stretch at all to say the Quest 2 outsold the 2600's first 2-3 years of sales in a single quarter, and that's considering the Quest 2 was sold out much of that time, and considering 2600 was supposedly a shining example of console success in the beginning. It simply shows that it was rocky road, and like VR, needed time to mature, more time in fact looking at this information.

But the machines were 2-3 times the price, and that plays a massive factor. No doubt any of those would have sold a magnitude order more with a $299 price.

I do think in the end vr will succeed and be a mainstream product, but it might not be facebook that pulls it off if they continue down the current path. While ms and sony were shy on games for thier launch, they literally have billions invested in dozens of studios that will release aaa games steadily for the next 5 years, in addition to heavy 3rd part support. What does Facebook have, 2 or 3 smaller studios and a party budget in comparison? And a bunch of smaller vr developers?

This is a recipe for long term mediocrity at best and failure at worst.
It's like they are literally paying the way for sony, ms or Nintendo or Apple or Google to swoop in with a large investment and steal the market.
 
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Romulus

Member
But the machines were 2-3 times the price, and that plays a massive factor. No doubt any of those would have sold a magnitude order more with a $299 price.

I do think in the end vr will succeed and be a mainstream product, but it might not be facebook that pulls it off if they continue down the current path. While ms and sony were shy on games for thier launch, they literally have billions invested in dozens of studios that will release aaa games steadily for the next 5 years, in addition to heavy 3rd part support. What does Facebook have, 2 or 3 smaller studios and a party budget in comparison? And a bunch of smaller vr developers?

This is a recipe for long term mediocrity at best and failure at worst.
It's like they are literally paying the way for sony, ms or Nintendo or Apple or Google to swoop in with a large investment and steal the market.


Yes, and 2600 had almost zero competition either in gaming. Now there's a slew of consoles and handhelds with reputable branding over "Oculus." There's was no powerhouse standing up to atari until the NES, they had free reign. Agree on all points, might take 7 years instead of 5, but the path is clear now, mobile units with PC connectivity.
 
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very much in love with Myst. Finally got off the initial island. Man, the only thing that sucks is the smooth locomotion with analog stick turning - it gets all wonky. Serviceable if you turn on your own, or just use teleport...

tons of exploration, just walking around to take in your surroundings and try to figure out how things work - it's very exhilarating when things fall in place. No explanations, tutorials, hud - you're an explorer from outside who just fell into this crazy world with its own rules and stories...

gaming was healthier back then - and also harder: going screen by screen instead of just looking at your surroundings probably made some maze-like passages very difficult to face...
 

mxbison

Member
Doom 3 and Myst were pretty AAA in their time...

TWD Saints and Sinners is pretty damn polished too, SW Tales from the Galaxy's Edge, Population One and others have pretty solid production values - as good as the hardware allows.

you should be thinking at PS3 AAA at best though, not PS5...

Yeah, just saying right now there isn't much point in having 200 people & 4-5 year development time on an Oculus Quest game. Only so much you can do with the current hardware.

I still have to try Saints & Sinners, but so far haven't been a huge fan of the free movement first person games.
 
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