Zepp Twofist
Member
For a while now, people have been able to buy games on the Oculus Store and use a free and open source plugin called Revive to play these games on their HTC Vive. It is not something Oculus officially support, but if you read earlier quotes from Palmer Luckey, you would think they didn't mind this as long as people were buying software from them:
https://www.reddit.com/r/oculus/com...ey_on_twitterfun_fact_nintendo_doesnt/cxr6rid
So yesterday a new update for the Oculus Store dropped that puts a DRM check to make sure the Rift headset is present to launch any game sold on the Oculus Store. Since the ReVive mod never broke any DRM schemes, this effectively renders it useless for Oculus Store games and it is hard to imagine any other reason to introduce this change other than to stop this practice.
Basically, they are introducing hardware DRM on their store to make sure that their potential customer mass is half as big. When they have repeated over and over how making money from software and not headsets was their end goal, I find this to be a pretty strange business move.
Revive still works for games that only use the Oculus SDK but are bought from other stores. But in light of this, who knows for how long?
Edit: A few quotes from the developer of Revive. All of it is from the Reddit thread he made
https://www.reddit.com/r/oculus/com...ey_on_twitterfun_fact_nintendo_doesnt/cxr6rid
If customers buy a game from us, I don't care if they mod it to run on whatever they want. As I have said a million times (and counter to the current circlejerk), our goal is not to profit by locking people to only our hardware - if it was, why in the world would we be supporting GearVR and talking with other headset makers? The software we create through Oculus Studios (using a mix of internal and external developers) are exclusive to the Oculus platform, not the Rift itself.
So yesterday a new update for the Oculus Store dropped that puts a DRM check to make sure the Rift headset is present to launch any game sold on the Oculus Store. Since the ReVive mod never broke any DRM schemes, this effectively renders it useless for Oculus Store games and it is hard to imagine any other reason to introduce this change other than to stop this practice.
Basically, they are introducing hardware DRM on their store to make sure that their potential customer mass is half as big. When they have repeated over and over how making money from software and not headsets was their end goal, I find this to be a pretty strange business move.
Revive still works for games that only use the Oculus SDK but are bought from other stores. But in light of this, who knows for how long?
Edit: A few quotes from the developer of Revive. All of it is from the Reddit thread he made
I'm basing it on the fact that the "Headset not detected" error are now coming from the OculusOnlineSubsystem which is also responsible for entitlement check (DRM) errors.
This is on top of the check for the headset the game does itself. If I don't use Revive I get a different "Headset not detected" error coming from the game itself.
It will be challenging to circumvent this check while keeping the DRM intact. So it's not very simple, but I'll do my best.