…Meta explicitly bought Oculus and shut-down studios that wanted to proliferate far higher-end VR gaming on par and even more advanced than traditional AAA gaming.I hate Meta too, but they are not "tainting" anything ... they've created a product to try to address a usage and market.
They instead pivoted to Oculus Rift with games and horsepower worser than traditional home consoles and PCs (Switch/Mobile quality) but still more expensive or marginally cheaper than the former regardless…
In addition to worser resolution than a modern TV consoles are connected to and no HDR for gaming and non-gaming premium content, that’s a hard sell to AAA gamers and most gamers who were interested in VR gaming in the first place.
They want games the quality of Elden Ring and Half-Life: Alyx if they’re gonna invest that much—not games primarily consisting of Fruit Ninja and Beat Saver.
That approach to being mainstream was emulating the success of mobile gaming and the Wii. It has not resonated with most gamers and enthusiasts with them losing tens of billions accordingly.
At the end of the day, Meta have released headsets at unrealistic prices losing tens of billons of dollars that blocked more passionate and relatively priced mainstream headsets to thrive deliberately with such pricing anchored by non-VR businesses generating billions to offset that.
Start-ups and most business entities cannot compete with that.
Such pricing approach was blantant loss leader tactics again supported by non-VR businesses such as their social media and ads businesses they were hoping to recoup with their metaverse aspirations.
Meta were hoping to get away with games at the quality of the Wii or mobile-gaming and traditional budget accessory pricing for a computing platform that fundamentally must be more expensive than traditional computing platforms to be on par with them + maximize its intrinsic advantages over them.
Merely the PPI needed for XR screens to even be on par and better than modern traditional screen baselines and ideals necessitates this.
Vision Pro is realistically priced with this in mind to be comparable with existing prosumer hardware that’s not sold at a loss.
On the other hand, Meta made headsets with very severe compromises not on par with traditional devices that are sold at a loss only possible by revenue by non-spatial-computing businesses such as their ad and social media businesses that start-ups and others cannot compete with.
That’s unrealistic pricing with compromises that minimizes the core value proposition of spatial computing to be on par and better than traditional computing.
They did this to penetrate the headset market for reasons not aligned with what most were excited for headsets being at a quality many don’t consider a good baseline spatial computing experience.
With it also being the average person’s first exposure to spatial computing, the cons I mentioned are very much seen as tarnishing the reputation of headsets among mainstream audiences.
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