picture_perfect :
bit_user :
I'm also puzzled as to why you feel there's only room for 2 players, in this young and dynamic market.
Therefore new players can only offer more of the same right now.
I'm still struggling to get my head around this argument, Ms Beckinsale. So, what if someone figures out how to make it lighter, or reduce godrays, or add eye tracking, or add integrated hand tracking, or add mixed-reality features, or shave a couple hundred $ off the price. How is that "more of the same"?
There are
way more aspects of VR that can be improved or innovated than, say, computer monitors. Do you think we should have only 2 computer monitor brands?
picture_perfect :
Unless of course they offer downgraded systems like this one, which just make people sick.
Like Oculus' DK2, this already served its purpose, and that's why Razer is replacing it with their HDK2. The only problem I see here is why they decided to review HDK 1.4
now. It is potentially useful for anyone thinking about picking up one of these units on the used market, however.
picture_perfect :
And the more VR systems out there, the more developers have to code for, and the more proprietary crap we might have to endure. I would say it's not needed right now, until VR is established.
I'd argue quite the opposite. The sooner more players enter this market, the sooner we're likely to see some standards. And that will shorten the time of having to deal with proprietary crap.
Valve already has a defacto standard API that games can use to be HMD agnostic, although it's currently tied to Steam.