You can use the Quest as a PC HMD, both wired and wireless. So no, it’s not a problem of performance.
The reason the Quest can’t secure content is the content doesn’t sell. Which is the same reason Sony struggles to secure content. They both basically have to finance the entire library. Sony and Valve sidestep this by having VR be a feature in flatscreen games, but even then people arent’ queuing up to get them.
And nobody wants to use VR as a monitor, either. Maybe in a plane if you’re a weirdo or to watch movies in private if you live in cramped quarters, but nobody is going to get to their desk and slap on a face-screen to type a text document, no matter how fancy and expensive it is.
We could talk a lot about how much Meta has been getting out of their investment, but ultimately they’ve not been spending that money on funding huge triple-A releases, and you can’t buy your way into a platform’s worth of content.
And yes, of couse profiting from the games matters. ESPECIALLY if you’re selling the hardware at a huge loss, which is really where a bunch of those Meta billions ended up going. The idea was to get money from the games and the data funnel, but without software and hardware that people use daily both of those things dry up.
As for VR headsets being garbage for the VR monitor use case… that’s not a design issue. The issue is that when I’m using a monitor I want to be able to also look at other stuff. If I want to check my phone, or read a piece of paper I don’t want to be looking at things through a camera and a screen, let alone take a whole set of glasses off.
VR as a monitor is a bad idea not because the tech is bad, but because it’s a bad solution to a problem that doesn’t exist. You want to look at an image in space? We solved that problem in the 1940s, and that solution didn’t require you to strap an opaque thing to your face.
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You can use the Quest as a PC HMD, both wired and wireless. So no, it’s not a problem of performance.
The reason the Quest can’t secure content is the content doesn’t sell. Which is the same reason Sony struggles to secure content. They both basically have to finance the entire library. Sony and Valve sidestep this by having VR be a feature in flatscreen games, but even then people arent’ queuing up to get them.
And nobody wants to use VR as a monitor, either. Maybe in a plane if you’re a weirdo or to watch movies in private if you live in cramped quarters, but nobody is going to get to their desk and slap on a face-screen to type a text document, no matter how fancy and expensive it is.
The application is just not mainstream enough.
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We could talk a lot about how much Meta has been getting out of their investment, but ultimately they’ve not been spending that money on funding huge triple-A releases, and you can’t buy your way into a platform’s worth of content.
And yes, of couse profiting from the games matters. ESPECIALLY if you’re selling the hardware at a huge loss, which is really where a bunch of those Meta billions ended up going. The idea was to get money from the games and the data funnel, but without software and hardware that people use daily both of those things dry up.
As for VR headsets being garbage for the VR monitor use case… that’s not a design issue. The issue is that when I’m using a monitor I want to be able to also look at other stuff. If I want to check my phone, or read a piece of paper I don’t want to be looking at things through a camera and a screen, let alone take a whole set of glasses off.
VR as a monitor is a bad idea not because the tech is bad, but because it’s a bad solution to a problem that doesn’t exist. You want to look at an image in space? We solved that problem in the 1940s, and that solution didn’t require you to strap an opaque thing to your face.
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