[HN Gopher] Virtual reality ads make their way to Facebook's Ocu...
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       Virtual reality ads make their way to Facebook's Oculus headsets
        
       Author : shivbhatt
       Score  : 126 points
       Date   : 2021-06-17 10:08 UTC (12 hours ago)
        
 (HTM) web link (www.reuters.com)
 (TXT) w3m dump (www.reuters.com)
        
       | jsnell wrote:
       | https://news.ycombinator.com/item?id=27532243
        
       | whywhywhywhy wrote:
       | Oculus was an excellent product and the Quest was surprisingly
       | successful but weirdly Facebook is being way too aggressive with
       | trying to make the platform profitable like a traditional FB
       | product before it's fully entrenched.
       | 
       | Think this might eventually be their downfall, if Sony could ship
       | a stand alone headset at Quest quality they'd probably be able to
       | eat FB's lunch at this point because the push to force you to use
       | an FB account and now pushing ads into it are making it far less
       | appealing.
       | 
       | Really they should have just let it fly for a few more years like
       | how they allowed Instagram to be Instagram for a few years before
       | they ruined it with ads and algorithms gradually.
        
         | hbosch wrote:
         | I think if VR had the same adoption curve that Facebook
         | initially enjoyed, we would be able to wait longer for the
         | inevitable ad push. Anecdotally speaking, I haven't seen VR
         | "take off" like people online hope it will year after year.
         | Seems likely that the VR market has quite some pressure on it
         | to turn profits soon before it bleeds out.
        
       | rychco wrote:
       | I despise ads in all forms, and the absolute worst offenders are
       | ads built into a platform just like this. Windows 10 shouldn't be
       | advertising on my desktop, PlayStation/Xbox shouldn't be
       | advertising on my dashboard, cars shouldn't be advertising on the
       | controls/display, and Facebook shouldn't be advertising in my
       | virtual reality headset.
        
         | scantron4 wrote:
         | And the physical roku stick I bought shouldn't be changing my
         | entire theme to a disney plus ad.
        
         | PragmaticPulp wrote:
         | Facebook is getting the blame, but it's actually game
         | developers who are choosing to add these ads to their games.
         | 
         | I'd be upset if these ads were on the Oculus hardware that I
         | paid for in the games I bought, but if it's just going into
         | freemium games then it's business as usual in the ad space. I
         | haven't even heard of the "Blaston" game the article cites as
         | one of the first games to adopt the ads.
        
           | MereInterest wrote:
           | Blame isn't a finite thing, and blaming facebook doesn't
           | reduce the blame that can be giving to the developers. Blame
           | is like the tension in a rope, equal along the length from
           | cause to effect.
           | 
           | Yes, facebook deserves blame. Yes, the game developers
           | deserve blame. These can both be true at the same time.
        
           | mattferderer wrote:
           | Out of curiosity, I'm assuming most of the ads are giant in
           | your face ones. Do they do any subliminal product placement
           | type ads too & if so are any of them dynamic based on user
           | data? Might as well go all out & have a variety of props you
           | can exchange based on user data.
           | 
           | I seem to be able to avoid ads quite a bit through tools &
           | life style choices. I therefore ask this as someone whose
           | personal opinion does not like the do anything for views to
           | sell ads economy & avoids it as much as possible.
        
             | [deleted]
        
             | ghostbrainalpha wrote:
             | They are really giant in your face ads yet.
             | 
             | Imagine Billboards in the virtual worlds of your games for
             | now. Image below if you want to see an example.
             | 
             | https://cdn.vox-
             | cdn.com/thumbor/tXt80SaN80Qsg6MdMlC4fvbHcUA=...
        
         | shafyy wrote:
         | FWIW, the ads are not on the platform level, but inside
         | individual games and apps. For now. (I also despise ads)
        
           | jonplackett wrote:
           | Still using platform-level data though.
        
           | BEEdwards wrote:
           | That's worse...
           | 
           | Can't even use escapist reality to escape from ads now.
        
           | SaltyBackendGuy wrote:
           | > but inside individual games and apps.
           | 
           | IMO that's worse. You spend more time in game than on the
           | menu screen. Sadly this is likely a pandoras box we will not
           | be able to close.
        
             | lawl wrote:
             | > Sadly this is likely a pandoras box we will not be able
             | to close.
             | 
             | Valve has tried that a long time ago too and it wasn't
             | successful. There's still some hope.
        
               | tpxl wrote:
               | Valve had ads in games?
        
         | jonplackett wrote:
         | Totally agree. I get the deal-with-the-devil that is the free-
         | to-play game / website / email client / social network where
         | I'm getting a service in return for my eyeballs.
         | 
         | But I paid for my Oculus Quest, and then I just paid for a
         | game. I do not therefore want my eyeballs rented out.
         | 
         | Edit: I'd also much rather the Quest platform not become the
         | cesspool that is the free-to-play ad-infested world the iOS
         | AppStore has become. Please can we emulate the Nintendo model
         | and encourage quality games you pay up front for.
        
           | chaostheory wrote:
           | I think there's something everyone is missing. Is this just
           | limited to Oculus? Last time I checked ad platforms do not
           | have a habit of staying voluntarily stuck on just one product
           | line. This is will spread to all VR platforms.
        
           | tyfon wrote:
           | You paid for only a part of the Quest, it is the reason I
           | have avoided it.
           | 
           | It is vastly underpriced for the hardware it gives. Some is
           | paid upfront and the rest is paid in data collection etc from
           | facebook.
           | 
           | They have a "unconnected" version for sale for 800 USD and a
           | service fee of 180 bucks. You can see how much you have not
           | paid for in those prices when you go with the ad version.
           | 
           | If the Quest 2 was not associated with facebook I would have
           | owned one a long time ago.
        
             | NovaS1X wrote:
             | >They have a "unconnected" version for sale for 800 USD and
             | a service fee of 180 bucks. You can see how much you have
             | not paid for in those prices when you go with the ad
             | version.
             | 
             | That pricing isn't for an "unconnected" version, that's for
             | a business/enterprise version and yearly support. You can't
             | use that figure and directly convert that into a value you
             | place on your data or ad revenue.
             | 
             | Your point still stands, the Quest is heavily subsidized by
             | user data on the premise of future ad revenue. This has
             | been a given from the moment Facebook decided merge Oculus
             | and FB acounts into one. I'm just correcting a false
             | assumption that the $800 model is just "Quest -facebook",
             | it's not.
        
         | zeta0134 wrote:
         | What's frustrating to me is that all of these platforms _have a
         | store_! When I open the store, I downright _expect_
         | advertising; it's really helpful in that context to see
         | featured, curated, maybe promoted stuff that I'd otherwise
         | miss. If the ads would simply stay put, I would not mind them
         | one bit, but it seems no platform can resist stuffing them in
         | places that they do not belong.
        
         | miej wrote:
         | I agree of course, but I dont think that merely stating ones
         | dislike on an internet forum will be an effective way to effect
         | change.
         | 
         | So I pose the question: What actions may we take in order to
         | help ensure a future of non-implementation of "the user is the
         | product" systems, with a specific focus on those actions that
         | are most likely to be the most efficacious at accomplishing the
         | stated goal in an expedient and lasting manner?
        
           | rijoja wrote:
           | So how efficient are for instance the EFF on conveying
           | messages like this to a broader public. I bet that the gaming
           | community for instance would have the technological
           | understanding needed to understand how this is bad for them
           | as consumers.
        
         | rijoja wrote:
         | Yeah so what can we do to prevent this? I would say that the
         | main risk here is that Facebook would be able to get control
         | over the whole VR ecosystem. In worst case so that the top apps
         | only would be usable if you had a Facebook account and with a
         | Facebook device.
        
           | freeflight wrote:
           | That's pretty much already the case. By now Occulus only
           | exists as a brand inside the Facebook ecosystem, only legacy
           | Occulus accounts are allowed, everybody else uses their
           | Facebook account to login and tie purchases too.
           | 
           | The same Facebook account that FB can at any time arbitrarily
           | block and demand the owner properly ID themselves.
           | 
           | A situation that originally was deemed as "will never happen"
           | when Occulus originally got acquired by FB.
           | 
           | At least there is also Valve to offer an alternative that's
           | more privacy minded. But this makes their hardware offerings
           | more expensive by default, as the device prices can't be
           | subsidized by monetizing their users.
        
             | rijoja wrote:
             | At heart Occulus is really an android system right? It
             | would be such a shame if they where to grab control over
             | this ecosystem. Unfortunately their set seems to be the
             | most viable path to mainstream adoption.
             | 
             | Valve exists but Valve's alternative is way pricier and
             | requires a computer right? Facebook would be able to mass-
             | produce these devices at a low cost in a completely
             | different way it seems.
             | 
             | So since it is an android system under the hood it would be
             | very possible to make VR apps that would work on all
             | android systems. This would be so much better for the
             | ecosystem as a whole.
             | 
             | Surely there are WebXR standards that would basically be
             | webapps so they would be totally platform independent
             | however this will surely not cut it for all applications.
             | 
             | Seeing how social media companies can manipulate politics
             | and steer behaviour through ads imagine what happens in a
             | VR only reality. This is a total nightmare scenario.
             | 
             | Would it be possible to try to create some sort of campaign
             | to make people more aware about the bad effects of this
             | lock in. Perhaps by finding a suitable chinese device that
             | remains open and try to favour that over facebooks
             | versions. Sort of how Huawei managed to more or less copy
             | devices at a lower costs and get into the market that way?
             | 
             | Microsofts Mixed Reality standard deserves some attention
             | as well obviously. Again this requires a PC and they seem
             | to be a bit more pricier as well. These wouldn't require
             | base stations as well.
        
               | NovaS1X wrote:
               | >So since it is an android system under the hood it would
               | be very possible to make VR apps that would work on all
               | android systems. This would be so much better for the
               | ecosystem as a whole.
               | 
               | The problem isn't technical, it's monetary. Facebook
               | pours out tons of money to kickstart developers and get
               | games out which is why they have a monopoly. There are
               | few technical hurdles in the way of making Oculus games
               | work on other headsets.
        
         | silicon2401 wrote:
         | I understand the dislike of ads, but not so much the complaint.
         | Companies are free to insert ads if they want to, and we're
         | free to choose what media we consume. I hate ads and would be
         | glad to see them outlawed like billboards in Vermont, but I
         | don't stress about it. I accept it as a tradeoff for playing
         | certain games, or I do ad-free things like reading old books or
         | exercising.
        
           | gentleman11 wrote:
           | Free to choose how? We can't know what ads are hidden inside
           | until after we buy
        
           | recursive wrote:
           | I'm not against companies doing it. I'm just against me
           | consuming it. This is why I subscribed to netflix instead of
           | hulu.
        
             | silicon2401 wrote:
             | This is the logical thing, IMO. The fact that people don't
             | even reconsider their consumption is a sign to me that the
             | real issue isn't the ads, it's people not having anything
             | better to do than play VR. I've been playing video games as
             | long as I've been able to read and I'm happy to just go
             | read a book or ride my bike instead if I don't want ads.
        
             | baconator123 wrote:
             | same with me...however, what i am annoyed is sometimes ads
             | get in the way of your net activity and sometimes difficult
             | to put it off...
        
           | developer93 wrote:
           | In my mind the limit is, if I paid for it, there should not
           | be ads. I can understand using ads to fund a free service,
           | but when I already paid, why am I paying a second time by
           | watching ads? I mean pi hole sorts many of these problems
           | out, but still.
           | 
           | Also, cars? You get ads in your own car? Wow.
        
           | Otek wrote:
           | You see, problem with this is that we don't have a choice.
           | With Oculus Quest, I bought this headset and it didn't had
           | any ads back then. I have to keep it connected to the
           | internet to download and update games but we shouldn't accept
           | state where they can just put ads on my hardware anytime they
           | want.
        
             | rijoja wrote:
             | So it becomes unusable if you don't keep it connected to
             | the internet?
        
           | NovaS1X wrote:
           | This only works if there are equivalent choices without ads.
           | We know from experience this is rarely the case. Choice is
           | simply an illusion or a fantasy sold to people to placate
           | them into accepting the current paradigm of business ad
           | strategy.
        
             | silicon2401 wrote:
             | I have a hard time understanding this kind of point of
             | view. Do you not have a choice to just not play VR? Alcohol
             | and other drugs can be fun, yet they're harmful and there's
             | no choice of alcohol without health damage. You just have
             | to choose alcohol and take the health damage or live
             | without alcohol, ditto for VR.
        
           | rijoja wrote:
           | Yeah but you also have to factor in the ecosystem lock in and
           | monopoly factor here.
        
           | tux3 wrote:
           | >Companies are free to insert ads if they want to, and we're
           | free to choose what media we consume
           | 
           | I'd like to invite you to turn that around. The freedom that
           | we all get to exercise cuts both ways, it is not exclusively
           | for companies to be active and consumers to passively,
           | quietly accept things they dislike.
           | 
           | Citizens are free to complain about ads if they want to, and
           | companies are free to to respond to market pressure by
           | relying on more or less advertisement.
           | 
           | As a company, you might dislike negative consumer feedback,
           | but you should just accept it as a tradeoff for making
           | certain unpopular business decisions, or you should offer ad-
           | free platforms and avoid the problem entirely.
           | 
           | Complaints are not inherently bad. They're just an effective
           | consumer practice.
        
             | silicon2401 wrote:
             | > Citizens are free to complain about ads if they want to,
             | and companies are free to to respond to market pressure by
             | relying on more or less advertisement.
             | 
             | I agree, but I wasn't commenting at a societal level. I'm
             | saying that at an individual level I see it as a waste of
             | energy to get stressed out about something like ads in
             | video games. There are so many ways to enjoy life, and
             | stress is so bad for health.
        
           | RodgerTheGreat wrote:
           | If this behavior is normalized, consumers won't have a
           | choice. That's the problem.
        
           | matheusmoreira wrote:
           | > Companies are free to insert ads if they want to
           | 
           | They shouldn't be.
        
           | alasdair_ wrote:
           | The problem is that I bought a machine and several games and
           | at no point were any ads involved. Only after they money has
           | changed hands, I'm then told that I need to allow ads into my
           | system.
        
             | mtnygard wrote:
             | If the same practice was applied with physical goods, it
             | would be a clear bait-and-switch. (And therefore illegal.)
        
       | chandra381 wrote:
       | > Facebook added that Oculus users will be able to hide
       | individual ads or choose not to see ads from a certain
       | advertiser.
       | 
       | Very interesting. The Oculus is quite a good deal at 299 USD
       | given its technical specifications. I suspected that they were
       | selling them below cost and subsidising them through stuff like
       | this.
       | 
       | The issue is that, as a data-driven organisation I am certain
       | that they would have assessed the likely impact of including ads
       | on turning away users and made that the decision.
        
       | vyrotek wrote:
       | Well, that's annoying. I just purchased Blaston.
       | 
       | I don't regret my purchase quite yet though. It's been an amazing
       | device for our whole family. The VR bar has been set in eyes of
       | my kids and they want more.
       | 
       | I wonder if my PiHole will block these ads?
        
       | bitL wrote:
       | A little off-topic - does anyone know why Steam takes screenshots
       | of VR content played in a headset? I've noticed multiple times
       | that Steam's Screen Capture process ended up hanging with HP
       | Reverb G2 and am wondering why do they need to take screenshots?
       | I'd have expected that from Facebook (privacy lol) but don't
       | understand why Steam bothers with it?
        
         | rightbyte wrote:
         | Is it a multiplayer game? I know eg. Battlefield 2 took
         | screenshots for game server admins to look for cheaters. In the
         | good old days where I wouldn't suspect the screenshots to be
         | used for big data spying ..
        
         | june11 wrote:
         | Its for the in vr steam overlay to display your desktop. Steam
         | compositor also takes a copy of the vr view to display within
         | the little steamvr window, in the PIP view.
        
       | philipswood wrote:
       | Is it just me?
       | 
       | I would rather just pay for stuff and be done with it rather than
       | have my attention and sensorium sold to the highest bidder.
        
         | terlisimo wrote:
         | Amazon recognizes this :) Kindle with ads: 120 EUR. Kindle
         | without ads: 140 EUR.
        
         | Cthulhu_ wrote:
         | That's a very anti-capitalist statement of you, do you even
         | want others to get rich? Would you deny them their wealth? I am
         | shook.
         | 
         | /s of course
        
         | haxiomic wrote:
         | Support the companies that offer this an encourage others to do
         | the same - I worry about a future where VR is monopolized by
         | Facebook and held there by network effect
        
           | bogwog wrote:
           | > I worry about a future where VR is monopolized by Facebook
           | and held there by network effect
           | 
           | That's why it's awesome that Valve is so heavily invested in
           | VR to counter that. They might not have more money than
           | Facebook, but they have more than enough to compete with
           | them. Plus, they have the expertise in video games that
           | Facebook doesn't.
           | 
           | It's just a shame that Valve is by all accounts a highly
           | dysfunctional company.
        
             | ascagnel_ wrote:
             | The problem any competitor will have fighting FB is entry
             | price -- FB is the only player right now that sells a
             | standalone unit and that unit is one of the cheapest, if
             | not the cheapest, headset on the market with a $300 MSRP.
             | Everyone else is far more expensive and requires a PC with
             | a discrete GPU (or game console, in the case of the
             | PlayStation VR), so the total cost of entry ends up being
             | far higher.
             | 
             | What Valve is doing with the Index is really cool, but
             | they're still operating as if they're trying to sell to VR
             | enthusiasts, while Facebook is cornering the market by
             | trying to sell to the general public.
        
               | wlesieutre wrote:
               | Oculus Quest 2 is the most popular headset on Steam's
               | hardware survey, and that's only counting the ones who
               | have it hooked up to their computer
               | 
               | https://store.steampowered.com/hwsurvey/Steam-Hardware-
               | Softw...
        
               | bogwog wrote:
               | > The problem any competitor will have fighting FB is
               | entry price
               | 
               | I don't think that's true. The main problem right now is
               | that VR is still (even after all these years) an
               | unproven/experimental consumer product.
               | 
               | It's like buying a game console in the 70s-80s compared
               | to buying one today. Back then, video games were still
               | largely experimental and you were more likely to get
               | garbage than gold. Today, designers know what
               | works/doesn't work, and consumers can be confident in
               | their purchases.
               | 
               | VR is not like that yet. A "VR Game" is still a vague and
               | uncertain term, and consumers can't have confidence in it
               | yet. There are some great VR experiences out there, but
               | there are many _many_ more garbage ones.
               | 
               | I think that a company focusing on finding a good fit for
               | VR is going to be better off long-term than one just
               | trying to corner this early market.
               | 
               | Example: If Valve figures out the "secret sauce" for VR
               | games (much like Nintendo did in the early console wars),
               | it's not going to matter how cheap Facebook's headsets
               | are. People (including Oculus owners) will flock to Steam
               | for the superior experiences while Facebook scrambles to
               | make clones. With a failed "platform", Facebook will
               | ultimately lose.
               | 
               | If anything, Facebook's investments to flood the market
               | with cheap headsets (possibly even subsidizing them)
               | could end up helping Valve in the long term, since it
               | just means more potential Steam customers, and it gives
               | Valve the opportunity to experiment with the high-end
               | stuff without worrying about the market completely dying
               | in the meantime.
        
         | matheusmoreira wrote:
         | It's absolutely not just you. Those people would put ads under
         | our eyelids if they could get away with it. We need to actively
         | fight against this by somehow blocking all these ads with no
         | exceptions. Drive their return on investment as close to zero
         | as possible.
        
         | nindalf wrote:
         | It's not just you, but you are a tiny minority. You've
         | expressed a sentiment that's very popular on HN, but not among
         | the general population. Take YouTube - a popular ad supported
         | service with a premium tier. How many people are willing to pay
         | to remove ads? Less than 1%. Even on HN I don't think that
         | number would be more than 10%.
        
           | perryizgr8 wrote:
           | > How many people are willing to pay to remove ads?
           | 
           | For me, I'd rather not watch Youtube at all if I have to pay
           | to use it. I have found that it is an incredible time-waster
           | and really adds very little value to my life. If I had the
           | self control I would stop using it on my own.
        
           | Folcon wrote:
           | My biggest bugbear with youtube premium is that there's very
           | little way to control your youtube recommendations other than
           | being in incognito / a new browser session.
           | 
           | I constantly find that youtube's algorithm just recommends me
           | less interesting stuff over time. If I could have some decent
           | controls on it, paying for an ad free experience would be
           | worthwhile.
        
           | thrwaeasddsaf wrote:
           | You're oversimplifying, because the question isn't about
           | paying to remove ads vs not paying and seeing ads, but about
           | paying and getting the product or not paying and not getting
           | the product.
           | 
           | People's behavior depends on the circumstances they are
           | given, and if "free (with ads)" is one choice, then indeed a
           | lot of people will choose it over paying. However, if option
           | is not given, it doesn't mean everyone who would've picked
           | free are not going to pay at all.
           | 
           | There are some highly popular freemium/ad supported games but
           | also lots of very popular games that you simply must pay for.
           | Applying the 1% number from products where the choice is ad-
           | free-or-paid to must-pay-for games and assuming they'd get
           | 99x more users if given for free with ads is just completely
           | wrong.
           | 
           | In general, people seem quite willing to pay for games (this
           | may be less true in mobile, that's a rather different
           | market). The challenge isn't that people don't want to pay,
           | it's that the market is extremely saturated and it's hard to
           | stand out from the crowd & produce a game that everyone wants
           | to play over all the other choices.
        
           | matheusmoreira wrote:
           | > It's not just you, but you are a tiny minority.
           | 
           | No, _everyone_ agrees that ads are annoying. I install uBlock
           | Origin on every single browser I come across. Every single
           | time, people take notice almost immediately. They always tell
           | me the internet just feels so much nicer. Many times they can
           | 't explain why, they just know.
           | 
           | Ads are a blight on the modern web. _Everyone_ prefers the
           | low-noise version.
        
           | wincy wrote:
           | I'm getting close to paying, YouTube has figured out some
           | clever way to keep AdGuard on iOS from properly blocking ads
           | and it's super annoying. But I mean when it's trivial for a
           | technical user to download a few adblockers why pay, right?
        
             | tomjen3 wrote:
             | That is one of the reasons I love using a real computer. I
             | can install firefox with ublock origin and sponsorblock.
             | Bomm. No more ads, no more tracking and no more in-video
             | ads.
             | 
             | I would only get the first by paying, and I have found
             | videos without ads so more more relaxing.
        
               | wincy wrote:
               | You also get the "bonus" of full quality videos on
               | mobile. The safari version of YouTube is limited to 720p
               | and music videos 360p.
        
           | hobs wrote:
           | I paid, then they killed google music for no damn reason, so
           | I stopped paying.
        
           | serf wrote:
           | >Take YouTube - a popular ad supported service with a premium
           | tier. How many people are willing to pay to remove ads? Less
           | than 1%.
           | 
           | I think that's an inaccurate assessment of 'people who don't
           | want to see ads', given that statistics put internet wide
           | usage of ad-blockers at around 42%.[0].
           | 
           | Maybe it's just that no one wants to pay their captors for
           | golden ear-muffs and blinders when they themselves are the
           | ones responsible for the poor user experience.
           | 
           | [0]: https://backlinko.com/ad-blockers-users
        
             | selfhoster11 wrote:
             | > Maybe it's just that no one wants to pay their captors
             | for golden ear-muffs and blinders when they themselves are
             | the ones responsible for the poor user experience.
             | 
             | I vehemently refuse to pay for YouTube Premium for that
             | exact reason. I get ads that amount to something like "You
             | know how we just stuff ads down your eyeballs constantly?
             | You know how it's really annoying? For just X.99 a month,
             | we'll no longer do that!"
             | 
             | These enrage me to the core. Now that I have NewPipe and
             | other methods of watching YouTube without ads and
             | artificially freezing the stream when I switch away from
             | the app, the official app is useless.
        
               | recursive wrote:
               | I don't understand this. Would it be better if YouTube
               | "Free" didn't even exist? No one's forcing anyone to use
               | youtube. How is this different from any subscription
               | service that has a hobbled "lite" version?
        
               | selfhoster11 wrote:
               | It's the sheer aggression in their advertising that they
               | introduced recently. There are memes that you have 2 ads
               | every video, and that is closer to reality than parody
               | these days.
               | 
               | My touchstone for excessive advertising is a Polish TV
               | station called Polsat, which often had very good
               | programming but also lots and lots of ads. We often joked
               | that Polsat programming was "all ads, sometimes broken up
               | by a few minutes of actual TV". It wasn't quite that bad,
               | but it was true that you would get just under ~10 minutes
               | of adverts per every 15-25 minutes of programming.
               | 
               | YouTube exceeds that ratio, these days. And when that
               | happens, I'm almost positive it's time to start packing
               | your toys and looking for a different source of
               | entertainment.
        
               | freeone3000 wrote:
               | YouTube doesn't provide the content, the people I watch
               | do. I send _them_ money. A youtube subscription to them,
               | of which youtube takes a cut, doesn 't disable ads --
               | only a second service, paid to _youtube itself_ , does.
               | Apparently $15/mo gets rid of ads, but $5.99 a month
               | (less 20%, thanks youtube) actually creates the content I
               | care about watching. Youtube has inserted themselves in
               | the middle, and are extracting rent from both sides.
        
               | selfhoster11 wrote:
               | Precisely. I want to compensate content creators for
               | their content, and YouTube for their bandwidth, discovery
               | and video storage with some markup on top. YouTube wants
               | too much for what they do.
        
               | matheusmoreira wrote:
               | > No one's forcing anyone to use youtube.
               | 
               | No one's forcing YouTube to send me the videos either. If
               | it gives me ads, they will be deleted before they even
               | make it to my screen. If they don't like that, they are
               | free to return 402 Payment Required instead of giving me
               | stuff for free.
        
             | thathndude wrote:
             | Plenty of people will pay nothing to block ads (I.e. use a
             | free ad blocker). But when it's time to pay, different
             | story!
        
             | phkahler wrote:
             | >> I think that's an inaccurate assessment of 'people who
             | don't want to see ads'
             | 
             | They made a statement about people who are willing to PAY
             | not to see ads. People don't want to pay for anything. Give
             | me free content! And then when they don't like the ads -
             | give me a free ad-blocker!
             | 
             | For me, I'm happy to pay a reasonable price for most things
             | as long as I'm convinced I'll like it. But that's a problem
             | with most content - uncertainty.
        
         | paulcole wrote:
         | Personally, I don't mind ads. I like buying things and like
         | seeing things I don't know about that I might want to buy.
        
           | tomjen3 wrote:
           | I too like to buy things, but interrupting me to offer me
           | things I might like is really wasteful. Allow me to submit
           | things I want to buy and then let companies suggest things
           | based on that.
        
             | paulcole wrote:
             | I don't always know what I want to buy. Faster horses and
             | all that...
        
               | tomjen3 wrote:
               | True enough. I guess maybe the site could be made to let
               | me share my current pain points?
        
           | croes wrote:
           | Do you like being tricked to buy things you don't need?
           | 
           | Ever heard of Edward Bernays?
           | 
           | https://en.wikipedia.org/wiki/Edward_Bernays
        
             | paulcole wrote:
             | Yeah, I don't mind it. Realistically I need almost nothing
             | but yet I buy a lot of things. Probably got "tricked" a few
             | times but don't particularly care.
        
           | dncornholio wrote:
           | This is true.
           | 
           | But I don't like seeing the same ad over and over again. I
           | don't like seeing ads of stuff that I've already bought and I
           | especially don't like to watch a commercial for the
           | thousandth time for a video I'm not sure even is worth
           | watching.
           | 
           | I can agree that ads are not necessarily bad.
        
         | tempodox wrote:
         | But then it would be so pointless to require an FB account
         | before you can use it at all. Wouldn't that be a pity.
        
         | Agentlien wrote:
         | My first response when seeing this article was that I'm, yet
         | again, so happy I did not get an Oculus.
         | 
         | I'm very happy with my Vive Cosmos and it works without a
         | Facebook account and hasn't shown me any ads so far.
        
           | croon wrote:
           | I get what you're saying, but honestly the Quest is in a
           | whole other league, as a product. I had an original Vive, and
           | understand that Cosmos has higher fidelity etc, but the Quest
           | inside-out-tracking is good enough, and can be used with or
           | without a PC, with or without a cable to said PC, the
           | resolution is great, and the compression on the PC interfaces
           | while noticable is, again, good enough.
           | 
           | I sincerely don't miss the lighthouses and cables, and can
           | make a new area in any part of the house, at any time.
           | 
           | I just wish it wasn't owned by Facebook. But there's no
           | competitor, unfortunately.
        
             | Agentlien wrote:
             | I understand where you're coming from and ignoring the
             | Facebook aspect the Quest would perhaps be the product for
             | me, though I can't say I see much of an advantage of it
             | over my current system.
             | 
             | Cosmos also has inside out tracking so no beacons and I
             | honestly don't mind the cables. I never really notice them
             | when I play. I did with the original Vive when I tried it
             | at work, though. As for the PC, I'm an avid gamer and
             | graphics programmer for a AAA studio. My VR is set up in my
             | home office so I have access to a more than adequate PC,
             | anyway.
             | 
             | What I really do mind is a lack of graphical fidelity.
             | Cosmos was the first option I tried which really felt good
             | enough for me (the original Vive always felt cool but not
             | quite there) and I know Quest has very similar resolution.
             | But noticeable compression artifacts sound like something
             | that would really bother me.
        
         | Nextgrid wrote:
         | But this doesn't satisfy the advertising industry's greed.
        
         | jokoon wrote:
         | Most consumers are okay with it and tolerate large doses of
         | advertising.
        
       | lwhi wrote:
       | I really believe in VR.
       | 
       | I despise Facebook and advertising.
       | 
       | We need an alternative.
        
         | driverdan wrote:
         | There are a bunch of other VR headsets. Buy a different one.
        
           | numpad0 wrote:
           | That only works for someone belongs to hard anti-Facebook
           | cluster like I am. The situation is similar to hobby drones,
           | the alternatives to problematic ones are years behind for
           | higher prices.
        
             | driverdan wrote:
             | They aren't years behind but are more expensive since they
             | arne't being subsidized to eat up your data.
        
               | selfhoster11 wrote:
               | Do you really think that data from the VR headset is
               | worth $300 (or more)? I'm skeptical that it's worth that
               | much unless they are jacked in every waking moment.
        
           | shafyy wrote:
           | There is no real alternative to the Quest, unfortunately.
        
             | rijoja wrote:
             | Hopefully some Chinese company will manufacture a similar
             | system somewhat compatible with android. WebXR exists
             | however that is probably not as performant however.
        
           | lwhi wrote:
           | There are a bunch of other independent social networks --
           | join another one.
           | 
           | There are a bunch of other independent online retailers --
           | buy from another one.
           | 
           | There are a bunch of other independent food delivery services
           | -- order from another one.
           | 
           | --
           | 
           | When you really think about it, it's not really true though.
           | 
           | Monopolies reduce choice.
        
         | neogodless wrote:
         | https://www.cnet.com/news/best-vr-headsets-for-2021/
         | 
         | Oculus Quest is the least expensive, competitive, standalone
         | headset. Least expensive option often pairs with ad-supported.
         | 
         | We bought a Quest before Facebook bought Oculus, and we're very
         | disappointed with that turn of events. I think most people
         | would be better off opting out of VR until there's a non-
         | Facebook standalone headset under $400 (like the original Quest
         | once was.)
         | 
         | EDIT: Correction - we did not buy the Quest before it existed.
         | We bought it a bit before the announcement that you'd
         | eventually _need_ to use a Facebook account with it.
        
           | LeonenTheDK wrote:
           | I don't think the Quest existed before the Facebook purchase.
           | The Quest was announced in 2018 but Facebook made the
           | purchase in 2014. Unless you mean before the Facebook login
           | was forced upon Oculus users.
        
             | neogodless wrote:
             | Well damn. That flew under my radar. Or I put up some
             | mental blocks because our family really wanted one while
             | some from the older generation could still experience it.
             | 
             | Now that I think back, I think we knew that, but it was
             | still an "Oculus" account at the time, before the "Facebook
             | account" requirement was announced. That seems to have been
             | announced August of 2020... just weeks after we bought our
             | Quest.
        
               | LeonenTheDK wrote:
               | Honestly I didn't think the purchase was until like,
               | 2017. I'm just as surprised. It kills me that Facebook
               | owns the entry level and stand alone market as well (said
               | as an Index owner).
               | 
               | (in response to the edit) I can see that, my first VR
               | headset was the CV1 Rift and my logic at the time was
               | similar. Sure Facebook owned it but everything seemed to
               | be still fairly separated. None of what happened after
               | was particularly surprising.
        
       | mbank wrote:
       | The saddest thing about these VR companies (or any other hyped
       | yet insubstantial new thing for that matter) to me is the fact
       | that they got acquired too quickly that one cannot short them on
       | the stock exchange...
        
         | tomjen3 wrote:
         | Even if you could, you won't make money shorting on the stock
         | exchange because you think stocks are more expensive than they
         | should be. You can only make money shorting things on the stock
         | exchange when you guess that other investors will think the
         | price is too high relatively soon.
        
         | scrollaway wrote:
         | Calling VR insubstantial is absurd. Just because VR helmets
         | won't be as popular as mobile phones doesn't make them so. It's
         | like calling an Xbox insubstantial.
         | 
         | What VR lacks in game variety, it makes up for in how unique
         | the experience is. VR consoles will be able to get new games
         | and apps, while "regular" consoles won't get more unique
         | without releasing new models.
         | 
         | Gaming in VR is also a lot more beginner friendly. Console
         | Controllers are not intuitive, whereas VR controls almost
         | always are.
         | 
         | In short, VR is already very viable and its future is extremely
         | promising. But if you want to short stuff, be my guest.
        
           | spywaregorilla wrote:
           | > whereas VR controls almost always are
           | 
           | hold wand to chin to Doubt
        
           | selfhoster11 wrote:
           | > Console Controllers are not intuitive, whereas VR controls
           | almost always are.
           | 
           | Almost all console controllers follow a similar control
           | scheme for decades (minus the front buttons like "share" or
           | the touchpads). I don't see them as unintuitive.
        
             | Duralias wrote:
             | They are for someone who hasn't ever played a game, easier
             | to get them to learn how to do stuff with vr controllers
             | than with a console controller, vr incorporates far more
             | normal movements that everyone already knows how to do,
             | like picking stuff up or aiming a gun/bow, shooting is easy
             | it is aiming it that is hard.
        
             | scrollaway wrote:
             | Billions of people have never held a console controller.
             | For them, VR will be far more intuitive than controllers.
             | VR is intuitive for all humans.
             | 
             | I invite you to watch this extremely enlightening video:
             | https://youtu.be/nyJUza39ELE (it's also a good channel in
             | general)
        
         | selfhoster11 wrote:
         | The experience of VR gaming and desktop gaming is not
         | interchangeable. I tried a modern VR headset very recently and
         | I was blown away by the level of immersion. So many early
         | teething issues from several years ago were actually solved
         | problems. Living room space was a biggie, for instance.
         | 
         | VR will be a strong niche for years to come.
        
       | tuyguntn wrote:
       | Time to find a buyer for my Oculus, why the heck I should pay for
       | game and then see ads there?
        
       | prepend wrote:
       | > Facebook said it will use the test to explore ways to help
       | developers earn revenue on the Oculus platform.
       | 
       | How about by just selling games? I hate this mealy-mouthed way of
       | deflecting that it's not about Facebook's revenue, but about
       | "helping developers."
        
         | cj wrote:
         | Aren't Oculus games typically $20-50?
         | 
         | The price points for games always seemed very high to me. In an
         | ideal world they'd offer a "no ads, full price" version and a
         | "discount with ads" version. My guess is we'll probably just be
         | left with "full price with ads" as the only option.
        
           | vlunkr wrote:
           | Or, in a worst case scenario, they will be free, with ads,
           | and the ecosystem will turn into a trash fire like the mobile
           | game market did.
        
             | sixothree wrote:
             | Seems inevitable.
        
             | Humdeee wrote:
             | The micro transaction and "pay to not wait" model is just
             | an overall terrible experience. Mobile gaming has
             | solidified itself as watching a series of software timers
             | count down.
        
               | vlunkr wrote:
               | Yeah, it's sad. I would like to play mobile games, but
               | every time I check it out it's the same thing. There's an
               | initial cool gameplay idea that's fun for ~1 hour that is
               | then stretched into eternity, which makes it ultimately
               | unsatisfying.
        
             | [deleted]
        
           | whywhywhywhy wrote:
           | There isn't any point chasing customers like yourself. If it
           | was even $10-$20 you'd probably be saying it should be $5, if
           | it was $5 you'd say it should be 0.99c
           | 
           | We've seen this all before with the iOS App Store and the end
           | game is just everything free with intrusive ads.
        
             | cgriswald wrote:
             | That's not a customer problem. That's a platform problem.
             | On a platform where ads are allowed developers stop being
             | developers and start being eyeball farmers and their
             | products suffer for it.
             | 
             | The point in chasing customers like me is that I won't
             | watch ads, but I will spend money, even $20+ for an iOS
             | game. Streaming services have figured this out and offer
             | ad-free versions. Some iOS developers will allow you to pay
             | for a game to remove ads. (The problem on iOS is there is
             | no easy way to determine _which_ games are like this, or to
             | filter based on things like this in search.)
        
           | jnwatson wrote:
           | How is $20 high? I'm continually amazed how much fun a $20
           | game can provide.
           | 
           | For the price of a movie ticket and a coke, you can get a
           | dozen hours of entertainment. That seems like a pretty good
           | deal to me.
           | 
           | And the $60 are AAA games where you'd easily get 30-40 hours
           | worth. These have budgets of ~$70 million; they have to make
           | their money back somehow.
           | 
           | One of the secondary reasons I've avoided Oculus is that it
           | is a closed system; you can only buy from a single provider.
           | You're much more likely to find sales on VR games on Steam.
           | 
           | Video games on Steam are the best ROI for entertainment
           | period, right up there with a good pair of hiking boots.
        
             | Duralias wrote:
             | A 20$ VR game is usually (if it is linear) about 3-6 hours
             | long.
             | 
             | "Superhot VR" (25$) 2-3 hours, if you are a completionist,
             | about 6 hours.
             | 
             | "Star wars: Tales from the galaxy's edge" (25$) 2-3 hours,
             | if you are a completionist, about 4 hours.
             | 
             | I think the longest single player VR game that exists now
             | is "The Walking dead: saints & sinners" (40$) which is
             | around 11-14 hours long, but it is barely linear, it is
             | more like a fallout/far cry game but with far less
             | interesting locations. Completionist have played it for 30
             | hours in total.
        
               | recursive wrote:
               | I'm at least 10 hours in on beat saber, and I feel like
               | I'm just getting started.
        
               | NovaS1X wrote:
               | Well say goodbye to your life! I'm hundreds of hours in
               | now and play 4 hours a week minimum.
        
               | oehpr wrote:
               | You are just getting started. I've only now felt like
               | I've hit the wall, and I'm at about 300 hours.
        
               | NovaS1X wrote:
               | What rank? I've felt a huge difference in competition at
               | 2500+. 10k to 5k wasn't bad, but the moment 2500-3000 and
               | consistent 300pp plays just to maintain it hit I felt the
               | burn.
        
               | recursive wrote:
               | generally 100k to 200k if you're talking about
               | leaderboard position.
        
               | alasdair_ wrote:
               | Half Life Alyx definitely lasted over 20 hours for me.
        
               | ohhhwell wrote:
               | Asgard's Wrath took me about 40 hours for my first play
               | through. And the internet seems to suggest about 29 hours
               | just for the main story and up to 80 hours for the
               | completionist
        
               | tyfon wrote:
               | Skyrim VR could beat that 30 hours :) And I've probably
               | played 2-300 hours of beat saber.
        
               | schmorptron wrote:
               | Be careful. By putting a lot of emphasis on length,
               | you'll end up with ubisoft games, where 80% of it is
               | filler content to get to the 100 hour completion time and
               | only about 20% are actually fun and worthwhile. (I'm
               | overexaggerating but you get the idea).
        
             | alasdair_ wrote:
             | > One of the secondary reasons I've avoided Oculus is that
             | it is a closed system; you can only buy from a single
             | provider
             | 
             | I buy most of my Oculus games on Steam, not the oculus
             | store. Half Life Alyx is a Valve game after all.
        
               | [deleted]
        
             | tempoponet wrote:
             | Steam sales aren't what they used to be. Once they added
             | refunds the sales got watered down, because you could just
             | refund and re-buy if the price got lower at a later date in
             | the sale.
             | 
             | There's also a ton of free/discounted games on the Epic
             | store, 3rd party key resellers, and subscriptions like Xbox
             | Gamepass. These are all possible because the PC remains an
             | open, competitive platform - so that point stands.
        
               | wlesieutre wrote:
               | They also took away gift inventories, so you can't buy
               | extra copies and send them out later.
               | 
               | Along with that they killed the four packs that used to
               | be common for multiplayer games.
        
               | freeflight wrote:
               | At least humblebundle still has the occasional good
               | deals, but those also seem to get rarer.
        
             | freeflight wrote:
             | > For the price of a movie ticket and a coke, you can get a
             | dozen hours of entertainment. That seems like a pretty good
             | deal to me.
             | 
             | Or maybe the movie ticket with overpriced coke is just a
             | bad deal?
             | 
             | A lot of it is also pretty relative down to a personal
             | level and preferences: Some people can entertain themselves
             | with a deck of cards, not even worth $1, for a nearly
             | unlimited amount of time.
        
               | nawgz wrote:
               | > maybe the movie ticket ... is just a bad deal
               | 
               | Think about entertainment options and name one that is a
               | better deal than $60 for 20 hours worth. It's just not
               | common, perhaps outside of books. Life is expensive and
               | publicly available entertainment is far from an
               | exception.
        
               | dTal wrote:
               | You can get a season pass to Six Flags for $60. What do I
               | win?
               | 
               | https://sf-static.sixflags.com/wp-content/uploads/ttic-
               | sp_sf...
        
               | pacifika wrote:
               | Is 20 hours 2 times more fun than 10 hours? If you look
               | at negative steam reviews for gamers having played 100+
               | hours they would disagree
        
           | [deleted]
        
           | nuclearcookie wrote:
           | What would you consider a fair price for a game? Are you
           | talking about games in general or just games on Oculus?
        
             | ethbr0 wrote:
             | The problem with selling games is that they depreciate --
             | because Facebook doesn't control competition.
             | 
             | The benefit of ads is that ad space appreciates -- because
             | Facebook controls supply, and revenue follows inflation and
             | demand.
             | 
             | So as GP alluded to, this can be summarized as Facebook
             | saying "We'd like to have bigger future profit margins on
             | VR."
        
             | rychco wrote:
             | I'm definitely a minority in this regard, but I completely
             | support increasing the price of games across the board.
             | Development is more expensive & involves more people now.
             | The cost of games has been $60 for what, 15 years? One
             | additional problem is that everybody wants to cash in on
             | subscriptions and micro transactions for continuous money,
             | even when you've already paid "full" price.
        
               | NovaS1X wrote:
               | I don't know if I agree with this. Not that you're wrong
               | but I don't think it's the full picture.
               | 
               | 15 years ago games were still largely physical. That $60
               | included the physical games, cases, manuals,
               | distribution, warehousing, etc. These days everything
               | being digital companies don't have to pay that anymore.
               | Sure there's a commission you have to pay on Steam/EGS
               | but I highly doubt it's close to what having a physical
               | distribution method cost.
               | 
               | So the way the $60 pie is split up today is totally
               | different, and I imagine a much, much larger portion of
               | that goes to the developers.
        
               | CivBase wrote:
               | > The cost of games has been $60 for what, 15 years?
               | 
               | Not really. $60 is an introductory price, but most games
               | at that price launch with at least one $80+ special
               | edition and are supplemented with $40+ of post-launch
               | content with much higher margins than the original game.
               | And that's before considering some of the more
               | contentious monetization practices like micro-
               | transactions and "loot boxes". In many cases devs and
               | publishers slash the initial price of a game shortly
               | after launch (usually a year or two) to increase player
               | counts, because more players generally means more sales
               | of post-launch content.
               | 
               | And that's something else nobody ever seems to bring up
               | when discussing the stagnant price of video games - the
               | ever-increasing sales volumes. The cost of producing
               | additional copies of a game is negligible, especially
               | with the rise of digital distribution, so each copy sold
               | after breaking even is pure profit. Since there is
               | basically no production cost, developers (in theory, at
               | least) dump part of their profit into the development of
               | their next title. This allows them to stay competitive
               | and results in skyrocketing budgets. The high budgets are
               | a sign of a _successful_ industry, not a struggling one.
               | 
               | Despite the increasing budgets and seemingly stagnant
               | launch prices, video game developers are more profitable
               | than ever. It's because they are selling more copies than
               | ever and have figured out plenty of ways to bring in
               | extra revenue after the initial sale. If you ask me,
               | things should go the opposite direction. A huge selection
               | of cheap, high-quality indie titles have affected the
               | relative value of "AAA" titles, to the point where I
               | rarely consider spending full price on a game launched at
               | $60. Either way, the industry has recently been dipping
               | its toes in the water with a new $70 shelf price. We'll
               | see if it sticks.
        
               | freeflight wrote:
               | _> I'm definitely a minority in this regard, but I
               | completely support increasing the price of games across
               | the board. Development is more expensive  & involves more
               | people now._
               | 
               | But that's only one half of the story. The other is how
               | tools, assets, hardware, knowledge and training have
               | become much more affordable, streamlined and widespread.
               | 
               | What used to be a somewhat niche industry with barely any
               | formal entry ways, is now a massively formalized industry
               | dwarfing even Hollywood.
               | 
               | Just the publishing side alone saw a massive falling of
               | gates with the emergence of the indie scene. IMHO there
               | are very real economies of scale effects to this.
        
           | phkahler wrote:
           | >> The price points for games always seemed very high to me.
           | In an ideal world they'd offer a "no ads, full price" version
           | and a "discount with ads" version.
           | 
           | How do you go into a shared VR environment and have ads
           | appear for one user and not another?
           | 
           | I'm on-board with "just make everyone pay for apps" but it's
           | very hard to decide what's going to be worth $30. My favorite
           | VR game is free, but I went ahead and paid for the optional
           | content (non functional) because I want to support the
           | developers.
        
         | NullPrefix wrote:
         | Why not both?
        
         | saddlerustle wrote:
         | It's entirely up to developers whether to put ads in their game
         | or not.
        
           | corobo wrote:
           | It used to be entirely up to the users whether they wanted a
           | Facebook account with it too
           | 
           | My bet's on menu ads being first
           | 
           | Oculus 2025: https://www.youtube.com/watch?v=YlGklt4BSQ8
        
           | errantmind wrote:
           | Of also used to be entirely up to content creators whether or
           | not there were ads on their YouTube videos. We know how that
           | went. Companies dependent on ads for the majority of their
           | profit can't help themselves. What is one more ad? See
           | Facebook's changes to ads on Instagram for an idea of what
           | will happen on Oculus
        
       | pazimzadeh wrote:
       | One of the best features of AR is going to be the ability to
       | detect real world ads and cover them up with a black box, or some
       | nice wallpaper.
        
         | missedthecue wrote:
         | i find advertisements much more interesting than wallpaper. Not
         | sure why that's going to be a good feature.
        
           | rijoja wrote:
           | I prefer wallpapper over advertisement every day so this
           | would be a great feature.
        
       | DangitBobby wrote:
       | Honestly I personally do not want an Oculus (mostly because it is
       | owned by Facebook and tied to a Facebook login) but if ads allow
       | them to make the platform even more affordable to consumers, this
       | could be a boon to VR overall. Ideally, ads means cheaper
       | hardware which leads to a larger consumer base which entices a
       | larger developer base, and, hopefully, more and better VR games
       | when the dust settles.
        
       | sneak wrote:
       | Oculus cannot be used without a Facebook account.
       | 
       | Facebook is an advertising company.
       | 
       | It's simple: if you don't want ads, delete your Facebook account,
       | and don't ever buy Oculus.
       | 
       | I got an HTC Vive Pro 2 three days ago, and it's sweet. No
       | Facebook required.
        
         | GuB-42 wrote:
         | The Vive Pro 2 is absurdly expensive ($1400) compared to the
         | Oculus offering.
         | 
         | The Vive Pros are at its name implies, for pros, or for people
         | with big budgets who want the best. You simply can't compare.
         | 
         | I think that if you don't want to buy Oculus and have a
         | reasonable budget (~$400), WMR headsets are the only
         | alternative.
        
           | sneak wrote:
           | > _The Vive Pro 2 is absurdly expensive ($1400) compared to
           | the Oculus offering._
           | 
           | Letting ads and Facebook behavioral surveillance into your
           | life is way more expensive yet.
        
           | driverdan wrote:
           | That's like saying you can't compare a top of the line
           | MacBook to a $300 HP laptop. The Pro 2 hardware specs are
           | significantly better than the Oculus and the price isn't
           | being subsidized in exchange for feeding your data into
           | Facebook.
        
         | pokot0 wrote:
         | There is still no competitor for the standalone headset (Quest)
         | which seems to be a more likely candidate for mass adoption. I
         | own all of the (Oculus, HTC, Valve, several models for each)
         | and I can tell you that convenience seems like the key more
         | that quality of graphics.
        
         | [deleted]
        
         | JohnWhigham wrote:
         | When Facebook bought them, I remember part of the delusional
         | gaming crowd saying crap like "no don't worry guys, FB will
         | respect the Oculus, they won't ruin it! FB login? They won't
         | require it! Ads? No they won't!"
        
           | StevenWaterman wrote:
           | I remember they put out a statement saying it would never
           | require a FB login, and that you were ridiculous to suggest
           | it would ever have ads.
           | 
           | Had an oculus rift DK1 at the time - deleted my accounts,
           | unsubscribed from everything, and bought an HTC vive shortly
           | after it came out. Wasn't buying that at the time, and I feel
           | vindicated now.
        
             | d3nj4l wrote:
             | I don't think they ever put out a formal statement (I'd
             | love to be corrected on this). What I do remember is Palmer
             | Luckey saying that, but then, it's really on the Oculus
             | community to have believed the words of a 22 year old about
             | to make millions.
        
               | numpad0 wrote:
               | Facebook kept the promise(in airbquotes) though. Whoever
               | behind Palmer's Reddit account said he _personally_
               | assure that _Rift_ remains usable forever without an
               | account, IIRC.
               | 
               | Facebook killed Rift few years later.
        
         | numpad0 wrote:
         | Why Vive and not Index? I believe the Vive lineup is carrying
         | over the same basic design since original Vive and rather
         | ancient for what it costs.
        
           | spywaregorilla wrote:
           | The Vive Pro 2 is a new headset and probably the best on the
           | market. Compatible with the rest of the index hardware. I'm
           | holding out hope for an index 2 sometime in 2022 personally.
        
         | amelius wrote:
         | Or take action: buy an Oculus, open the package and return it.
         | Make sure you state why.
         | 
         | This is one of the few ways to make big corporations actually
         | listen.
        
           | rijoja wrote:
           | Could you set up a kickstarter and start doing this at scale?
        
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