What quite content does Oculus really need?

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  What quite content does Oculus really need? Whenever an industry promotes a replacement entertainment platform — colour television , the VCR, Blu-ray, VR — it faces an equivalent classic quandary. Consumers won't invest during a new system unless there's great content available for it. Meanwhile, great independent content producers won't make that material until the platform features a lot of users. So how do initial platform creators like Oculus get that content to start with? They buy it. They buy it by building internal content studios, by buying already-successful studios (as Oculus did in November by acquiring the maker of Beat Saber), and by directly paying, subsidizing and assisting outside developers to form what they hope is compelling, platform-defining content. Modern VR's top consumer category has been games. So when Facebook hires a seasoned game executive like Mike Verdu to run its overall AR/VR content operation, what the corporate is basically saying i...

Why is that the Oculus Quest gaining steam?



Why is that the Oculus Quest gaining steam?

Oculus' older Rift headsets were expensive, heavy, and tethered by wires to high-end gaming PCs, which were cumbersome and limited a gamer's mobility.

Facebook addressed those issues with the cheaper Oculus Go, a stand-alone wireless device that closely resembled a mid-range smartphone installed during a VR headset. But the Go, which originally cost $200, couldn't handle higher-end VR apps, and didn't offer users "six degrees of freedom" in VR movements.

Facebook addressed those issues by adding beefier hardware with six degrees of freedom within the Quest. Those upgrades attracted more developers and mainstream consumers to the platform, although it remains a distinct segment platform compared to smartphones and gaming consoles.

Oculus Quest All-in-one VR Gaming Headset – 128GB

The Quest's top-selling games currently include Beat Saber, Tetris Effect, Vader Immortal, Angry Birds VR, and Job Simulator. These games generally cost between $10 to $30 apiece, which places them during a niche between cheap mobile games and pricier PC and console games.

If the Quest's content library grows, Facebook could reduce its headset prices and sell them at a loss to form up the difference in software sales. That strategy, which has been employed by gaming console makers for many years , could help Facebook squeeze more revenue from each Oculus user because it expands its ecosystem.

Still a nascent market, with many growth potential

The global VR market could still grow at a compound annual rate of growth of 34.2% between 2018 to 2025, consistent with Fior Markets. That bullish forecast might be too optimistic, but Facebook's slow but steady progress within the market indicates VR headsets could eventually become as common as mainstream gaming consoles.

If Facebook sells more VR headsets, it could pave the way for its core social network to become a VR experience during which users visit one another with their headsets rather than their PCs and phones. That evolution might change how we perceive social networking and remote communication over subsequent few decades. More Articles: https://oculusquestvr.blogspot.com/has-oculus-quest-managed-to-take

Oculus Quest All-in-one VR Gaming Headset – 128GB


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