Sygma
Member
RIch calls Quest 2's success "part of the problem with VR development" then conveniently glosses over the fact it offers wireless 120Hz gaming with high-end PCs since last year with Air Link and Virtual Desktop. Quest 2 is both standalone and high-end PC experience.
Rich is inferring that it's Quest 2's success that's limiting "high-end" VR experience because devs are targeting it's mobile hardware. That's a foolish take. The install base that can justify the development cost traditionally put towards massive AAA titles like RDR2 just isn't there for VR, or rather hasn't been until the Quest 2.
Contrary to what Rich stated Quest 2 is actually growing PCVR, accounting for 35% of headsets being used on Steam by the end of it's first year. It's plain to see that Quest 2 is a gateway to PCVR. The more people that buy a Quest 2, the more people that will be playing PCVR.
And talking about PSVR2 ushering in new "high-end" VR experience while port-begging HL Alyx was weird, too. Alyx, FS2020, RE2 VR...all already being played on high-end Quest 2 PCVR in the present.
Doesn't change the fact that he's right. Competitor of Quest 2 on pc being index / the rest, and whats their install base compared to it ? amount of AAA vr games compatible with Quest 2 if played on pc with superior hardware being ?
Most of the VR success is on the Quest 2 ecosystem even on pc. If you look at the most used hardware on Steam its kinda easy to connect the dots from there. By that I mean that most of the hardware primarily used by Steam users wouldn't be enough to run high end VR games in much better conditions than on Quest 2.
Last edited: