As for me, my Rift sits unused in a box. The Oculus desktop software may be the worst piece of shit I've ever used and I can't lay eyes on it without wishing ill upon its developers.
As for me, my Rift sits unused in a box. The Oculus desktop software may be the worst piece of shit I've ever used and I can't lay eyes on it without wishing ill upon its developers.
I have to manually use task manager to kill all its processes and the service when I'm done with it or it will constantly wake up, cause 2 of my monitors to momentarily blank while it does something, and prevent my computer from sleeping.
On start it always asks me to confirm the storage location, and then complains that it isn't available anyway.
The library keeps forgetting that I have Beat Saber and I'm forced to launch it through Steam instead.
The only game I actually "purchased" in the Oculus store, Sensor Bounds ($0 tool), is considered to be uninstalled and can't be downloaded due to above mentioned "storage location" issue.
Again, I have intentionally avoided updating this since Facebook instituted the account requirement so it might be better now.
I had gotten the original oculus because I was afraid of missing out on oculus exclusives, but I would only really miss super hot. (I also don’t understand how they shipped the new oculus without the eye spacing adjuster; my partner and I have different settings for it and get dizzy using the wrong one)
Formerly one of those developers, finally got fed up with the beast and left. I continue to do VR dev.
1. The internals were actually some of the most robust software I've ever seen.
2. People who worked on it originally were some of the best devs I've ever seen across multiple companies
3. They uniformly got burnt out by incredible harassment from people who hated facebook transferring their hate to people who cared about games or VR - or, ironically, wanted to transition away from the facebook teams...because facebook.
4. Don't ascribe to developers what was clearly forced commandments from deeply flawed leadership decisions.
Those people doing the forcing in #4 are the first in line for blame. Not the developers. Maybe a little sprinkling of people similar to you.
Same, and that is also why I recommend the same to anyone who discusses VR: Do not buy Oculus.
I'm sorry you had to work there and saw your work get ruined by corporate greed, and I'm sure that you personally hold no blame for this, but that doesn't make the product as it exists today any less awful.
I draw the line at "wishing ill upon its developers". Yeah, we were a part of the beast and responsible for its output. And I did quit, as the sibling comment failed to notice in its blunt anger. Login was beyond controversial even amongst my peers.
My point was: If, as a critic of Oculus, you look for someone to feel a dull sense of non-actionable vengeance against, aim higher.
I left and my headset of choice is an Index, despite its software having much rougher edges.
That's where your money comes from.
Even if your internals were indeed "some of the most robust software" ever, your users didn't see the internals, they just saw the ads.
Even if you were (are) one of the "best devs" ever, you know the software equivalent of Michelangelo cannot be appreciated by anyone except another really good programmer, and there aren't that many of those, and they certainly aren't your users. Your users saw ads.
You cannot work for Facebook and enjoy that sweet sweet Facebook money, without having to accept, that everyone else you meet, will treat you like you sell ads, because that's what you do.
If you don't want to sell ads? Quit.