Al hilo de lo que comentaba en mi anterior post. Aqui os dejo un post que un usuario Wipper179 ha escrito en el reddit de pcmasterrace, es decir, en el reddit por antonomasia de los PCeros con mas de medio millón de subcriptores. Un reddit neutral, no es ni el reddit del VIVE ni el reddit de Oculus.
El post a día de hoy tiene mas de 230 votos positivos de otros usuarios y le han regalado 3 gold. Es decir, ha tenido una valoración muy positiva por parte del resto de usuarios.
Recomiendo leerlo, porque en los resumenes/traducciones siempre se pierde algo.
Mi opinion es la de siempre, no hay ni buenos ni malos, cada uno lucha por sus intereses. No se si el porcentaje mas alto de culpa será de uno u de otro. Lo que tengo 100% claro es que no es toda la culpa es de Oculus, y que tampoco hay que descartar que los malos en esta historia pudieran ser VALVE por muy idealizados que esten por algunos.
Esta es la traducción:
Creo que necesitais analizarlo desde otro punto de vista para entender lo que esta pasando.
Por otra parte, Oculus no hace dinero con la venta del Rift y su objetivo es obtener ingresos con las comisiones de la venta de juegos en su tienda, lo mismo que Valve. Oculus a diferencia de Valve no tiene una tienda consolidada y necesita ofrecer algo diferente a la competencia. Para ello financió sus propios juegos para ofrecerlos de forma exclusiva en su tienda (no son exclusivos del Rift), para incentivar a los usuarios a utilizar su tienda. Hay que pensar que si los juegos estan disponibles tanto en Steam como en la Oculus Store. ¿Quien iba a utilizar la tienda de Oculus cuando tienen todo en Steam? Nadie lo haría y Oculus estaría muerta.
Las exclusivas no son exclusivas al Rift son exclusivas a la tienda de Oculus, eso lo hace diferente a la guerra de consolas. A Oculus le interesaría vender juegos a los usuarios del VIVE en su tienda para poder llevarse mas comisiones de ventas, no hay razón para no pensar eso.
El punto polemico, es la otra intención de Oculus, asegurar que todo el contenido de su tienda ofrezca una experiencia optima de Realidad Virtual. No soy un experto en SDK por lo que puede que esto no sea del todo correcto, pero lo que quiere Oculus es que integrar los drivers del VIVE nativamente en su SDK para conseguir un rendimiento optimo saltandose la capa de OpenVR. OpenVR es gratis (Nota mia: Pero no es opensource y es propiedad de Valve) y permitiria hacer eso pero no permite el nivel de integración que Oculus desea. Otra razón para no utlizar OpenVR es que dejaría la puerta abierta a otros HMD que podría soportar OpenVR de baja calidad asociandose la malas experiencias de esos usuarios con esos HMDs con la Oculus Store dando mala reputación a la tienda.
Oculus quiere que VALVE les facilite el material necesario para integrar el VIVE en su SDK de forma optima. Pero VALVE no tiene gran incentivo en hacerlo ya que no se lleva porcentaje de ventas en la tienda de Oculus.
Oculus está tratando de atraer gente a su tienda a traves de exclusivas y de ofrecer solo experiencias de calidad a traves de los HMD que accedan a la misma. Si no hacen ninguna de esas cosas no tendrían ninguna forma de sobrevivir contra un gigante como Steam/Valve.
Obviamente, hay otras formas de atraer gente a tu tienda que no sean las exclusivas. Hay algo que deberían estar haciendo y espero que lo hagan, que es ofrecer experiencias RV aparte de juegos (Nota Mia: para eso han creado Oculus Studio y sus cortometrajes). Podrían explorar la parte Social (Nota mia: Ya lo estan haciendo con Gear VR) para dar motivos a utilizar la Oculus Store en lugar de Steam. Pero creo que se están encabezonando demasiado en no querer utilizar OpenVR.
Perdón, si hay alguna inexactitud pero es el escenario que creo que es el mas real.
EDITO: Gracias por el oro
www.reddit.com/r/pcmasterrace/comments/4blsie/palmer_luckey_on_why_the_htc_vive_will_not_work/d1ad2sl
I think you need to look at it from a different angle to understand what's going on here.
On the Vive side, you have HTC who aren't doing too great and need the Vive to sell well, and then you have valve who want people to buy VR games through steam so they get their 30% cut (or whatever the % is). Naturally, valve already dominates the PC market, they don't need to do anything to get people to use steam, everyone already has it. This means valve are of course going to want to support all the different VR headsets so the maximum amount of people can buy VR games from steam. Again, valve don't need to do anything different to get people to use their store, they have the market share.
On the other hand, Oculus doesn't make any money from the sales of the rift so they plan to profit from selling games through their own store, same as valve. The difference here is that Oculus do not have a pre-existing well established store, to get people to use their store, they need to have some incentives and benefits over the competition. Oculus's approach to this problem was to fund the creation of VR games that would be Oculus Store exclusives (Not hardware exclusive), thus adding an incentive for people to use the Oculus Store. Think about it, if the Oculus Store had no VR games that weren't on steam, who would decide to use the Oculus Store over steam? And if nobody used the Oculus Store, Oculus would be dead in the water.
Now, since the exclusives are only Oculus Store exclusives, this does not mean they are exclusive to only the oculus rift, this is what makes it different from console exclusivity. It would benefit Oculus to allow other VR headsets like the Vive be used with the Oculus Store, as they'd get a cut of the game sales, they have absolutely no reason not to.
The sticking point here is Oculus's other aim, to make sure their store only provides the most optimal VR experiences. Now I'm no expert on VR SDK's so this next bit is probably a bit off, but it's my understanding that Oculus are willing to support the Vive with their store if they are able to integrate the vive drivers natively into the Oculus SDK so they can provide features like asycronous timewarp for the vive as well as the rift. OpenVR is freely available and could be used to add vive support, but this is higher level and wouldn't allow Oculus to access all of the features of the vive which they want to access to provide the experience they are aiming for. The other reason they don't want to support OpenVR is that it would allow all the other VR headsets which havent been polished to the level of the Vive + Rift to be used with the Oculus Store, these are likely to offer poor VR experiences and it is Oculus's view that this would result in the Oculus Store being given a bad name through association.
Oculus wants valve to provide the stuff(no idea what stuff, not an expert) which is required for them to integrate support for the vive in the Oculus SDK. But of course, valve have no real incentive to go out of their way to allow this, since they don't get a cut of the game sales from the Oculus Store.
Oculus is trying to draw people to their store by using store exclusives and by selling only games and supporting VR headsets that offer the best VR experiences. If they didn't do either of these things, they'd have no chance of surviving against the powerhouse that is valve and steam.
Now obviously, there are much better ways to draw people to your platform than store exclusives. This is something Oculus really should be doing and I hope they are, and that is to offer a better VR experience outside of games. They could explore social stuff in VR and provide that as a reason to use their store over steam. But I do think Oculus is kind of shooting themselves in the foot here by being so stubborn about not wanting to add OpenVR support.
(Expect some inaccuracies in this, it's just a scenario I think is most likely to be true)
*Edit: Thanks for the gold kind stranger!