I remember when I had to decide on a Samsung monitor over an Asus monitor because Samsung had the exclusives I wanted.
Wait...that didn't happen because that would be insane.
I remember when I had to decide on a Samsung monitor over an Asus monitor because Samsung had the exclusives I wanted.
Wait...that didn't happen because that would be insane.
I was really excited about VR when Oculus was still a kickstarter project. The Facebook acquisition killed some of that excitement. However, what really killed it for me was learning that it wasn't just another PC peripheral, but that these things have their own stores, etc. Until I can connect a VR headset and play a game I bought anywhere with it, I will stay away from this. I understand that some things don't work due to technical limitations like Vive's room tracking, but that's not the issue here.
I knew then that it wouldn't take long for them to bring their shitty business practices to the VR table.
There's a lot of experimentation happening right now, and it's probably going to be a while until we know the minimum subset of hardware that's required to make an immersive game.
It's just to lower adoption of anything outside of the limited Oculus store environment.
To speak to your example, no monitor manufacturer is funding the development of games to play exclusively on their monitors as monitors are largely a commodity at this point.
There was a massive drama incident about it on /r/vive about this as well.
this has same base PC, just displayed differently. It is another layer of complexity compared to displaying it on LCD screen, but not THAT big. games can be relatively easily developed to work well for both platforms, and many will be. this is about content locking and competition between companies.