An update on the evolution of the Oculus platform

Since we launched Oculus Go two years ago, VR technology has improved at an incredible pace. Oculus Go’s success first proved that the all-in-one form factor can deliver highly immersive experiences. A year later, Oculus Quest redefined the category, with full head and hand movement powered by our Insight tracking system. Quest enabled incredible VR games like Beat SaberDance Central, and The Climb with the freedom of an untethered experience, plus access to high-powered PC games like Asgard’s Wrath and Stormland through Oculus Link. Just past the one-year anniversary of Quest, we’re humbled by its continued success. The community response has been overwhelmingly positive, and you’ve told us loud and clear that 6DOF feels like the future of VR. That’s why we’re going all-in, and we won’t be shipping any more 3DOF VR products. We’ll end sales of Oculus Go headsets this year as we double down on improving our offerings for Quest and Rift. Today we’re also excited to share a sneak peek at a new way for developers to distribute Quest apps starting next year, so that even more of you can join the next chapter along with us.

A Fond Farewell to Oculus Go

As we look to the future, we’re grateful to the Oculus Go community for pushing the VR revolution forward. Unique amongst a landscape of tethered and drop-in systems, Oculus Go pioneered the all-in-one category—a new kind of VR with more freedom and flexibility. And that was a game-changer. Oculus Go opened up VR to many more people, and it helped redefine immersive entertainment. From live concerts and sporting events to couch co-op gameplaycorporate training, and beyond, Oculus Go made new experiences possible for people around the world, and it laid the groundwork for Oculus Quest.

If you own an Oculus Go headset, you’ll still be able to use it even after sales of Oculus Go end. We’ll also continue to maintain the system software with bug fixes and security patches through 2022. That said, we won’t be shipping new features for Oculus Go moving forward, and we’ll no longer accept new Oculus Go apps or app updates into the Store after December 4, 2020. We’ll stop adding new Go apps into the Store after December 18, 2020. 

A New Distribution Path

We’ve set a high bar for content on Quest in order to build a platform where people have confidence in the quality of titles they’re buying, and developers know their investments have a strong chance of success. That strategy is working: In fact, we recently shared that people have spent more than $100M on Quest content and more than 10 titles have generated over $2M in revenue on Quest. As we build on this success moving forward, our Store curation process won’t be going away. But now that Quest has built a healthy and sustainable ecosystem, we’re ready to open a new avenue for VR development.

We’ve heard that many developers and enthusiasts are looking for easier ways to distribute apps outside of the Oculus Store. We’re excited to announce that in early 2021 we’ll offer a new way for developers to distribute Quest apps. This will enable developers to share their apps to anyone with a Quest, without having to be accepted into the Oculus Store, and without the need for sideloading. While we don’t have many details to share beyond that just yet, we wanted to give an early peek at our plans to make Quest accessible to a wider group of developers, even those who do not ship through our Store. And since we’re conscious that development cycles take time, we’re also sharing this now to encourage our Go development community to start building for Quest if they choose, with the option to target this channel. By making it easier for more developers to reach Quest owners in the future, we hope to spark inspiration with those who will build the next wave of engaging experiences for Quest. Click here for more information.

Thank you to the entire Oculus Go community for helping us get to where we are today. We hope you’ll join us—VR users and developers alike—as we continue to build the next chapter.

Source: https://www.oculus.com/

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