• altphoto@lemmy.today
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    2 hours ago

    I don’t want any AI spy devices in my house… They focus on AI even though nobody wants it and we all keep saying it. I want to use it at work and for things that make sense to do. I don’t want it in my house because I know what its doing. Only if I actually could run my own AI thing self hosted focused on my own books and photos.

  • supersquirrel@sopuli.xyz
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    9 hours ago

    The last of the old cargo cult is finally converting to the new one.

    Good now maybe indie developers can actually do something interesting with VR and begin the process of rehabilitating the destroyed perception it has gotten with the public.

  • Stupendous@lemmy.world
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    9 hours ago

    There’s practically no moat right now for VR operating systems. Meta had the closest because of their studios. Wide open again for Valve and SteamOS/Linux

    • AnchoriteMagus@lemmy.world
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      9 hours ago

      If anyone’s ever going to be able to crack the secret to widespread adoption of VR, I think it’ll be Valve.

      • Truscape@lemmy.blahaj.zone
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        4 hours ago

        In the VR modding scene for games (things like Minecraft Java edition being playable with an Index), SteamVR/OpenXR has become the defacto standard already, and in games like VRChat, the vast majority of high quality content needs a PC with SteamVR running to have it function.

        VR will probably remain a dedicated niche for a long time, but innovation and embracing open standards will continue to happen :)

  • hperrin
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    8 hours ago

    There were over a thousand people working on it?

    • kibiz0r@midwest.social
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      3 hours ago

      It says it’s multiple studios, which I assume were acqui-hired. So it’s not just “VR developers”, but also UI designers, concept artists, QA, PMs, HR, IT, tech writers, community managers, sales people — maybe even localization, reception, janitors… who knows. The structure of these things can vary wildly.

    • Beacon@fedia.io
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      8 hours ago

      That doesn’t seem overly crazy to me. They were trying to quickly build out an immature platform of an immature technology. Doing that requires entire divisions for hardware, software, research, marketing, etc. and for each of those divisions there’s all the associated staff of managers, hr, administrators, etc.

      • hperrin
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        7 hours ago

        Even then, I would think it would be in the low hundreds.

        • Beacon@fedia.io
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          3 hours ago

          300 people working on hardware, 300 people working on software, 300 people working on various smaller aspects like basic research, marketing, quality testing, etc., and 100 people in associated staff like managers, hr, janitorial, administrators, etc.

          Seems reasonable to me.

          • hperrin
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            1 hour ago

            I don’t think that’s reasonable. 300 people full time to release 4 headsets in the last ten years? 300 people to build a custom Android version and a shitty VR chat clone?

            • Beacon@fedia.io
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              1 hour ago

              You may not think it’s reasonable, but the evidence suggests that it is. If 100 people could do it then the market would be flooded with high quality standalone vr headset systems.

              • hperrin
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                9 minutes ago

                Valve did it with like 350 people in the whole company.

    • calliope@retrolemmy.com
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      7 hours ago

      Also kinda crazy, I don’t think it says that it was 100% of their employees who were working on VR.

      So it could be considerably more!