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Impossible
·5 年前·discuss
They are sold at a loss or at best at cost. $200 is possibly extreme, but I couldn't find a BOM estimate for Quest, so it could be much higher than that. This isn't unusual, most game consoles are sold at a loss initially. Also, even though I said "Quest" in my first post I meant "Quest 2" as the original Quest is being phased slowly out, and Quest 2 has sold significantly more units. The current retail price of the 128 GB model is $299, and 256 GB model is $399. So if you're bothered by my price difference assume I was talking about Quest 2 256 GB sold at cost. Regardless, it would cost them more than they want to spend. If you watched the keynote yesterday, Mark Zuckerberg specifically mentioned not wanting to lose too much money on hardware while still selling it at the lowest price that makes sense... Giving away hardware for free is the complete opposite of that strategy.
Impossible
·5 年前·discuss
For b) assuming each Quest costs Meta around $400, and they are sending to 1B users, $400B, so about half their market cap and 10x yearly revenue :).
Impossible
·6 年前·discuss
Also remember "expensive" is relative. I think it added little over 1ms to total frame time per video, but in a 60fps console game that. Our budget was about 1ms or less for the entire UI during gameplay (including scripting, layout and rendering), so a video could more than double that. 4 simultaneous videos would be like 1/4 of the entire frame :).
Impossible
·6 年前·discuss
Yes and in most cases we would do this, but some content made more sense as video
Impossible
·6 年前·discuss
Video used as textures, either in world on 3D meshes, or as part of UI (HUD) elements. It could be prohibitively expensive to play a single video in some scenes, and we didn't support multiple videos. Not because it wasn't possible or anything, mostly because performance, although there would have been an engineering cost to doing also (ie I would have had to add support to the engine)
Impossible
·6 年前·discuss
I worked on COD:AW and we used video in game often. The lead UI artist would have used it significantly more if performance was better. Might be an exception but it's not uncommon, I've worked on multiple titles with full 3D and video playback at the same time