‘Solaris Offworld Combat’ Impressions – Virtual Laser Tag with Competitive Ambitions

Launching today, Solaris Offworld Combat is a team-based VR arena shooter from First Contact Entertainment, the studio behind the lauded Firewall: Zero Hour (2018). This time around, the studio wants to deliver a fast-paced experience that anyone can pick up and play. My preview of the game reveals strong technical merit, but a potential clash between casual and competitive ambitions.

Thematically, Solaris Offworld Combat presents itself to players as a sort of future sport where competitors jump into virtual arenas and duke it out for the top place on the leaderboards. And that’s exactly what the game hopes to accomplish: foster a level of hardcore competition which keeps players and teams coming back for more.

And while developer First Contact Entertainment attracted a hardcore player base to its prior title, Firewall: Zero Hour, in many ways Solaris is doing the opposite of what resonated with that community.

Firewall Zero Hour | Image courtesy First Contact Entertainment

Firewall: Zero Hour is a team-based PSVR mil-sim shooter with a slow, tactical pace. And that comes with the sort of mechanics you’d expect: loadouts, attachments, perks, reloads, ADS aiming, recoil control, etc. The sort of mechanics which give room for a deeper level of gameplay and strategy that goes beyond the act of putting your reticle on another player and pulling the trigger.

Solaris, on the other hand, is designed first and foremost for ease of play and a run-and-gun pace. The studio says its goal is to get anyone and everyone quickly into the action and deliver a “point and shoot” experience. And that’s apparently meant removing pretty much all of Firewall’s deeper gameplay elements; Solaris has no reloading, loadouts, attachments, or recoil control, and weapons project their reticle into the world so that there’s no need to aim down sights.

Rather than the slower, more tactical pace of Firewall—which gives an advantage to players who get themselves into the right position ahead of timeSolaris seems to expect players to be constantly moving, mostly using the thumbstick to strafe and juke rather than expecting much bodily movement from players like physically crouching or peeking around corners.

This breed of quick run-and-gun gameplay is par for the course in non-VR arena shooters, and on the surface Solaris has done a commendable job of translating the main tropes into VR. Player movement is quite fast compared to most VR games, even allowing players to slide for a few feet to try to stay behind cover while moving quickly. Everyone starts with the same basic pistol with unlimited ammo and can pick up weapons by walking over pads on the ground. Weapons have limited ammo and disappear once empty. Respawns are fast and time to kill is low. Shooting is of the point-and-shoot variety with no bullet travel or drop. It’s all undeniably functional.

After playing a few matches, it felt like I was playing a very cool version of VR laser tag. But it’s not clear to me yet whether the game has the level of depth needed to foster the competitive allure that First Contact hopes will keep the game buzzing with a stable player base. After all, laser tag is fun, but it’s not something most people are going to do on a weekly basis.

That’s not to say that Solaris doesn’t have—or won’t eventually be updated with—what it takes to bring out that high-level play, but there’s a lot left to prove. The most successful multiplayer VR shooter games so far have all been of the mil-sim variety, and have leaned into nuanced weapon interactions and a slower pace which are a natural fit for VR.

First Contact has taken the goal of ease-of-use so far that it has opted to make Solaris entirely free of two-handed interactions. In fact I was surprised to find that my off-hand in the game isn’t even tracked. Even as I move my hand around, my virtual hand wouldn’t respond to the motion at all, leaving me with the very awkward sensation that one of my arms was an extra appendage that I had no control over.

Image courtesy First Contact Entertainment

The studio said this was done for performance reasons and wanting to avoid the complexity of two-handed interactions. That’s well and good, but it’s a bit odd then that all of the weapons are—by their 3D models at least—designed to be held with two hands. It’s even more odd when my fake arm automatically grabs the gun’s grip all on its own.

Anyone that’s read my perspective on VR knows that I’m all-for ease-of-use in VR; overly complex interactions can often be more frustrating than they are fun. Half-Life: Alyx simplified its weapons by making them single-handed only, but it at least made use of the player’s off hand for reloading and other interactions like throwing grenades or opening doors. But it’s possible to get too simple as well.

If anyone can figure out how to make it work, First Contact Entertainment is a good bet. The studio cut their teeth on Firewall: Zero Hour, a game which after two years appears to still be going strong on PSVR. The studio says it’s continuing to deliver content updates to the game and has seen individual players top 1,000 hours in the game. The title is still lauded as one of the best shooters and best multiplayer games on the system.

That experience shines through clearly in the Solaris presentation; built on Unreal Engine 4, even on Quest the game is impressively sharp and runs very smoothly, with matches underpinned with dedicated servers.

And it’s the Quest audience—a younger demographic that your average enthusiast PC VR user—that Solaris is likely targeted toward. The game’s ease of entry and rapid-fire pace might be just the right combination for that group.

– – — – –

Solaris launches today on Oculus Rift and Oculus Quest with support for cross-buy and cross-play (it will launch on Steam and PSVR at some later date). First Contact is calling the launch a “pre-season,” and expects to listen carefully to player feedback. There’s one caveat with the pre-season which is odd for a team-based shooter—the pre-season will not allow players to form teams with their friends. All matches will be comprised of random teams, with the ability to invite friends being added at a later date.

The post ‘Solaris Offworld Combat’ Impressions – Virtual Laser Tag with Competitive Ambitions appeared first on Road to VR.

Unofficial Quest App Store ‘SideQuest’ Raises $650,000 From Oculus Founder & Others

SideQuest is an unofficial app store for Facebook’s Oculus Quest headset which offers an avenue for developers to distribute apps without being subject to Oculus’ approval process. The team behind the project has raised $650,000 in seed investment, including funding from departed Oculus founder Palmer Luckey.

Despite being pushed out of Facebook in 2017 and moving into the defense sector, Oculus founder Palmer Luckey has continued to keep a close eye on the VR space and support projects that align with his vision for VR.

TechCrunch today reported that Luckey was among several investors that participated in a $650,000 seed investment in SideQuest. The bulk of the investment ($500,000) comes from BoostVC, a startup accelerator program, while the rest was split between Luckey and VC firm The Fund.

The appeal of SideQuest is that it sidesteps the official Oculus Store which, on Quest, imposes a quality or scope bar on apps. That means smaller or less polished projects are unlikely to be approved on the store.

“No HMD manufacturer should have a stranglehold on the VR ecosystem or unilateral control over what people run on their VR headsets, and when I look at Sidequest, I see the spirit of Oculus Share,” Luckey told TechCrunch.

Oculus Share was the company’s proto-app store which hosted VR apps regardless of quality or scope. Oculus continued the approach of allowing any app onto its VR app store (so long as it met technical requirements) up until Quest, at which point the company pivoted to a curated approval process for the headset.

SEE ALSO
How (and why) to Sideload Games on Quest with SideQuest

SideQuest is basically an unofficial app-store built atop Quest’s ‘side-loading’ capability, which allows developers to manually load applications onto the headset. That poses a significant risk to the project and its investors. At any point Facebook could declare that side-loading is intended only for developers and move to lock the door with a more complicated side-loading procedure.

But it may be too late. With hundreds of thousands of monthly visitors to SideQuest and hundreds of hosted apps, according to TechCrunch, and now with a seed investment, significantly hampering SideQuest might be too risky for Facebook’s developer relations.

In fact, Facebook may ultimately end up solidifying SideQuest as the official, unofficial app store for Quest. The company announced last week that it plans to begin allowing apps onto its store infrastructure, even before approval, with the caveat that unapproved apps won’t be listed in the official store and it will be up to developers to distribute by themselves. SideQuest creator Shane Harris told UploadVR that his platform will serve as a distribution hub for those unlisted apps.

For Luckey’s part, the investment in SideQuest is not the first time he’s supported projects that directly challenge Facebook’s grip on the VR app ecosystem. In 2017 he began supporting Revive—an unofficial mod which allows Oculus Store content to be played on non-Oculus headsets—with $2,000 in monthly funding through its Patreon campaign.

The post Unofficial Quest App Store ‘SideQuest’ Raises $650,000 From Oculus Founder & Others appeared first on Road to VR.

Solaris: Offworld Combat Oculus Quest vs Rift Graphics Comparison

Solaris: Offworld Combat is coming out this week for Rift and Quest and we’ve already gone hands-on with the team-based sci-fi VR shooter. Check out our preview for more details and watch the graphics comparison below to see how it fares on Quest vs Rift.

Here’s the video with them both side-by-side:

Since this is a multiplayer shooter, we won’t be syncing up footage, however we’ve got two rounds side by side. On the left is the Quest, which you’ll notice has slightly longer loading times compared to the near non-existent loading for Rift. We’ve shaved it down a bit for timing sake, but not by much.

Once the games begin you can see some clear lighting and color differences, with Quest being much more basic and chunky with distinctly less glow while the Rift can afford more blended and complex aesthetics.

Overall, the Quest version compares to the Rift version very favorably all things considered and looks much more similar to the PC counterpart than a lot of ports we’ve seen. All of the gameplay and content is the same so there is actually a lot of parity between the two.

Your weapons have about the same amount of detail except for the previously mentioned elements, however when it comes to shooting animations there are far less details on the Quest version, making it look a little more basic in comparison to Rift’s firework-style display. Either way, I don’t think any of these differences should affect your gameplay on Quest, and it holds up wonderfully even in this pre-release build.

In fact, I’d even go so far as to say that personally I prefer the Quest version due almost entirely to the wireless nature. With how fast-paced of a game Solaris is, being able to spin around quickly is a godsend that really improves how effective I can be in a fight.


Solaris Offworld Combat is coming out on September 24th for Rift and Quest as well as PSVR eventually after its initial launch but there’s no date on that version yet. You can definitely expect a new graphics comparison when that version comes out.

Let us know what you think down in the comments below!

Solaris Hands-On Preview: 5 Ways It’s Like Unreal Or Quake In VR

Solaris: Offworld Combat is the next multiplayer shooter from First Contact Entertainment and we got the chance to go hands-on with it for the very first time last week. During my session I played the game on both Rift S and Quest and came away excited to see more!

From the very first moments of gameplay, it’s obvious that Solaris takes heavy inspiration from the likes of Quake, Unreal, and other classic arena shooters. And remarkably, it actually runs and looks strikingly similar on both Quest and Rift — as you can see in the video below.

Now, let’s dive into what it’s like it play it.

 

5 Ways Solaris Channels Quake And Unreal For Old-School Shooter Fun

Fast-Paced Gameplay

In Solaris you’re a cyber athlete from the future that battles it out against others on virtual battlegrounds. It’s a pretty meta premise that’s a bit like VR-within-VR and the presentation absolutely nails it. What this means functionally is that you spend very little time standing around waiting. Load times are incredibly quick, you move around maps at a quick pace, and can even slide across the ground for an evasive speed boost.

Just like in Quake and Unreal, it pays to stay on the move. Standing still is a great way to get shot so you’ll want to learn maps fast so you know the best cover points and hallways to sprint down while getting the drop on an enemy.

 

solaris offworld combat rifle

No  Reloading Necessary

Solaris doesn’t have a reload button. I know, that seems weird. With the popularity of modern military shooters and the “realism” VR affords in games like Onward, it’s a bit odd to think that you won’t need to actually reload your gun at all. But in the future cyberscape of Solaris, where they’re going they don’t need reload buttons.

And if you played old-school games like Doom, Quake, and Unreal, then you’d know those don’t have reload buttons either. All reloading does is slow you down and Solaris is all about the speed of immediacy of combat.

 

solaris offworld combat map 1

Walk-Over Item Pick-Ups

Speaking of the immediacy of combat, in Solaris you don’t need to manage an inventory, manually pick up weapons, or switch weapons at all. You run full-speed over item spawn points and you just automatically pick them up. Everyone begins each match with their standard semi-auto pistol and within each map you can find a rocket launcher, grenade launcher, and assault rifle weapons, in addition to a deployable shield cover and proximity mine. Shield and health power-ups round out the offering.

In some older shooters you could cycle between various weapons, but you don’t do that in Solaris. Instead, whatever improved gun you find is your default weapon for a short time until you’ve used it up, then it just auto-switches back to your pistol. You need to take advantage of increased firepower when you’ve found it.

This one I expect to be a bit divisive, because in some ways it smacks of the taste of dumbing things down, but I don’t think streamlining necessarily means dumbing down. From what I’ve played Solaris is still an immensely fun, challenging, and deep shooter with a lot of nuance, but it sidesteps pain points that don’t translate smoothly to VR by simplifying things that get in the way of just having fun.

 

solaris offworld combat gameplay

Teamwork Is Key

Since Solaris only has one game mode that’s basically like King of the Hill, called Control Point, it encourages teamwork above going rogue as a solo player. Technically you can still get XP and rank up to unlock new cosmetics even if your team doesn’t win, but being on the winning team nets you a big XP bonus so it’s worth playing cohesively.

Solaris has in-game voice chat, but unfortunately it won’t have a party system or friend invite system at launch. At launch it’s only going to be “Pre-Season” and then the standard Season of rankings will begin shortly after. It’s my understanding that as new Seasons begin, new cosmetics will roll out, and likely other changes like new weapons and maps too.

And yes — all maps and weapons that are added will be included for free.

 

solaris offworld combat gameplay

Easy To Learn, Difficult To Master

Solaris is the kind of game you can quickly hop in and play with little to no fuss (assuming at least seven other people across PC and Quest have the same idea) and it’s a lot of fun. However, there is still depth here. Learning the maps, working with your team, getting the hang of shooting each gun, and developing strategies takes time and means that the entry level for playing is quite low but the skill ceiling for being really, really good is very high.

Similar to games like Quake and Unreal, virtually anyone can play those games. They’re pretty dead simple. But if you watch pro-tier players it looks almost like they’re playing a different game altogether due to how fluidly they move. Solaris has that same flexibility.

 

Solaris: Offworld Combat Additional Details

This article was called 5 ways Solaris is liek Unreal or Quake, but there are actually a bunch of other things I want to talk about. Thus, you get a small brain dump at the end here:

Progression

If you played Firewall Zero Hour you might remember in that game that you not only unlocked new things like guns, equipment, and skins by ranking up your level, but also by spending the in-game currency that you either earned slowly by playing or by spending real money to buy it. Solaris is rank-based progression only and all weapons are just map-based pickups.

From what I’ve seen there aren’t many cosmetics yet, but thankfully the outfit models like the shape of the helmet and style of your armor are separate from the color skin that’s applied, so you can mix and match pretty freely. It just takes a while to unlock anything, so hopefully they add a lot more.

 

Dedicated Servers, Fast Load Times

Another thing to mention as a key point is that Solaris is launching with dedicated servers rather than peer-to-peer and load times are really, really quick.

 

solaris offworld combat vortex map

No Party System

I mentioned this already, but just to emphasize: you cannot join up with a friend, make a party, or invite anyone to a game — yet. That is coming as the first major update, but for pre-season it’s not in yet.

 

No Bots, No Solo Play

When I pressed the developers for an answer here they basically just said, “We never say never,” but at this time there are no plans for anything other than strictly 4v4. That means if only seven people are online, you can’t play. There is no training mode, no bots to fight against, and no solo options at all. Hopefully they reconsider and add something, even if it’s just an option to have bots fill empty slots and balance teams.

 

No Map Selection Or Lobby System

The main menu has a play button or you can put the helmet on — those are your options for joining a match. Behind the scenes the game then slots you into a match and starts the game. There is no map selection, it’s just always random, and you can’t tweak options or anything yet. I’m under the impression that private lobbies with settings to tweak and filters to set are coming, but aren’t there yet.

 

solaris offworld combat gameplay

No Jumping

Sorry, no jump button. However — you can slide! And that’s pretty fun.


Solaris: Offworld Combat releases on September 24th for Oculus Quest and Oculus Rift with crossplay and crossbuy. There are plans for a PSVR release later, but there’s no date for that yet. Keep an eye here on UploadVR and our YouTube channel for more coverage. You can also preemptively join the developer’s Discord server.

Let us know what you think of Solaris down in the comments below!

Editorial: Oculus Quest 2 Is Putting The Rift S Out Of Its Misery

It’s no coincidence that Facebook is killing the Oculus Rift S VR headset on the same day it’s announcing the Oculus Quest 2 at Facebook Connect. On paper, the Go, Quest, and Rift families were supposed to be different devices for different markets, but they’ve coalesced over a much shorter period of time than people expected. Just as that meant the end for Go earlier this year, the death of Rift was a long-premeditated killing, arguably more a matter of when than whether.

The VR market was different when Facebook segmented Oculus products into three families. Go was a cheap 3DoF media viewer with minimal gaming potential, designed to appeal to people who didn’t want to spend more than $200 on a standalone VR headset — Walmart was a big Go customer. Quest was a $400 6DoF standalone alternative that was better than Go in every way, and highly capable of gaming, but not equivalent to a VR-ready PC. Lastly, Rift S was there as a $400 headset solely for PC VR purposes, with marginally better performance than Quest when connected to a Windows machine, but no ability to be used on its own.

Over the past year, Facebook has worked aggressively to make Quest a viable replacement for the Go and Rift. To win over Rift users, Oculus Link turned Quest into a Rift alternative that worked nearly as well for tethered PC VR. As a nod to Go users, the Quest 2 drops from $400 down to $300, closer to Go’s original $200 price point, and reaching the “magic” price point that typically leads to hockey stick growth for compelling products.

Make no mistake: Quest 2 is compelling. Thanks to its Snapdragon XR2 chipset and massive display upgrades, Quest 2 will be a better standalone VR headset and a better PC VR headset than its already capable predecessor, at a lower price than any Rift. Its inside out tracking and screen resolution should run circles around HTC’s competing Vive Cosmos, and that’s before taking into account Quest 2’s convenience, size, and weight. Assuming Facebook can get enough units into stores — and that people don’t object to the latest Oculus/Facebook account policies — there’s every reason to believe this new model will be a smash hit.

It’s hard to picture where Rift S would have fit into the Oculus lineup after Quest 2 showed up. Rift S wasn’t so much a step forward as a step sideways when it was announced, focusing on improved comfort and convenience rather than major visual or other spec improvements. In retrospect, Facebook set the stage for Rift to disappear at this point. The company made clear that while it was working on next-generation Rift-ready innovations, it didn’t have any immediate plans to commercialize them, and planned to test them in its own offices — perhaps with enterprise applications — ahead of any general release. For consumers, the message was not to expect Rift 2 anytime soon.

Facebook has declared that standalone VR, not PC-tethered VR, is the future of virtual reality technology. While killing Rift S and offering Quest 2 at an aggressive price suggests that Oculus is already betting everything on standalone VR, the reality is that the Quest family is capable of covering both the standalone and tethered bases — at a better price than Rift S, besides. That means there’s no need for PC VR fans to abandon their software libraries or give up on tethered experiences, though my best guess is that Facebook will spend the next two years making standalone experiences as appealing as possible.

Whether Quest 2 will be enough to fully displace HTC’s Vive, Valve’s Index, and other vendors’ headsets remains to be seen, but this was the right choice for Rift S, which didn’t have a viable future given its features, specs, and price point. At some point, there may be an Oculus headset with higher-end innovations that millions of people would actually pay for, but for now, focusing on improving VR’s appeal to the masses is exactly the right move.

This post by Jeremy Horwitz originally appeared in VentureBeat.

VR Roulette Episode 2 LIVE: Ski Doom, Cute Idols, And More!

Welcome to VR Roulette! This is our LIVE weekly game show on YouTube that’s streamed (usually) at 10AM PT on Wednesdays. We select a list of weird, quirky, and/or bizarre VR games and take turns spinning the wheel to see what we’ve all got to play next. Tune in with us live on YouTube! Read our announcement article for more details.


Last week we debuted VR Roulette with minimal technical issues, so this time we’re back again and hoping it goes even more smoothly! And yes, we know, it’s a Friday and not a Wednesday but a little thing called Facebook Connect happened and it sort of threw a wrench into the week’s typical plans.

If you missed the pilot episode, you can check that out here. For this week we’re revamping the wheel with all-new games, including You Can Pet The Dog VR, Happy Oshare Time, Ski Doom VR, Loo War, and much more. It should be a great time, all things considered here.

You can tune in live right here starting at 10AM PT or if the stream is over you can watch it as an archived video. Make sure and take time to appreciate the beauty of this thumbnail:

Do you have any recommendations for games or types of games you’d like to see in future VR Roulette episodes? Do you think we could do anything to make the show better (keeping in mind David lives in California and Jamie/Zeena live in the UK) or is it good as-is right now?

Let us know your thoughts down in the comments down below!

VR Roulette Episode 2 LIVE: Ski Doom, Cute Idols, And More!

Welcome to VR Roulette! This is our LIVE weekly game show on YouTube that’s streamed (usually) at 10AM PT on Wednesdays. We select a list of weird, quirky, and/or bizarre VR games and take turns spinning the wheel to see what we’ve all got to play next. Tune in with us live on YouTube! Read our announcement article for more details.


Last week we debuted VR Roulette with minimal technical issues, so this time we’re back again and hoping it goes even more smoothly! And yes, we know, it’s a Friday and not a Wednesday but a little thing called Facebook Connect happened and it sort of threw a wrench into the week’s typical plans.

If you missed the pilot episode, you can check that out here. For this week we’re revamping the wheel with all-new games, including You Can Pet The Dog VR, Happy Oshare Time, Ski Doom VR, Loo War, and much more. It should be a great time, all things considered here.

You can tune in live right here starting at 10AM PT or if the stream is over you can watch it as an archived video. Make sure and take time to appreciate the beauty of this thumbnail:

Do you have any recommendations for games or types of games you’d like to see in future VR Roulette episodes? Do you think we could do anything to make the show better (keeping in mind David lives in California and Jamie/Zeena live in the UK) or is it good as-is right now?

Let us know your thoughts down in the comments down below!

Oculus Quest Can Now Cast To PC, App Getting ‘Spectator Mode’ Next Year

Oculus Quests can now cast to your PC via Chrome or Microsoft Edge.

Previously, users were already able to cast Quest’s view to your phone or cast-enabled TV. It lets others in the room see what you see in VR.

When Quest launched casting was rough — it often didn’t work and the delay could be upward of 5 seconds. Facebook improved it in late 2019 to increase the reliability and decrease the latency.

This new feature, available now, lets you cast to a web browser at www.oculus.com/casting. You’ll need to be signed into your Facebook account in that browser, which can be Edge or Chrome.

Next year the mobile app is getting ‘Spectator Mode’, giving you a 3rd person view where you can control the camera angle. This will require developer implementation so will only be supported by some apps.


This article was originally published September 18, 2020 and was edited and updated on November 11, 2020.

Facebook Lowers Price of Enterprise-focused Quest to $800

With the revelation of Quest 2, Facebook has quietly knocked down the entry price for its business-focused version of the headset.

Facebook only just made its Oculus for Business program openly available back in May, which basically let anyone buy a business-focused 128GB version of the original Quest for $1,000. That’s double the price of the consumer version, but that comes along with specialized software, licenses, and support for enterprises.

Now less than four months later, Facebook has brought the entry price down to $800, which now includes the 256GB version of Quest 2—again, at double the price of the same storage option available to consumers.

Like with the original $1,000 Quest for Business, this comes along with the need to sign up for a subscription to the company’s enterprise-grade software and support, which is renewable annually for $180 per year—first year included with purchase. That includes backend management software so a company can manage a fleet of Quest headsets with things such as deploying and updating apps, managing settings, and monitoring headset status.

In addition to the new hardware, Facebook has assembled a fleet of independent software vendors (ISVs) specializing in areas such as 3D modeling, product design, employee training, data visualization, and remote work applications—all of the sort of fields enterprises may look to address with an immersive headset.

SEE ALSO
Facebook Lays Out the Future of Work and Productivity on Quest

It seems with the entry of Quest 2, Facebook is renewing focus on the platform’s potential use as a work and productivity tool. The company announced the release of Infinite Office, a collection of software tools which may make working in VR easier and more natural, with things such as variable Passthrough and support for a mixed reality keyboard of sorts, which lets you see and type normally while in VR.

Whether Infinite Office makes its way to the Business (with a capital ‘B’) version of the headset or not, it’s clear Facebook is pursuing enterprise applications for its platform with a hardened resolve that, if its competition doesn’t watch out, may make a Facebook-built headset the only logical choice for companies looking for a VR solution in the near term.


Thanks to Antony Vitillo of VR/AR publication Skarred Ghost for pointing us to the news.

The post Facebook Lowers Price of Enterprise-focused Quest to $800 appeared first on Road to VR.

Quest Sold Over $150 Million Worth of Games & Apps Since 2019 Launch

Facebook just officially unveiled their next standalone VR headset, Oculus Quest 2. The company also announced that, since it launched in May 2019, Quest users have spent over $150 million on apps and games.

We still have no idea how many Quest units have been sold, however Facebook CEO Mark Zuckerberg adds that 35 Quest games have made over $1 million in revenue.

Facebook said back in May that Quest users had spent $100 million on games and apps since its launch on May 21st, 2019. Obvious math is obvious: that’s $50 million in revenue generated in less than four months.

Combined with other content revenue milestones that Facebook has shared over the last year, we can get a rough sense of how things are going for the headset and its app store:

Image created by Road to VR

By charting the monthly average content revenue between known data points, we can also roughly understand the momentum of app sales.

Image created by Road to VR

Data is predictably thin, and we go into greater detail in our original piece when Quest hit the $100 million content revenue milestone in May, but suffice it to say that Quest 2 is well positioned to bring big numbers if there’s no shortage of units to ship out.

SEE ALSO
Oculus Quest 2 Review – The Best Standalone Headset Gets Better in (Almost) Every Way

The original Quest has been notoriously difficult to get ahold of even before the global slowdown due to COVID-19, and we’re hoping Facebook has their ducks in a row for what could be a very attractive holiday gift, starting at $300.


Make sure to keep an eye on the front page to check out all of the latest news to come from Connect. They’ve condensed the entire conference’s worth of info in just two hours, and although we’re still processing breaking news, you can get the latest by checking back with us throughout the day.

The post Quest Sold Over $150 Million Worth of Games & Apps Since 2019 Launch appeared first on Road to VR.