• kibiz0r@midwest.social
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      1 day 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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      2 days 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.

        • Beacon@fedia.io
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          1 day 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@lemmy.ca
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            1 day 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 day 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.

                • Beacon@fedia.io
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                  1 day ago

                  Valve’s system isn’t standalone, and wasn’t trying to create a whole new vr platform like fb was trying to do

                  • hperrin@lemmy.ca
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                    20 hours ago

                    Yes, it is, and yes, they did. It can run PC games standalone, and Steam VR on SteamOS is a platform they created.

                    (I’m talking about the Steam Frame, not the Valve Index.)

    • calliope@retrolemmy.com
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      2 days 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!