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Egdeltur1 karma

Thanks for taking the time to do this AMA and building SideQuest!

VR has gone through multiple hype cycles throughout it's history (notably big VC/BigCo investment between 2015-17) that slowed down as adoption has taken longer than expected.

Do you feel Quest has restarted/accelerated the VR adoption cycle (if you can add to your growth metrics above) and what is preventing broader/faster adoption by devs (esp large studios)?