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)?
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)?
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