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Jason Rubin
1/14 It’s been a busy week for Oculus and the Content team at E3. I wanted to respond to a number of threads that have risen up this week. I also want to clarify our goal for Quest and clear up some misconceptions about our curation process.
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Jason Rubin 14 Jun 19
Replying to @Jason_Rubin
2/14 The VR community must expand to become a viable medium. We believe Quest is the 1st VR hware that has potential to do so. So we’re extremely sensitive to what we present to new VR users. We want any decision a consumer makes in the store to be rewarding & encourage another.
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Jason Rubin 14 Jun 19
Replying to @Jason_Rubin
3/14 This informs how we think about the apps we offer and how we manage the store. With this in mind, in February we created and announced a new approval process for Quest vs. Rift and Go .
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Jason Rubin 14 Jun 19
Replying to @Jason_Rubin
4/14 We ask to evaluate prospective Quest apps early so devs don’t waste resources to bring titles unlikely to reach our quality bar to shippable before we see them. We don’t want to reject final projects any more than devs want to be rejected. Nobody wins in that situation.
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Jason Rubin 14 Jun 19
Replying to @Jason_Rubin
5/14 Rejection at concept stage is not the end of the road for a dev or app. It does NOT speak ill of the dev or idea. It’s an invitation to prove us wrong. Test that app in our PC store or any other. We are always on the lookout for breakout ideas.
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Jason Rubin 14 Jun 19
Replying to @Jason_Rubin
6/14 Consumers expect quality at app launch & after. Updates that add flawed experimental features, don’t work for some users, or otherwise create a bad experience are not acceptable. This may require a tradeoff bw features some users like and interests of the broader community.
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Jason Rubin 14 Jun 19
Replying to @Jason_Rubin
7/14 It’s early for this platform & we’re learning. Disruptive new features landing w/out notice don’t give us time to contemplate safety, comfort & platform ramifications. We don’t review every update, but we do ask devs to work w us on major capability changes before launch.
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Jason Rubin 14 Jun 19
Replying to @Jason_Rubin
8/14 We attempted to go out early and inform dev community of our Quest curation plans so we could ensure their efforts would lead to success. We apologize that we didn’t reach all devs we wanted and some submitted final products that did not meet our quality bar.
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Jason Rubin 14 Jun 19
Replying to @Jason_Rubin
9/14 We apologize for falling short w a few devs we sent Quest dev kits to before we had settled our curation process. "To The Top" dev is one of a handful who fell in between early hardware & the curation plan & we apologize for that.
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Jason Rubin 14 Jun 19
Replying to @Jason_Rubin
10/14 We asked Virtual Desktop to roll back an update. We found out about the new features through user complaints & it took us a while to get it to work. We accept experiences vary, but this feature compromised comfort, safety, & quality to different levels for different users.
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Jason Rubin 14 Jun 19
Replying to @Jason_Rubin
11/14 We asked for changes to Jet Island that’d make it work on Quest specs. We offered to help w Oculus Start, incl free hware & support. We never heard back & understand dev has chosen not to move fwd. Oculus never rcvd or rejected a Jet Island proposal.
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Jason Rubin 14 Jun 19
Replying to @Jason_Rubin
12/14 Oculus is a fan of Pavlov & it was approved for Quest. But there’ve been some delays & miscommunication on both ends since. Oculus wants Pavlov on Quest & will push it through the standard QA & VRC testing all apps go through before they ship if the dev desires.
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Jason Rubin 14 Jun 19
Replying to @c_pruett
13/14 On a personal note, I was a dev for most of my working life. I was an indie for 10 years. I have had projects rejected. has been an indie dev most of his life. Our team is filled with devs. We know how hard it is to make apps of any size.
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Jason Rubin 14 Jun 19
Replying to @Jason_Rubin
14/14 We have also come to understand the value to devs and consumers of a platform that holds a high quality standard. Oculus will try to help as many devs, of any size, to reach that bar. Let’s work together to push VR forward!
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