Last week Oculus released a security patch to address the issue of people using software like Revive to play Oculus games on headsets other than the Rift, for example the HTC Vive. The Revive mod allowed players to purchase Oculus software to use elsewhere, but patch 1.4 was released to check that a Rift was plugged in before launching Oculus software. If a Rift wasn’t detected then the software would not launch, leaving Vive users unable to play games they paid for.
There was backlash when this occurred as Oculus’s approach directly contradicted Palmer Luckey’s statements from five months ago where he said:
If customers buy a game from us, I don’t care if they mod it to run on whatever they want. As I have said a million times (and counter to the current circlejerk), our goal is not to profit by locking people to only our hardware – if it was, why in the world would we be supporting GearVR and talking with other headset makers? The software we create through Oculus Studios (using a mix of internal and external developers) are exclusive to the Oculus platform, not the Rift itself.
Now though things have got worse as Revive is back but this time there is the side effect of potential piracy. Where before Revive required games to be purchased the latest software circumvents the Rift’s DRM, meaning software can be acquired for free. However Revive’s creator, Libre VR, has stated that he in no way supports piracy and that people who use Revive should get the games legitmately.
Oculus are probably already working on a new fix to address this issue, but the company’s reputation would have suffered a bit from being hypocritical. It is the latest of a series of blunders which included Rifts not making it to early backers in time, while selling some at select stores in the US for a limited time. A recent component shortage has been blamed for why pre-orders have still not been fulfilled, with ship dates being pushed back to July and August.