![]() ![]() Neither mobile nor desktop are popular enough for huge profits to be a realistic possibility at this stage, but both McNeill and Goldstein championed mobile as the best entry point for indie developers - and independent developers in particular. "Mobile has more users," he added, "so if you want to increase your brand, your notoriety, or just get yourself seen, mobile is where to go." Andrew Goldstein, one of McNeill's fellow panelists, concurred. "It really has the largest addressable market, and the longest tail in the long-run," said Edward McNeill, an indie developer now entirely focused on VR games. ![]() It's more like Oculus Rift than it's like your cellphone" "Mobile VR is much more about VR than it is about mobile. With the latter, a more populated marketplace is the reward for developers willing to grapple with the limited capabilities of Samsung's market leading Gear VR headset. With the former, the ability to create high-fidelity games with a greater variety of input options is traded off against the very high cost of entry for consumers - particularly those who dont already own high-end PC hardware. Right now, both the desktop and mobile parts of the VR markets have distinct strengths and weaknesses. The key differences between mobile and desktop VR experiences will disappear within the next few years, according to a panel at Casual Connect USA, but the lower price and broad reach of mobile hardware will remain a unique strength. ![]()
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