>>273813938
>And it didn't work, 50% of the community is pirating their game because they can't buy it
But if they had done the alternative, and supported SteamVR, what would be the cost? That's the problem, the alternative is still worse than them losing the market of non-Oculus headset owners. They knew they would be losing those customers, and that those number of customers don't amount to enough for them to lose out on the API/SDK war before OpenXR comes in to save the day.