>>273814958
To explain the API/SDK war a little bit more:

Imagine what happens when Oculus opens their door to SteamVR games:
1. SteamVR applications go on the store
2. Less and less of those applications are built with the Oculus API
3. Everyone just develops for the SteamVR API because it's easier to use one and it MOSTLY just works for other headsets
4. People still do not buy those games, they keep to the Steam store
5. People who do buy those games on Oculus, if they are using an Oculus headset, will be more likely to encounter bugs and performance issues than if the game had used the Oculus API, because they have to go through the SteamVR runtime to have it translated to the Oculus runtime
6. In order to fix those issues, it's either on the developer, who may not give a fuck, or Valve, since they control SteamVR, and each update Oculus does to their runtime also means more likelihood that bugs and performance issues will pop up that they cannot necessarily fix without keeping back certain features and functionality (for instance, the Oculus API has the ability to have the developer submit a depth buffer so that Dash works better and for other stuff, but SteamVR didn't have that feature at the same time in the beginning, so Oculus users had to wait for SteamVR to update with that feature so that they could get those benefits)
7. To keep this issue from happening, they'd want to implement support for other headsets directly in their own runtime, but that would take too much effort since not all headset makers would want to help them, so they'd have to do it themselves, for every headset, but by the time they get all of this done, the market could have changed, and then...
8. OpenXR is finally released and replaces all the APIs, except no one uses the Oculus SDK and runtime anymore, and everyone uses a single proprietary runtime (SteamVR)

>>273815261
Not exactly sure what you're saying at this point, but does the above explanation help?