this post was submitted on 14 Jan 2026
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[–] Beacon@fedia.io 10 points 1 day ago (1 children)

That doesn't seem overly crazy to me. They were trying to quickly build out an immature platform of an immature technology. Doing that requires entire divisions for hardware, software, research, marketing, etc. and for each of those divisions there's all the associated staff of managers, hr, administrators, etc.

[–] hperrin@lemmy.ca 3 points 1 day ago (1 children)

Even then, I would think it would be in the low hundreds.

[–] Beacon@fedia.io 2 points 1 day ago (1 children)

300 people working on hardware, 300 people working on software, 300 people working on various smaller aspects like basic research, marketing, quality testing, etc., and 100 people in associated staff like managers, hr, janitorial, administrators, etc.

Seems reasonable to me.

[–] hperrin@lemmy.ca 0 points 1 day ago (1 children)

I don’t think that’s reasonable. 300 people full time to release 4 headsets in the last ten years? 300 people to build a custom Android version and a shitty VR chat clone?

[–] Beacon@fedia.io 3 points 1 day ago (1 children)

You may not think it's reasonable, but the evidence suggests that it is. If 100 people could do it then the market would be flooded with high quality standalone vr headset systems.

[–] hperrin@lemmy.ca 1 points 1 day ago (1 children)

Valve did it with like 350 people in the whole company.

[–] Beacon@fedia.io 1 points 1 day ago (1 children)

Valve's system isn't standalone, and wasn't trying to create a whole new vr platform like fb was trying to do

[–] hperrin@lemmy.ca 1 points 20 hours ago* (last edited 20 hours ago)

Yes, it is, and yes, they did. It can run PC games standalone, and Steam VR on SteamOS is a platform they created.

(I’m talking about the Steam Frame, not the Valve Index.)