• spujb@lemmy.cafeOP
      link
      fedilink
      English
      arrow-up
      9
      ·
      6 months ago

      speaks volumes that a rythm game was the only example we could come up with from a company that has literally billions at its disposal lol

      • atocci@kbin.social
        link
        fedilink
        arrow-up
        2
        ·
        6 months ago

        It was just the first thing that came to mind, but I know they also contribute to / fund the Blender Foundation.

            • barsoap@lemm.ee
              link
              fedilink
              arrow-up
              1
              ·
              6 months ago

              WTH would they develop cycles it’s not like they’re making movies or such. Or really anything that’s not interactive. But yes meta does a lot of open source work in general. Probably should’ve specified “a product they make money with”.

              Hmmm page 95 values the EPIC megagrant at 87,540 yet they’re in the corporate patron tier, should be platinum.

              • atocci@kbin.social
                link
                fedilink
                arrow-up
                1
                ·
                6 months ago

                Don’t forget this report is for 2022, not 2023. The grant for 2023 might be closer to the 2021 level since they’re back in patron tier. I can only speculate on what their interests in Cycles is, but maybe they use Blender for making ads and such.

                I’m sure their open source contributions aren’t out of charity though. They’re getting a return on their investment somehow, even if only in the things they use the projects for. I think the open source work would be a better comparison for their ActivityPub integration either way though.

    • masterspace@lemmy.ca
      link
      fedilink
      English
      arrow-up
      5
      ·
      6 months ago

      Honestly, lots of PC gaming fans are unhappy with Oculus focusing on the broad consumer market, but the Q2/Q3 are genuinely impressive pieces of hardware/software and are the first devices to actually meaningfully push VR even somewhat into the mainstream.