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Update (3/eight/2018): Oculus has issued a software update to accost this problem, which y'all can download from their website. Once yous've downloaded and applied the patch, your Rift will piece of work again. Oculus also appear it was extending a $xv shop credit to all accounts affected by the issue. Information technology'due south not clear who counts as "affected;" I checked my own Rift account, only did not receive a $xv store credit.

Regardless of the store credit result, the trouble has been stock-still and a patch is available for all Rift owners.

Original Story:

If your Oculus Rift has of a sudden quit working, well, nosotros have good news and bad news. The bad news is, your Oculus Rift doesn't work. The proficient news is, it's a temporary problem.

The problem, according to Neowin, is an expired document in the Oculus Runtime Service, which needs to be updated. The file in question, OculusAppFramework.dll, will throw an fault to this effect when the Oculus Store attempts to launch.

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The simplest way to solve the problem is to set your computer's date back to a time before March 7. Do that, and the issue will solve itself for the time beingness. Resetting the system date tin cause issues with other services, and then it's not an ideal prepare, but it works in the short term. Oculus has as well tweeted it's aware of the problem and will accept a fix rolled out as soon equally possible.

And so How's VR Doing, Anyway?

Brusk answer: It's really hard to tell.

Long respond: It's really hard to tell and I'1000 annoyed past that.

For about a year, we kept a consistent record of VR adoption until dramatically changing demographics on Steam changed all of its data. When PUBG went live in China, the massive influx of Chinese players changed all of Steam'south user data, a fact clearly visible in the company'due south monthly results on the main Steam Hardware Survey folio. Those behemothic bumps in Nvidia GPU market place share, the sharp cut to AMD'southward CPU market place share, and the surge in Windows 7 installations? That'due south all the touch of the Chinese market.

At some further betoken, Steam decided to start reporting VR market share within the infinite (as in which vendor has the majority of the market inside the group of people who have VR headsets) and as a percentage of total users. Unfortunately, the aforementioned surge has continued to disrupt reporting — the number of people listed as having a VR headset every bit a per centum of all Steam users is currently 0.28 per centum. In Baronial, prior to the statistical skew, 0.42 percent of users had a VR headset.

This data may show that the Oculus Rift has become more than popular than the HTC Vive, with a current listed 0.fourteen percent market share for Rift and 0.13 percent for Vive. compared with 0.23 percentage for Vive and 0.19 percent for Rift prior to the PUBG launch. Simply right now, even this is unclear. Windows Mixed Reality headsets have claimed near five percent of the market amid people who own headsets, but no single set has reached a high plenty market share to register on Steam'due south radar.

The ane potential negative nosotros see? At that place'due south no bear witness VR was a major hardware mover this past holiday flavour in the PC world.