Don’t think I agree with that conclusion. They have specified minimum specs to ensure that anyone SHOULD be able to provide a good VR experience. Given the nature of VR, there is no difference between gaming and say AltSpace chat or DeepSpace pain management; they're all very demanding, some just more than others. If Oculus listed lower specs or spread themselves too thin supporting multiple platforms, then there’s no doubt that within moments of release, the masses with those weaker systems would have bad experiences with Rift and the entire VR industry would lose.

I’m not a Mac guy (though I do own a MBP that’s collecting dust thanks to my new Sager 4k, GTX980m, 32GB RAM laptop) so perhaps I’m missing something, but even now as I look at the options on Apple’s site, I see only one MacBook Pro with an nVidia card that I think meets the specs (I’m not familiar with the ATI lineup) and even the Mac Pros have cards I’m not even familiar with (as I sit here on a 40" 4k display with GTX 980 and a myriad of other cards around me). That would lead me to believe that few Mac users have the specs needed AND then there’s the fact that Mac isn’t exactly an extensible solution so it’s not going to see the peripheral growth that PC is already seeing; a fact that exists by Apples’ own choosing. Why would a bleeding edge company like Oculus expend resources there, especially if it’s going to spread them thin?

Let’s be honest here. Mac users think they have great platforms because Apple is great at marketing, but those platforms (like my 1.5 year old MacBook Pro Retina 15") are WAY underpowered for the Rift now, let alone the CV. If this comes as a surprise to someone like me, I can only imagine what the average MacBook owner would expect and imagine those folks buying a Rift CV, thinking they had the horsepower to run the more demanding VR applications and discovering the truth. The damage to VR AND APPLE would be massive.

In other words, it’s not about gaming, it’s about good VR experiences and supporting the industry. PC, by association with gaming and extensibility; makes that FAR easier than Mac, which has always been about refinement and controlling the user experience, leaving little room for change or real innovation. Mac’s even now don’t provide a good target for the requirements and far less even for the platform as a whole. There’s also the glaring fact that Mac is FAR more expensive for the same processing power and if Oculus wants to bring VR to the masses (convince people to buy hardware), they would want to reduce the barrier to entry as much as possible right? All that, THEN there is the “gaming” issue after all that.