Earlier this week, Oculus doubled its VR hardware lineup, adding two new headsets alongside the Oculus Rift and Samsung Gear VR. The first is a development kit codenamed Santa Cruz, which features full motion tracking in a wireless headset. The second is Oculus Go, a mobile headset with built-in electronics instead of a phone slot. Facebook’s VR chief Hugo Barra says Go and Santa Cruz are supposed to complement the Rift and Gear VR, not replace them. At a time when virtual reality is a niche pursuit, this is an interesting strategy to expand the market — but also carries the risk of splitting it up. The existing VR user base is so small that even a game released on several different headsets might not be profitable. Developers broadly tailor their work to either high-end hardware (like the Rift, HTC Vive, and PlayStation VR) that lets you walk around and use virtual hands, or low-end products (like Gear VR and Google Daydream) that use point-and-click controls in a stationary position. Barra says that Santa Cruz adds a third category. It categorically feels like an Oculus Rift, because it’s got positional tracking and motion controllers. But its power, as far as we know, is more on the level of a Gear VR. Though Oculus hasn’t revealed how much Santa Cruz could cost, Barra still refers to the Rift as Oculus’ flagship product. Santa Cruz is supposed to be more accessible, and ultimately, point the way toward mainstream VR. Right now, Santa Cruz doesn’t fit anywhere. Gear VR games are built for simpler hardware, so Santa Cruz’s extra features would have limited benefit. 360-degree videos, which are some of the most popular Gear VR content, wouldn’t be improved at all. It makes more sense for Oculus to draw from the Rift, HTC Vive, and PlayStation VR ecosystems, where motion tracking and hand controls are already standard. But Oculus has given mixed signals on whether Santa Cruz can handle these high-end titles. Barra told The Verge that developers could get “very similar experiences to what they get on Rift” with Santa Cruz, and as I mentioned in a previous piece, some Rift developers seemed confident they could build for it. But in a keynote at the Oculus Connect