I think some Steve Jobs-ian thinking about the experience as a whole is called for at this point. VR/AR equipment needs to be friendly to the social experience and to social experiences, otherwise it's going to be out-competed through network effects by other equipment that has an advantage there. Current VR "room-scale" equipment seems to be optimal for 1) god-like player experiences, where you can survey a world, t…
I personally think the things that have the biggest potential in VR are games like Tabletop Simulator, where both the game itself and the context of "being with other people playing a game" are part of the experience.
Want to Know What Virtual Reality Might Become? Look to the Past
21–30 of 40 posts
Re: Want to Know What Virtual Reality Might Become? Look to the Past
#22Earlier quoted context omitted.
Day 1 Vive owner. It really isn't a big deal. Immersion gets overplayed a lot in the click-baity tech press. Sure it feels 'real' but about 3-4 steps removed from reality and where traditional 2D gaming is 5-6 steps away from reality. We are nowhere near anything that be can considered 0-2 steps from reality. There will always be an uncanny valley effect here and a sense of falseness. Humans aren't that easily fooled…
There's a big difference between the 3-4 steps and 5-6 steps. Just as you can't simply assume that everything in books automatically translates to film, you can't simply translate everything in film to VR. My Vive had performance issues where my background environment would randomly pop-up during games. I thought that was a feature called "Chaperone." You're not going to be in constant amazement or think you're in so…
Re: Want to Know What Virtual Reality Might Become? Look to the Past
#23> The most surprising twist in the evolution of V.R. may turn out to be the pace of the new medium. Quick cuts are an almost physical act of violence in V.R.; jumping from one perspective to another can create a literal sense of nausea. But more telling, perhaps, is the fact that people don’t want to move on to another experience once they’ve put the headset on. They want to linger. “I want to just put you in a field…
The difference here is that quick cuts in film, generally speaking, don't literally make people physically sick.
Regular VR devs report (and I can corroborate) that you eventually lose your ability to get sick in VR. This extends to motion sickness in the real world; when I was experiencing a lot of nauseating VR, I no longer got nauseated by reading while driving, or on boats, etc. (Unfortunately your ability to get sick 'grows back' if you stop watching VR; the brain is rather plastic.)
Re: Want to Know What Virtual Reality Might Become? Look to the Past
#24Earlier quoted context omitted.
Day 1 Vive owner. It really isn't a big deal. Immersion gets overplayed a lot in the click-baity tech press. Sure it feels 'real' but about 3-4 steps removed from reality and where traditional 2D gaming is 5-6 steps away from reality. We are nowhere near anything that be can considered 0-2 steps from reality. There will always be an uncanny valley effect here and a sense of falseness. Humans aren't that easily fooled…
There's a big difference between the 3-4 steps and 5-6 steps. Just as you can't simply assume that everything in books automatically translates to film, you can't simply translate everything in film to VR. My Vive had performance issues where my background environment would randomly pop-up during games. I thought that was a feature called "Chaperone." You're not going to be in constant amazement or think you're in so…
Re: Want to Know What Virtual Reality Might Become? Look to the Past
#25> The most surprising twist in the evolution of V.R. may turn out to be the pace of the new medium. Quick cuts are an almost physical act of violence in V.R.; jumping from one perspective to another can create a literal sense of nausea. But more telling, perhaps, is the fact that people don’t want to move on to another experience once they’ve put the headset on. They want to linger. “I want to just put you in a field…
The difference here is that quick cuts in film, generally speaking, don't literally make people physically sick.
Re: Want to Know What Virtual Reality Might Become? Look to the Past
#26I think some Steve Jobs-ian thinking about the experience as a whole is called for at this point. VR/AR equipment needs to be friendly to the social experience and to social experiences, otherwise it's going to be out-competed through network effects by other equipment that has an advantage there. Current VR "room-scale" equipment seems to be optimal for 1) god-like player experiences, where you can survey a world, t…
I personally think the things that have the biggest potential in VR are games like Tabletop Simulator, where both the game itself and the context of "being with other people playing a game" are part of the experience.
Re: Want to Know What Virtual Reality Might Become? Look to the Past
#27When your technology can modify someone's mind's eye view, call me. I will give you all my money if it works for me.
Would you have similarly avoided or not been impressed by photography or film when they were invented? How about writing?
I do not visualize (Aphantasia), so I would be much more excited if I could both see what is going on here AND have a mind's eye, even if it were artificial.
Re: Want to Know What Virtual Reality Might Become? Look to the Past
#28When your technology can modify someone's mind's eye view, call me. I will give you all my money if it works for me.
Re: Want to Know What Virtual Reality Might Become? Look to the Past
#29I think some Steve Jobs-ian thinking about the experience as a whole is called for at this point. VR/AR equipment needs to be friendly to the social experience and to social experiences, otherwise it's going to be out-competed through network effects by other equipment that has an advantage there. Current VR "room-scale" equipment seems to be optimal for 1) god-like player experiences, where you can survey a world, t…
I personally think the things that have the biggest potential in VR are games like Tabletop Simulator, where both the game itself and the context of "being with other people playing a game" are part of the experience.
Porn. Let's be realistic.
Re: Want to Know What Virtual Reality Might Become? Look to the Past
#30Earlier quoted context omitted.
I personally think the things that have the biggest potential in VR are games like Tabletop Simulator, where both the game itself and the context of "being with other people playing a game" are part of the experience.
> I personally think the things that have the biggest potential in VR are Porn. Let's be realistic.