Having both an Oculus Rift (pre-touch controls) and a Vive to play around with I have a couple thoughts on this. The first impression/experience is powerful and most people are impressed by it. The Rift prior to touch controls was unusable in comparison to the room scale, touch control Vive (to the point that I sold it). Maybe it's better now with the new touch controls, but I think they still lack room scale and the…
VR
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Re: VR
#22It's not going to take off until someone solves the movement issue. The only games VR is currently suitable for are if you are stationary somehow -- pilot, tank gunner, etc. Which limits it pretty severely. Something like the Ghostbusters Experience[1] is what people want in their own homes. Also, maybe it's because I've been gaming my whole life, but the resolution in VR is still not good enough to "blow" me away, l…
Movement with the Vive and room scale works (walk around small area and teleport to new small areas). I think it solves the problem and feels pretty intuitive.
Re: VR
#23> Because VR games are so physical, gaming will no longer be perceived as an unhealthy activity. I could have used this growing up. In my experience, the best VR experiences are sit down. Sony's approach fully embraces this. Room scale is great, but I've had much more enjoyable experiences with the likes of Euro Truck and Elite than Showdown. VR demos amazingly well, you're excited to try it out and it is genuinely b…
Re: VR
#24Blown away? Hyperbole of the century. At CES this year, I tried all the VR/AR tech I could get my hands on. Microsoft HoloLens, HTC Vive, Oculus Rift, Sony VR, Galaxy Gear, and everything in between. I wasn't expecting much and yet I was still underwhelmed. There is zero immersion, primarily due to the poor resolution, the screen door effect, and the crippled field of view. It felt like watching a scene through a pai…
Re: VR
#25One of my favorite things to do is to pack up my PC and Vive and take it to a friend or relative to try out. A lot of people view VR as a gimmick akin to 3D movies, which fairly predictably has died out, but once they have a chance to try VR they often understand the potential. I think VR has a real future - which certainly will depend largely on falling hardware costs and increased software funding - and while I'm s…
Re: VR
#26It's not going to take off until someone solves the movement issue. The only games VR is currently suitable for are if you are stationary somehow -- pilot, tank gunner, etc. Which limits it pretty severely. Something like the Ghostbusters Experience[1] is what people want in their own homes. Also, maybe it's because I've been gaming my whole life, but the resolution in VR is still not good enough to "blow" me away, l…
Movement with the Vive and room scale works (walk around small area and teleport to new small areas). I think it solves the problem and feels pretty intuitive.
Exciting times for VR after decades of false starts.
Re: VR
#27> Because VR games are so physical, gaming will no longer be perceived as an unhealthy activity. I could have used this growing up. In my experience, the best VR experiences are sit down. Sony's approach fully embraces this. Room scale is great, but I've had much more enjoyable experiences with the likes of Euro Truck and Elite than Showdown. VR demos amazingly well, you're excited to try it out and it is genuinely b…
Re: VR
#28Earlier quoted context omitted.
Movement with the Vive and room scale works (walk around small area and teleport to new small areas). I think it solves the problem and feels pretty intuitive.
I've wondered if scaled movement was possible or if it would really mess with our brains. For example, 1m realspace = 3m in VR. Would your body adjust to smaller/slower movements, or would there be a disorientation?
Re: VR
#29I bought a Vive the week of Thanksgiving and have been using it roughly 2 hours a day. Every other day is my workout day most of the week (unless I'm playing hockey that day/night) and the VIVE has become part of my workout now too. After I complete my normal workout - a mixture of hockey specific training, free weights, aerobic and of course tons of pull-ups - I now spend an additional hour+ in VR. I typically play…
That's currently my biggest beef with these VR headsets, you have to wear some bulky thing on your head.
Re: VR
#30I have a dedicated home theater and room scale still does not work, because you will never have enough physical space in a regular home, and have to teleport around in games anyway.
The only games that really work are seated cockpit games. Racing, space sim, flight sim, etc.
Nausea was not an issue for me. Nor the "anti-social" issue, I've never been a party gamer, I like to play games alone, in a dark room with headphones on, sat at my desk staring at a monitor, or alone on the couch with a gamepad in my home theater enjoying surround sound and a 106" screen.
All made-for-VR games I've tried so far have been mediocre and more like small demos than full games. Best experiences were games not made for VR but with added VR support: Assetto Corsa and iRacing. Probably the only two games worth having VR at all for, but personally I'll wait for 6th gen or whatever will be good enough for me.
The games I like the best works better without VR. Sim racing games could be one exception, but are, for the moment, better with a triple monitor setup. Games like Pillars of Eternity have no need for VR, IMO.
Certainly VR has potential, I just think the HMDs we have now feel old and dated already. It's 2016 (when released) and it's heavy and wired, basically ski goggles with crappy monitors and crappy lenses hugging my face.