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Oculus Rift S

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231–240 of 272 posts

Re: Oculus Rift S

#231
post #40

For those with VR headsets of any kind: how often are you using it? Are we there yet with VR? If not, is it the hardware, the content, or both? For now, I'd define "there" as at least 0.5 * time spent on console or PC gaming per week.

I use VR a few times a week. Definitely far less than total time spent on gaming. However, I would still say we "are there" with VR, because I do not consider it to be simply a replacement for gaming.

For me VR is mainly a replacement of other forms of physical activity. And just like I wouldn't spend hours every day exercising, same way I wouldn't spend hours in VR. I simply do not like the idea of going to a gym to pointlessly swing arms or legs; VR gives me a goal, a reason to swing those arms and legs.

Of course, to some degree I also use VR for leisure, playing games which do not require a lot of physical movement (e.g. Euro Truck Simulator or Elite: Dangerous). In terms of time, I may actually be spending more time on this category of VR, than the first one - probably exactly because they do not require physical exertion. But still I'd consider the first group much more important.

As for shortcomings, fortunately I'm quite resistant to motion sickness, so that's not a problem for me; also limited FOV never bothered me. I'd say the main problem for me is relatively low resolution - which is especially prominent in games where you need to look at objects far away (Euro Truck Simulator), or need to read text (Talos Principle).

Re: Oculus Rift S

#232
post #202

Earlier quoted context omitted.

The move to casual is risky if it alienates the current user-base of gamers. However, it is my understanding that the number of VR gamers isn’t high enough to drive self-sustaining profits for VR developers. There’s a case to be made that a platform like VR can’t be sustained by gaming. That VR needs a killer business application. If that is true, then the Quest isn’t equipped to handle business use-cases (battery-li…

VR is already selling quite strongly to firms who use it for various kinds of training. One good indication of this is the strong market of backpack PCs https://www.roadtovr.com/vr-backpack-pc-at-a-glance/ despite the face that the backpack PC seems to have almost no adoption among home VR users. It also underlines the fact that current workplace VR users aren't particularly price-sensitive. It futher seems unlikely…

TIL Backpack PCs are a thing. I wonder how people would react if I sat in a coffee shop with a backpack PC/keyboard and doing dev in VR. Can I code on a Quest?

Re: Oculus Rift S

#233

I've used a Vive once (a guy at work brought one in). Little sensors at the corners of the room, headset, hand grips. It was really neat. How does this rank next to Vive? I've been thinking of getting one (my kids would love the 3-d "drawing" app I tried). I have a good PC, should I be looking at getting the Rift S? A Vive? Any suggestions would be great. Thanks!

I have a Vive and tried Rift once during a demo. I didn't really notice much difference in terms of quality between the two (although Rift was demoed seated, not room-scale).

However personally I mainly decided against Rift because I do not want to support their parent company (Facebook).

Re: Oculus Rift S

#234
post #173

Earlier quoted context omitted.

Didn't the second Vive release provide something more gamer oriented?

That's not what HTC were going for with the Pro, it's geared towards commercial use. Hobbyists are still buying it (naturally) but what we're really waiting for is whatever Valve are up to.

≥but what we're really waiting for is whatever Valve are up to.

You could be waiting a while. If I am not mistaken valve just let go most of their VR headset staff.

https://www.google.com/amp/s/www.theverge.com/platform/amp/2...

Re: Oculus Rift S

#235

Earlier quoted context omitted.

> which seems like it would be uncomfortable in real gaming scenarios. I routinely want to grab things of tables behind me in VR without turning my head off of the enemy in front. It's one of the things that makes VR feel immersive, the world keeps existing even if its outside your field of view.

Sure but for a 1-2 second grab extrapolation + accelerometers should do the trick.

Maybe but I'm skeptical it would be good enough.

The industry seems to be hurrying to cut costs with lower end solutions and yet the high end isn't even close to perfect yet IMO.

Its too early to commoditize VR in my opinion. Google tried with daydream and its crap. When Vice launched it was remarkable and since then the quality of the VR experience has only degraded. Lots of "we can get almost as good results doing this cheaper option" steps have been taken which cement VR as a gimmick rather than a truly compelling experience.

Re: Oculus Rift S

#236
post #226

Earlier quoted context omitted.

I think right now Oculus is more focused on bringing VR to a wider market than they are on pushing specs. If you look at it from that perspective, the Rift S is a _massive_ improvement. No need to mess with sensors during setup; just plug and play. And it's not like they've abandoned R&D into higher-end tech. It's just that resolution and FOV improvements are bottlenecked by modern GPUs. To overcome that bottleneck w…

> No need to mess with sensors during setup; just plug and play. If that's what you want, the WMR headsets have provided it at a lower price point and equivalent spec for years.

WMR = Windows Mixed Reality. Had to look it up. Please ease off on the acronyms or add a parentheses to clarify.

Re: Oculus Rift S

#237
post #236
post #226

Earlier quoted context omitted.

> No need to mess with sensors during setup; just plug and play. If that's what you want, the WMR headsets have provided it at a lower price point and equivalent spec for years.

WMR = Windows Mixed Reality. Had to look it up. Please ease off on the acronyms or add a parentheses to clarify.

Sorry, I'm usually more careful with this kind of thing but having one of these headsets (Sony HMD Odyssey, it's great and the newer version is meant to be even better) and lurking on /r/WindowsMR it somehow didn't even cross my mind that it was an obscure acryonym.

Re: Oculus Rift S

#238

They promised Linux support and took money from people on that premise. Then, when they no longer needed us, they discarded us with empty promises of adding Linux support "in the future". Now they're shipping new products and - surprise - no Linux support. Oculus can shove it.

This! I bought the dev kit 2 due to Linux support. I don't do windows and now the stupid kit is just sitting, need to trash it. I'm never supporting Oculus again.

You could always ship that Dev Kit 2 over to me. I'll put it to good use! ;]

Re: Oculus Rift S

#239

Earlier quoted context omitted.

Yeah, but you're not going to be seeing a big push for higher PPD displays until after all the other pieces are in place to support that technology for gaming. The market for monitor replacements isn't big enough to drive that kind of change all on its own.

I think this market is hugely undervalued. As remote work gets normalized, remote workspaces will draw increasing investment to regain some of the fidelity of meatspace but with the efficiency and cost savings of remote work, and VR is poised to be central to this industry as soon as someone builds the tools.

Bigscreen is pushing hard in this direction.

Re: Oculus Rift S

#240
post #214

Earlier quoted context omitted.

Except for experiential, why aren't those categories already open on consoles?

Marketing? Because consoles offer literally nothing over desktops for that, and schools, libraries, etc already have desktops?

true... what does VR offer in those categories over desktops?
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