Really, what a bad time to publish such article. Oculus Quest hit records with its' sales for Christmas, and out of stock for two months ahead.
Also, Valve will release Half-Life: Alyx [1] in March 2020. It's the first game in the much-loved HL series released since Portal 2 in 2011. I don't own a VR headset and I don't intend to any time soon - it's too expensive and nothing looks enjoyable enough to justify the cost. But once enough big-name games like Alyx get released, gamers previously on the fence (like me) will start to purchase VR headsets, and VR wi…
Why we've never fallen in love with virtual reality
121–130 of 285 posts
Re: Why we've never fallen in love with virtual reality
#122I find that playing a game in VR is like listing to music in 5.1: It requires a lot of physical space and setup, which then limits the audience to a dedicated niche. The limitation, in this case, is being affluent enough to have a large empty indoor space to dedicate to VR so you don't bump into things as you walk around; and the desire to calibrate the thing correctly. It's like setting up a really good sound system…
Re: Why we've never fallen in love with virtual reality
#123I find that playing a game in VR is like listing to music in 5.1: It requires a lot of physical space and setup, which then limits the audience to a dedicated niche. The limitation, in this case, is being affluent enough to have a large empty indoor space to dedicate to VR so you don't bump into things as you walk around; and the desire to calibrate the thing correctly. It's like setting up a really good sound system…
Re: Why we've never fallen in love with virtual reality
#124What I think virtual reality would be immediately useful right now: for anyone working on 3D modeling/animating/CAD. It is very finicky to view and manipulate 3d data on a flat 2d monitor, VR headsets and manipulation devices should be a godsend to those professions. (Also, they have a lot more money to throw than ordinary consumers, they would be willing to pay thousands on a superior workflow.) If VR software devel…
I currently hack together a mini mesh modelling tool in VR for very specific reasons. I find that creating a UI for something moderately complex isn't all that easy. The common idiom is to treat your controllers as laser pointers, but precision is limited. So you need big UI elements to have easy to hit targets. With the number of simultaneous UI elements thus limited, you need to create hierarchies and menus fast, m…
Re: Why we've never fallen in love with virtual reality
#125Earlier quoted context omitted.
Why don't you simply go to all the sites that are better than this one ?
Unsubstantional comment. Enjoy my downvote. (See, there could actually be something wrong/worth of critics with this downvote system but discussions about that are always downvoted.) edit: This comment will also most likely be seen as unsubstantial as most of the HN user base is not capable of understanding and reacting to satiric comments.
"the HN user base" comprises people from many different walks of life and many different cultural backgrounds, not all of which jive with your idea of "fun".
Add to that our medium is static text, a format which is widely known to cause misunderstanding. Back when I was young in the 90s we had a term for respecting this kind of thing, it was called "netiquette".
Perhaps, rather than demanding that everybody else jump on board your boat, you should just familiarise yourself with the house rules (there aren't many) and simply abide by them!
Re: Why we've never fallen in love with virtual reality
#126Re: Why we've never fallen in love with virtual reality
#127Earlier quoted context omitted.
People will do things that they aren't used to if the benefits outweigh the costs. And of the list of things preventing people from doing VR right now, I doubt strapping the headset on is anywhere near the top (things like cost, PC, space, etc are).
> I doubt strapping the headset on is anywhere near the top For me personally, a side effect of that is the reason I'm not excited about VR: it's anti-social. I'm shutting myself off from anyone else in my apartment in a way a normal video game doesn't do. It makes me way, way less excited about the potential of VR.
Re: Why we've never fallen in love with virtual reality
#128I find that playing a game in VR is like listing to music in 5.1: It requires a lot of physical space and setup, which then limits the audience to a dedicated niche. The limitation, in this case, is being affluent enough to have a large empty indoor space to dedicate to VR so you don't bump into things as you walk around; and the desire to calibrate the thing correctly. It's like setting up a really good sound system…
The Oculus Quest isn't like 5.1 sound at all. I kickstarted the original Oculus and would agree with your characterization there, but the Quest is entirely different. It's self contained, not needing to be tethered to a computer, and the boundary configuration is a snap. You do it from within the VR, observing your own room with its cameras, and just draw the boundary walls. Many games you can even do seated but "room scale" ones only need about 6ft x 6ft, which most people even in tiny apartments can put together.
Re: Why we've never fallen in love with virtual reality
#129"Why we've never fallen in love with 3-d glasses" -fixed the title. Science fiction predictions of the future are almost universally comically bad. People should know this by now; we completely lack positronic brains, warp drives, moon bases and tricorders. VR is a science fiction prediction of the future, just like positronic brains. The fact that people won't pay lots of money for a cheesy 3-d glasses experience as…
But we do have personal communicators, which are way better than sci fi ever depicted.
Re: Why we've never fallen in love with virtual reality
#130I find that playing a game in VR is like listing to music in 5.1: It requires a lot of physical space and setup, which then limits the audience to a dedicated niche. The limitation, in this case, is being affluent enough to have a large empty indoor space to dedicate to VR so you don't bump into things as you walk around; and the desire to calibrate the thing correctly. It's like setting up a really good sound system…