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Why we've never fallen in love with virtual reality

bbc.co.uk

131–140 of 285 posts

Re: Why we've never fallen in love with virtual reality

#131
post #9

vr is just expensive and requires fairly high end hardware still. There are also are all kinds of software issues with it. like when i was playing a well known racing game, very often the camera would be somewhere other than the driver's seat. And those are the kind of games that really are quite heavy on vr adoption and are the natural fit for this type of control. many games do not naturally lend themself to vr, an…

Oculus Quest is 400$, no additional hardware required.

Re: Why we've never fallen in love with virtual reality

#132
post #80

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…

So they say, anyway. It's best to take any Valve announcements about actual games with a grain of salt.

Some YouTube streamers that I watch did a big run of VR games over the past year or so, and without exception they were gimmicky experiences that would have been better with a more conventional setup. Of course needing the equivalent of a GTX 1080 is a big barrier too.

My prediction is that when and if this new Half-Life game comes out, there won't be enough of a user-base actually using VR gear to sustain it; I hope that they have planned for that case and will release it as a normal PC shooter as well.

Re: Why we've never fallen in love with virtual reality

#133

Earlier quoted context omitted.

> "We've never fallen in love"? Really? Yes, really, You are the exception. By now there is quite a few people who have tried VR in some place or another and the market has clearly shown sales are not skyrocketing at all. It's a very slow growth, we are talking about a few millions headsets per year, which is just pocket money market wise compared to smartphones or even PCs at large. Also, most of the software is utt…

there is no space for gaming to evolve at the moment without VR. The only thing that next generation consoles are bringing to the table is more advanced graphics. VR offers a truly innovative space for gaming to move into and whilst its not there yet in terms of hardware and software, I can see it being 'the future' as it were.

That same argument could have been made for 3D tech in TVs a few years ago, and we all know how well that technology took off. It seems most people seem to want an incrementally “better” experience, not a fundamentally different one.

Re: Why we've never fallen in love with virtual reality

#134
The price. That's the only reason for me. Other than that it's wonderful; Once the prices reach affordable for the masses level, it will surely blow up, given the right apps come with it. People yearn to fantasize, break away from reality, new sensorial experiences etc. If VR offers that at good prices it'll be an explosion. That's my view on it.

Re: Why we've never fallen in love with virtual reality

#135
post #13

I'm a firm believer that Oculus Quest is the new beginning of VR. I used to be a real skeptic but now I've turned. I think it's futile to analyse the market pre-Quest and I'm excited of what's to come.

Same here, the Quest is a game changer. It seems like most comments here have tried some limited or light VR gears, when everybody I demo the Quest to is amazed at the thing.

Re: Why we've never fallen in love with virtual reality

#136

Really surprised that neither the article nor the comments here mention the #1 barrier to entry. Your average person doesn’t want to strap a big, heavy, sweaty contraption on their face that blocks their vision entirely. Analysts and enthusiasts seem to miss this point constantly.

That's the entire point. At least for me, it doesn't make sense if my vision isn't entirely blocked and my input from "reality" isn't completely replaced for a virtual reality; That's the point;

Re: Why we've never fallen in love with virtual reality

#137

Earlier quoted context omitted.

> "We've never fallen in love"? Really? Yes, really, You are the exception. By now there is quite a few people who have tried VR in some place or another and the market has clearly shown sales are not skyrocketing at all. It's a very slow growth, we are talking about a few millions headsets per year, which is just pocket money market wise compared to smartphones or even PCs at large. Also, most of the software is utt…

there is no space for gaming to evolve at the moment without VR. The only thing that next generation consoles are bringing to the table is more advanced graphics. VR offers a truly innovative space for gaming to move into and whilst its not there yet in terms of hardware and software, I can see it being 'the future' as it were.

I think there's potential for things like Apple's U1 chip and Google's Soli chip to add cheap and accurate gesture control to consoles without the need to hold controllers at all. Add an array of mics and the next gen of Guitar Hero can be based on a group's singing and dancing but graded on a per-voice / per-body basis.

Because of a console's placement in front of a group instead of attached to a single person's head, I think it's better positioned for a wide variety of entertainment experiences.

Large TVs are now cheap enough that they can fill an entire group's field of vision with a shared experience as opposed to having to buy 1 headset per person. Obviously turning your head ruins the immersion of a TV, but I would argue that's not always a bad thing. Sometimes it's fun to be "trapped" in VR, but sometimes it just makes the experience more isolating and difficult to operate (eg how do I watch my kids playing on the other side of the room while I have a headset on?).

Re: Why we've never fallen in love with virtual reality

#138
post #118

Earlier quoted context omitted.

But we do have personal communicators, which are way better than sci fi ever depicted.

I never saw captain Kirk recharging his, nor fiddling with it when he was bored. Space1999 commlocks were also way better than an ipotato. http://catacombs.space1999.net/main/cguide/umcomlock.html

> I never saw captain Kirk recharging his

Well, if the current trend of battery improvements holds, and considering the unfathomable amounts of money and time thrown at the problem, we're hopefully about 10 years away from devices that can last 1 week on a single charge. Not quite Captain Kirk material, but we have about 240 years to get there.

> nor fiddling with it when he was bored

Do you consider this a minus? Most people consider it a huge plus :-)

Re: Why we've never fallen in love with virtual reality

#139
About the only VR game that's ever seemed appealing to me is that table top simulator game.

https://store.steampowered.com/app/286160/Tabletop_Simulator...

Personally, I'd love to get a group of people together and play a DND campaign or something with it, but other than that, I don't have any interest in VR games.

If anything, these days, I prefer quicker, less immersive games I can pick up and play and put down again. VR's the opposite of that in just about every way.

Re: Why we've never fallen in love with virtual reality

#140

About the only VR game that's ever seemed appealing to me is that table top simulator game. https://store.steampowered.com/app/286160/Tabletop_Simulator... Personally, I'd love to get a group of people together and play a DND campaign or something with it, but other than that, I don't have any interest in VR games. If anything, these days, I prefer quicker, less immersive games I can pick up and play and put down aga…

I liked Virtual Virtual Reality

https://youtu.be/Sb1efNYhkGI

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