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Why we've never fallen in love with virtual reality

bbc.co.uk

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

#141
post #16

I used to be a casual PC gamer, with a fairly good spec build. Then one day I played some VR games at a friend’s house on PSVR, which blew my mind - not only how much fun I had, but how much fun our non gamer friends had! After that my wife and me got a second hand Vive for 350, and it’s been amazing. I never play regular games any more, and even she (who never played any games) now enjoys it a lot and plays with me…

The vive is so non casual though. I always felt like it was a big production to clear the space, launch steamvr, often wait for updates. Plus I’m moving around when I’d prefer to be relaxed on the couch. On the other hand VR is amazing. I’ve since switched to the quest which helps with most of those issues I mentioned.

>I’m moving around when I’d prefer to be relaxed on the couch.

For some people, this is a good thing.

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

#142
post #103

"We've never fallen in love"? Really? This is he first time for me where an emergent new technology in the gaming world feels like a proper thing with actual potential, and not a just a novelty gimmick like motion controls, 3D and previous attempts at "VR" were. I had the chance to try the new Oculus Rift S and the HTC Vive over the holidays with some Beat Saber and Superhot and it was a really amazing experience. I…

> "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…

The Altair 8080 is considered the first PC and it was released in 1974. The IBM PC was released in 1981 and PCs became widespread only in the 1990's, when they started adding multimedia features. So about 20 years for mass adoption.

The first touchscreen phone was introduced in 1994, the IBM Simon. Yet the first true modern smartphone to get mass adoption was the iPhone, 2007. And truly massive adoption worldwide happened after iOS and especially Android took off, a few years later.

VR has been around as a purely techie idea for 30 years but we haven't really had the tech for something worthwhile until recently. I'd say that we're probably 5-10 years from mass adoption, once we have some lighter high-performance headsets.

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

#143
Since I haven't seen any other comments on it, I'll be that guy. So many people are talking about games and graphics quality, etc. But completely ignoring: virtual reality porn. Porn is definitely not a niche interest.

There is definitely a lot of crap, but some of the higher quality recordings are quite compelling.

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

#144

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…

Personally, I find Elite: Dangerous to be the best, most immersive VR game I've played. It's a 6DOF space sim set in a 1:1 scale version of the Milky Way that puts you in the pilot's seat, with a few dozen ships to choose from. The insides of the cockpit (or bridge on the larger ships) are fully modeled. Paired with a decent HOTAS or dual-stick setup, it's about as close as you're going to get to flying a futuristic spaceship. The game offers combat, trading, exploration, mining, rescue missions, surface exploration and you can have friends join you on your ship as either a gunner or ship-launched fighter pilot.

Development has stalled somewhat over the last 6 months -- the developer is actively releasing updates, but mostly catching up on bugfixes in anticipation of a new expansion later this year. But if you're new to the game, there are easily 100+ hours of gameplay available as long as you're ok that it's not a narrative-driven game. The community is very active, with player factions driving many of the activities in the game from public Discord servers, so the lack of content updates isn't necessarily as bad as it would be in other games. Only like 0.5% of the systems in the galaxy have been explored, so plenty left to discover!

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

#145
If I could pay $200 to get the full experience, I'd already have paid. I can't, so I haven't. Unless they can get the price for the whole package including a game to below $500, it won't reach the masses and unless they get below $200 they won't reach me, because I'm a cheapskate that is satisfied with playing 30 year old games.

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

#146

I 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…

I think you have it exactly backwards. VR might not catch on as readily among affluent folks who can afford to have all these great experiences in real life, but will be a great escape for others (yes, I'm aware some will see that as dystopian, but to me it's just a better TV). 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 Que…

Even if you're very affluent, VR can give you some experiences at much lower risk. E.g. flight simulators and racing simulators let you learn planes, cars, airports, tracks, etc. much more cost effectively and without the risk that missing the takeoff or missing a turn will end your life or career.

I don't know if they use VR, but all Formula 1 racing teams have simulators set up, not only for learning the cars and tracks, but also for working on car setups before the race weekends. Same with flight schools -- they're all throwing you in a simulator before the real deal. I can say from experience the crummy "simulator" I got as part of my $150 Groupon "flight experience" package paled in comparison to the realism of $300 worth of Oculus, a $100 joystick, and $100 worth of simulator software. Especially for helicopters, I'd say, you really need the sense of depth.

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

#147

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.

100% this for me. Every 6 months or so I go and price out a VR capable desktop machine along with a headset. It's hard not to spend close to $2000 and still have confidence the rig will hold up in 2-3 years. I've seen builds out there around the $1000 price point with people marketing it as "VR-ready", but honestly I'm skeptical of what exactly that means and whether or not it's durable towards upcoming content. The price to (good) content ratio is awful as well.

EDIT: wording

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

#148

I 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…

This is a great analogy. VR takes effort to set up and to get into and it's not as seamless as just launching a game on your computer.

I have a VR setup and I absolutely love VR gaming, and yet I'm sitting here on a Friday night on my desktop computer playing a 2D game because I can't be bothered to go and get my laptop (which is VR capable, where my desktop is not) and clear floor space and plug in my VR headset.

It's not just that it's a universal pursuit which currently has niche appeal. It's a niche pursuit. It's not just about floor space, it's about floor space in which you can relax into your VR space and know you're not going to be interrupted.

The only disagreement I have is the space argument. Once you have your "vr legs" and can stomach free locomotion, you basically never move your feet again and so "roomscale VR" shrinks down to a 1m x 3m window. That's about the space I have available in my office and these days it's generally sufficient for anything I want to play.

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

#149
post #61

VR won’t ever be more than niche because there is no way to fake tactile feedback or motion. Games need to design around this. Beat Sanger is the best selling VR game because your character doesn’t move and there is nothing to touch. God games, like black and white or the sims, and 4x games might work well too. Also if graphics get better people can set up virtual desk spaces and get rid of screens. Ultimately though…

Virtual reality is for more than games though. Porn is not niche.

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

#150
Sim racing, or for those unaware of it: basically racing games with realistic physics and usually a competitive online racing field, is incredible in VR.

The sense of speed and immersion with a good wheel and pedal setup in VR is unmatched by a monitor based setup. I tried it at a VR arcade and kept adding time to my session to keep playing.

I have a fairly nice and expensive sim racing setup at home right now, but my PC cant run any of the current sims in VR well enough for me to justify getting a headset. Between PC upgrades and headset im looking at $500+ in upgrades that I just haven't gotten around to doing, but you can bet its on my list

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