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Why we've never fallen in love with virtual reality

bbc.co.uk

241–250 of 285 posts

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

#241
Anyone coming up with a Ted like teddy bear conversational experience in AR. Cracking jokes at consumed content at hand will make a killing and will silence all critics. This is an article from a conservative that could have written an article like why the Electronic vehicle will never be a car 5 years ago. We know nay sayers do not have the power of imagination they just consume the fruit when it's ripe.

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

#242
post #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…

Quest is supposedly changing that. I had an OG Vive and agree that the setup often kept me from just hopping into a game.

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

#243

Earlier quoted context omitted.

Since the release of the original Oculus I’ve been curious about this. I fly for a living which is a very rewarding and satisfying way to earn a paycheck but it does come with some monotony and takes away some of the ‘fun’ that can really only be had from GA flying low and slow and taking in the scenery. I’m not able to afford an actual aircraft yet but I’m wondering if a good VR simulator set up could scratch that i…

You don't get any of the "seat of the pants" feeling of course, and the graphics, while super impressive, don't compare to real-life low and slow VFR flying (although hopefully MS Flight Sim 2020 changes that). It doesn't replace the real thing. BUT I enjoy flying VFR in busy airspace with the PilotEdge network, and also IFR flying. For the communications and IFR flying, the mental tasks you do in the sim are identic…

What is VFR and IFR??

I know nothing about flying but it's something that I am always thinking about learning, but if VR is good enough to scratch that itch, I'm up for it.

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

#244
post #200

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 m…

VR simracing can be hit and miss i.e. rf2 looks amazing but is rough around the edges (Hungaroring in the wet in a GT3 car is amazing in VR) but assetto Corsa looks awful. Don't bother with anything worse than an Index these days, the Vive is amazing in beat Sabre but awful if you want to read the dials.

assetto corsa is great because of the modding community. there are some hybrid fantasy/real life maps that are amazing. You can have these great casual drives through "California" mountains that are inspired by real life. I had a blast playing it with a wheel setup

If you want a more realistic sim, iRacing is supposedly top dog, but it's subscription based.

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

#245
post #168

Earlier quoted context omitted.

Did you try fixing the focus?

I was pulling the goggles away from and closer to my face if that's what you mean, I believe that was the only focus mechanism.

https://support.playstation.com/s/article/PS-VR-Blurry-Pictu...

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

#246
There are so many problems in this article.I don't know where to begin. Obviously she doesn't mention the Oculus Quest and Obviously she doesn't even mention popular VR games that everybody is actually buying.

There are VR devices for everyone and she seems to be basing her entire article on the shoddy VR mall experience she once got to try out.

The Quest is the best VR experience today for casual and semi-hardcore users and it changes the game entirely.

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

#247

Earlier quoted context omitted.

You don't get any of the "seat of the pants" feeling of course, and the graphics, while super impressive, don't compare to real-life low and slow VFR flying (although hopefully MS Flight Sim 2020 changes that). It doesn't replace the real thing. BUT I enjoy flying VFR in busy airspace with the PilotEdge network, and also IFR flying. For the communications and IFR flying, the mental tasks you do in the sim are identic…

What is VFR and IFR?? I know nothing about flying but it's something that I am always thinking about learning, but if VR is good enough to scratch that itch, I'm up for it.

Briefly, VFR = Visual Flight Rules. You control the aircraft by looking outside. IFR = Instrument Flight Rules. You control the aircraft strictly by reference to instruments (you need to do this in clouds, for example, when you can't see the horizon).

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

#248
post #174

Earlier quoted context omitted.

Haptic feedback might have been the wrong phrase. I meant that there is a lack of literally anything physical to interact with despite your eyes constantly telling you otherwise. You can’t rest your arm on a table, put your hand on a wall, lock swords with an enemy, etc. You have to constantly remind yourself that what you see isn’t real so that you can stop your hand from swinging wildly in real life while your in g…

This would actually be pretty solvable in a well-done VR arcade, but I agree that in-home true haptics are a big barrier for certain game genres and interaction types. Any direct-contact/resistance based interaction is going to feel weird and need some form of workaround that can hurt immersion. However anything with indirect interaction is generally very good (shooting arrows/guns, throwing/catching objects, etc)

The Void experiences do a pretty good job of this, with a mix of physical props/effects like switches and heat fans and hand and body tracking. Another fun one is the skyscraper plank at VR Zone Shinjuku, complete with wobbling and a prop cat. VR Star Park is worth a look too.

https://www.youtube.com/watch?v=cML814JD09g

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

#249
post #222
post #127

Earlier quoted context omitted.

Interestingly, I've had the most impressive social experience in VR. I got the Oculus Go when it came out and bought Catan (the board game, but in VR). I then launched a game online, and ended up playing for an hour with a finish kid and a canadian dude. We talked like we were all together, and at the end I couldn't just leave without saying goodbye (usually I just quit a game, but here I felt some social pressure to…

That's a very different social experience, though. You're still blocking yourself off from other people in the room with you.

Sure but don’t you do the same when you are watching a movie or playing a videogame?

There are games to interact with other people in the room btw and they are super fun as well! Check “keep talking and nobody explodes” and “acron: attack of the squirels ”.

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

#250
post #208

Earlier quoted context omitted.

The iPhone 11 Pro Max has a 15 watt-hour battery. If it lasted a week on a single charge, it would need a 105 watt-hour battery. That's the same amount of energy in 90 grams of TNT.

>it would need a 105 watt-hour battery. That's the same amount of energy in 90 grams of TNT. It's the same amount of energy as 11 milliliters of gasoline or a third of an ounce of fat on a piece of steak. Batteries (and explosives) are shitty at storing energy compared to hydrocarbons.

Danger comes from energy density and ability to release that energy quickly. Fat doesn't explode. Neither does gasoline, though I wouldn't be comfortable carrying 11ml of gasoline in my pocket. Existing batteries sometimes do explode and cause injury. The problem would be far worse if they had 7x more energy in them.
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