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When will virtual reality take off? The $100 bet

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Re: When will virtual reality take off? The $100 bet

#31

I wonder how many people, like me, tried it on a friend's equipment and found that the motion sickness is just impossible to get past. I had motion sickness when I tried the early first-person shooters, but got over it when I learned to keep the (non-moving) screen bounds in mind. That' just impossible in VR, and when the motion in my eyes doesn't match my vestibular system, wow, it's bad. Sigh... some of the games w…

Things like motion sickness and the screen-door effect are results of lower refresh-rate/resolution than what should be used for VR.

It's very sad that as of right now, you're forced to choose movement freedom (e.g. Vive Wireless) OR the highest refresh rate / highest resolution (Valve Index). And don't get me started on the proliferation of low quality "mixed reality" headsets. Honest enthusiasts have no options for high quality "world scale" VR. The best VR experience is STILL found this way, e.g. https://www.youtube.com/watch?v=9DvB07X84HM - but it requires a shitty headset compared to the Index.

VR most likely would have ended up with the same experience (but better quality) if the manufacturers built better quality headsets with wireless and higher resolution (most likely attached to a high quality laptop in a backpack), priced it more highly (1500-2000$+ in kits like the youtube video), and then let VRs merits sell itself, rather than allow half-baked headsets to frustrate and dissuade people.

Re: When will virtual reality take off? The $100 bet

#32
When VR starts delivering on the "virtual" part of the "reality" concept whereby my girlfriend, uncle, or neighbor can put on a headset and say "why go back?"

or

When VR doesn't merely solve for an "immersive" experience, but rather provides for a better way to interface with 3D "space" than does a 2D monitor.

Re: When will virtual reality take off? The $100 bet

#33
I worked for a VR/AR platform helping 3rd parties port apps onto the platform for a couple of years. Low traction seemed to be a combination of the following related problems:

1) ROI for the platform's premium was not worth it, due to... 2) lack of must-have apps, due to... 3) poor ratio of difficulty designing a great user experience vs low number of outfits trying to build that software, due to ... 4) fragmentation in technology (AR & VR) which results in different user experience in each platform, and low rates of adoption especially given dispersion over different platforms, consequently there was far less financial motivation for a company to invest long term resources.

With VR/AR, the obvious killer app is 3D model generation, because you could turn efficient workflows into money, but the amount of effort that has been thrown into desktop publishing is so much that the bar for a VR/AR app to get over is very, very high. If your audience is professional 3d modelers. The mouse is such an excellent precision instrument, it's going to be a long time before we have a 6 degree-of-freedom input device that can match it for precision and ease of long term use. The existing CAD companies with funds sit on large portfolios of software, and a fantastic VR/AR experience would devalue them, so they don't have a lot of motivation.

Long story short, it's going to take longer than the PC revolution, because the adoption-conformity numbers are not as good. I'd guess another ten years?

Re: When will virtual reality take off? The $100 bet

#34
post #3

It started to take off in October, with the release of the Oculus Quest 2, which is out of stock all over the place. It has nearly doubled Oculus' userbase on Steam in just 2.5 months despite their various other headsets having been out for years.

I have a Quest2 and motion tracking is great, but the resolution/blurriness bothers my eyes a lot, to the point where it gives me a headache. Now it could be with not wearing glasses, but I tried it with contacts and it still bothered me. My wife meanwhile has no issues. Is this a common issue?

Re: When will virtual reality take off? The $100 bet

#35

I bought my Dell Visor (Windows Mixed Reality) headset for ~$230 in early 2018. It's fun, but my computer can only run things at low/medium quality (i7-7700, gtx 1060 3gb). I'm in a situation where there is literally no reason for me to buy a new headset until I have at least a new GPU. It really doesn't help that you're basically stuck buying the facebook-locked Oculus (either the Quest with a more limited game sele…

Just a small correction. The Quest can access all PC software that the Rift S can through Oculus Link.

Re: When will virtual reality take off? The $100 bet

#36
The major (unpopular) reasons for VR plateau:

- Fresnel lenses!

- No haptic feedback?

- Closed hardware/software.

Unfortunately in the future electricity prices will mostly limit VR to non-realistic graphics, f.ex. Cyberpunk 2077 can't render (full blast) at 60 FPS on a 350W 3090, so to get 90FPS on both eyes you would need (if it was possible, it's not) more than 3x 3090 at a whopping 1000W!

And this is at peak everything: memory speed and litography; with cheap- energy, hardware, (food, rent too) etc.

The final medium is not VR, it is regular 3D MMO action potentially with server-side neural-network brained mobs/npcs! How is that progressing Mr Carmack?

Re: When will virtual reality take off? The $100 bet

#37
post #19
post #3

It started to take off in October, with the release of the Oculus Quest 2, which is out of stock all over the place. It has nearly doubled Oculus' userbase on Steam in just 2.5 months despite their various other headsets having been out for years.

That's not a take off but still a niche. The Quest 2 is more likely to just replace other VR headsets.

Still on the same old tired track with this. Stores can't keep Quest2s in stock and have you tried to actually buy an HP Reverb2 lately? Developers are making decent amounts of money out of VR titles. Users who have the headsets love them, and the various reddit VR groups are extremely active. Still, nothing to see, and it's not getting adoption. Pls ..

Re: When will virtual reality take off? The $100 bet

#38
post #3

It started to take off in October, with the release of the Oculus Quest 2, which is out of stock all over the place. It has nearly doubled Oculus' userbase on Steam in just 2.5 months despite their various other headsets having been out for years.

I have a Quest2 and motion tracking is great, but the resolution/blurriness bothers my eyes a lot, to the point where it gives me a headache. Now it could be with not wearing glasses, but I tried it with contacts and it still bothered me. My wife meanwhile has no issues. Is this a common issue?

Have you tried adjusting the IPD? Unfortunately, there are only 3 fixed positions.

Re: When will virtual reality take off? The $100 bet

#39

I worked for a VR/AR platform helping 3rd parties port apps onto the platform for a couple of years. Low traction seemed to be a combination of the following related problems: 1) ROI for the platform's premium was not worth it, due to... 2) lack of must-have apps, due to... 3) poor ratio of difficulty designing a great user experience vs low number of outfits trying to build that software, due to ... 4) fragmentation…

> The mouse is such an excellent precision instrument, it's going to be a long time before we have a 6 degree-of-freedom input device that can match it for precision and ease of long term use.

From my experience don't most professional 3D modelers use some sort of pen tablet like a Wacom? Now I'm thinning I would love if Wacom pivoted to the VR/AR space and made a special 6 DOF pen you can use. I hope they don't go the way to Kodak and just get stuck being a pen tablet company while artists make the jump the VR (eventually?)

Re: When will virtual reality take off? The $100 bet

#40

It's a hard sell for an older (early 40's) gamer like me. I have far more games I want to play on my expensive PC than I have time for (or likely ever will). To consider investing in a new gaming technology it would have to be more enticing than the abundance of stuff I already have! And a lot of the games I'm eager to play are sequels/remakes of things I already know I enjoy immensely, so to draw me away would take…

As a late 20s gamer, some of my earliest gaming memories were formed during the flight/space flight sim boom of the 90s, so I absolutely adore my Vive for Elite Dangerous, Star Wars Squadrons, and No Man's Sky.

Put it this way, for simulation gamers it's a godsend compared to a 3 or 4 monitor setup with head tracking.

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