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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

#141

I very much think that folks on HN are jaded by the long wait and the unfulfilled promises of VR. I recently picked up a Quest 2 as my first VR headset and I am blown away and convinced it is the future. The thing is, I also recognize that while it is already an incredible achievement, it's still probably 5-20 years from hitting its iPhone moment. By then, my initial excitement will have gone away and I'll have tired…

The headsets are pretty cool - I’ve played with all of them except for the Valve Index. Though there’s something unpleasant about them that keeps me from going back when the novelty wears off. I think it might be because I don’t want to be standing and moving around when playing a game and if you’re not doing that, the motion is kind of unpleasant. I’m not sure this is something it can really overcome. I think an AR…

> I think there are probably some narrow applications where it’s clearly better than not having it, but I’m skeptical of VR as a platform.

Fitness. It is much easier to grind in a VR game for an hour than it is to grind on a treadmill for the same amount of time.

I have a Quest, the games suck, but the fitness experience is paradigm changing. Beat Saber was and still is the Quest's killer app, but there are lot of similar games that keep the experience somewhat fresh (not to mention new beat saber music packs, I also use FitXR more than Beat Saber).

I bought my Quest back in May 2019, it died around June 2020, but I was already using it a couple of hours a day by then so had to get a new one from a scalper (during the Pandemic, Quest units were hard to get). I really don't want to go back to life without it.

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

#142

On same note, developing VR from inside is incredible and it quickly turned into my #1 hobby. At first you are surrounded with blank space, then you slowly fill it out with whatever reality rules you can think of. I went with code-only approach (no binary assets) and built a primitive development environment that works in VR. Now I have a neat little virtual shed with different experiments and demo projects. Geometri…

Or you could build actual things in an actual shed? This is the same impulse that drives people to build furniture, boats, and model train layouts. To me, the real physical objects are much more fulfilling.

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

#143

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…

YMMV I guess.

I have a pretty high tolerance for motion sickness in VR. However, if I play something like No Man's Sky for one hour, in the normal locomotion mode, my mouth will start to water, which for me is a prelude to nausea, so I have to stop. That's goes for other games too, even if the blank the peripheral vision(although that helps).

I can play for 10 hours straight (and I have) if I use the teleportation mechanism.

I'll get nauseous in Subnautica.

A few people have tried Beat Saber, they all seem to have been ok.

Planes, cars, spaceships don't bother me. My wife threw the headset away in Elite Dangerous when the ship banked. But I feel perfectly fine. Shouldn't that make me nauseous too? After all, things are moving and the vestibular system is not registering anything.

Maybe that's because we are used to cars? And could it be that the nausea can be "trained" away?

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

#144

Earlier quoted context omitted.

Try Echo VR, Population One, Blaston, Hyperdash, and Walkabout Mini Golf. There's no real advantage to being in the same physical space to any of these games, but they are all great multiplayer titles.

+1 to Walkabout Mini Golf, it is a blast!

Im surprised at how much time Ive clocked in this game. I've been playing it with a friend who lives a few hundred miles away, and we just put around for hours while catching up in virtual space. Highly recommend, if you know someone with an Oculus Quest 2 (not you, OP, just anyone reading this.)

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

#146

For me (and many) when Facebook doesn't have a controlling stake in hardware and requires you to register said hardware with an account in good standing in order to use that hardware.

It's truly unfortunate. I would love to try the Quest 2, I've heard some pretty great things.

The requirement to have a Facebook account makes it a complete nonstarter by itself. The fact that I can get locked out of my hardware that I purchased because Facebook's software decides my account isn't 'legit' enough? Gonna be a serious nope from me.

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

#147
I'm probably an enthusiast, so grain of salt, but...

warning: discussion about guns

> Half Life Alyx seems to me to suffer from the same problem, a fun game with some compelling content, so great to try, but not a must-have. Exercise programs like Supernatural or Beat Saber fall in the same category, fun, cool to try, but not something without okay substitutes or alternatives.

I think HL:Alyx is a game changer. Elite: Dangerous sold me on it initially. I regularly use Beat Saber to stay fit during the pandemic -- the recent addition of multiplayer is amazing. VR Chat is really awesome. I find it's not nearly as exhausting to hang out with friends in VR Chat than a Zoom meeting.

HL:Alyx -- the fidelity, performance, and detail given to the content is amazing. But what was unique about it for me was that it made exchanges with guns actually harrowing and... more cinematic and believable. A lot of FPS' have to band-aid around the fact that the player character can soak bullets/zaps/whatever because the lack of spatial awareness of a projection onto a 2D surface means most casual players are going to be running into the middle of a fire fight and expect to have a reasonable chance to win.

In one of the opening scenes a soldier catches you off guard and points a gun right at you. In VR, without even thinking, my hands went up. In any other FPS, unless that interaction was scripted, I would have just shot back or ran.

Yet even because Alyx isn't a super hero or wearing some high-tech recharging shield, it still feels cinematic. I'm physically ducking behind walls, tossing items and using bits of junk as a temporary shield.

And it does advance the story of the HL universe so there's that... I wouldn't say it didn't change anything. It raised the bar for VR content that was lacking original content from AAA studios.

Elite: Dangerous. VR changed how I play completely. I was instantly better at flying. The added benefit of depth perception improved my reaction speed and spacial awareness. I play on a flat monitor now and again but it's too boring and awkward.

Although you can't argue with the numbers -- it's not mainstream in the way that a Nintendo Switch or other game system is.

But I wonder if that's not so much a content issue but if there were other factors involved like, say, how FB has managed Oculus or how it wasn't deeply discounted at first to gain adoption like most new hardware platforms are.

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

#148

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.

Try VTOL VR It blew my mind You have physical buttons in your cockpit. It really feels like being in a plane. No flight stick required.

Everyone interested in the potential of VR should check this out: https://youtu.be/LQT6sQ6o0uY

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

#149
I should have made a bet like that with the "thought leader" who threatened to ban me from his blog after I said VR looked to be the next 3D TV.

The problem isn't the cost. It's that moving around while wearing VR headgear is only safe in either customized environments, like the Star Wars location based entertainment system, or when movement is in a small area, like Beat Saber. Which is why Beat Saber is the #1 VR game.

Read the setup and cautions for full-body tracking in VRChat.[1] It can be done, but it's not popular. Partly because it requires the agility of a dancer to use properly.

Wearing VR headgear while sitting down isn't worth the trouble. Plus about 10% of the population gets nauseated when visual and actual motion differ.

On the other hand, make an AR headset that sells for $79.95 and runs Pokemon Go, and you have a hit.

[1] https://docs.vrchat.com/docs/full-body-tracking

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

#150

I very much think that folks on HN are jaded by the long wait and the unfulfilled promises of VR. I recently picked up a Quest 2 as my first VR headset and I am blown away and convinced it is the future. The thing is, I also recognize that while it is already an incredible achievement, it's still probably 5-20 years from hitting its iPhone moment. By then, my initial excitement will have gone away and I'll have tired…

The headsets are pretty cool - I’ve played with all of them except for the Valve Index. Though there’s something unpleasant about them that keeps me from going back when the novelty wears off. I think it might be because I don’t want to be standing and moving around when playing a game and if you’re not doing that, the motion is kind of unpleasant. I’m not sure this is something it can really overcome. I think an AR…

> I think it might be because I don’t want to be standing and moving around when playing a game and if you’re not doing that, the motion is kind of unpleasant.

Could this be because of the missing resistance while moving / throwing / touching VR objects?

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