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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

#231
post #217

Earlier quoted context omitted.

This looks awesome. I'm playing FitXR for upper-body and Pistol Whip for lower-body but I really want a tailored experience. Any idea when it will be released natively on Quest?

We are mainly using SideQuest and Steam, we don't expect Oculus to approve this in the official store so the time is better spent on the development side. BUT, Oculus will officialy allow third party games in some form starting early in 2021. So if you are not a SideQuest user you will still be able to use it hopefully soon. Although I'd really recommend SideQuest it adds a lot of value to your headset. Another alter…

Thanks! I might have to install SideQuest just for this.

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

#232
post #158

I don't think it's been mentioned enough that VR doesn't fundamentally bring anything new to the -gameplay- table. There are some 'experiences' that are better, like piloting games since they play to the "sit here and look around" model, but that places VR in the same category as a really awesome flight stick, steering wheel, or the Kinect. Mobility is a huge problem that needs to be solved. Until then, VR will be a…

Sounds like you haven't tried Superhot. Even Beat Saber is a mechanic unlike anything else. Right now I'm having a great time in Blaston and that's also gameplay that would not be possible in another medium. Mobility was solved with untethered devices. Just put it on and start playing immediately. No dedicated area required.

When I say mobility, I'm referring to mobility within the game. Within a non-VR shooter I can, in one continuous motion, run into and knockdown a guard, shoot his friend, jump through a window, run across a room, leap over a crate, parkour up a wall, grab a rifle, and shoot another flanked enemy.

VR gameplay isn't remotely comparable. Perhaps it's due to VR linking us with our real-life limitations. In real-life, I doubt many untrained people can turn 90 or 180 degrees, raise a rifle, sight in, and fire accurately in a under a second.

I'm not saying there aren't great VR games but VR doesn't appear to add new elements to the genres or gameplay beyond "now try this without an accurate mouse/keyboard/controller" or "you can now see a virtual representation of your hands... and use them to awkwardly manipulate the environment".

When you say "Blaston.. (provides).. gameplay that would not be possible in another medium", I think that's what you're referring to.. the awkward manipulation of the environment. Blaston is a very simple 3D game that absolutely could be played without VR but wouldn't be nearly as goofy and fun. Perhaps that's it, perhaps the "akwardly manipulating/traversing the environment" is the unique gameplay that VR adds (similar to Kinect). The human element I guess you could say.

It seems as though the trade-off is a boost in immersion for a simultaneous reduction in game and gameplay complexity.

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

#233

I know I'm late to the conversation, but one of the biggest unreported problems with VR adoption is that it's impossible to show anyone what it is like to actually experience it. You can't share a video or a photo with a friend and have them understand. They have to do it to understand it.

And what's worse is that the most accessible version of "VR", google cardboard (or equivalents) is actually a terrible representation of VR. So people will try that, dismiss VR as a gimmick, and not revisit it again.

A proper VR rig is likely going to cost you >$2000, and it's going to need a dedicated room of your house. It's really inaccessible.

But man when it works... Playing skyrim, or fallout in my vive was such a pleasant experience for me.

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

#235

Earlier quoted context omitted.

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. Project Cars 2 and DCS make it worth the headset alone - throw in Elite Dangerous and No Man Sky and I have enough VR entertainment to keep me busy for the foreseeable.

I'm dying for gaming PC parts to become more available to build a new rig. I hacked together my OG Pixel XL to play E:D on my current potato via the Daydream headset and Riftcat and got to enjoy a very pixelated experience for all of 10 min before my phone rebooted so it wouldn't melt. It was still night and day.

How are both those games with the Quest 2? Those two are my primary interested for VR but I worry about the resolution, frame rate, and controls with my motion sickness.

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

#236

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…

Any resources you can share? Sounds amazing

You may find Neos very interesting. It's an online metaverse with a turing-complete scripting language called Logix built-in. Here are some demos:

1. https://www.youtube.com/watch?v=dWbm9AzgDxw

2. https://www.youtube.com/watch?v=ZqI_j6pDdjg (start here if you're a developer)

3. https://youtu.be/STZN6qTGRbQ

4. https://www.youtube.com/watch?v=XafA4WeppxM

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

#237
post #220

Earlier quoted context omitted.

I'm not surprised you got nausea from a racing sim. It takes time to get your "VR legs" and anything with artificial locomotion is absolutely terrible for this. I started with about 2 weeks of games where the only movement was with my own two feet and the VR world always matched up to my real body movements. Then I was able to gradually handle more and more intense artificial movement. Jumping, heights, speed, and sm…

I wonder if there is any hangover of this acclimation when going back to the real world? If you get immune to that feeling of danger when driving towards obstacles, will it show up in a real car? I know that personally I once binged GTA V hard over a week or so, and had to catch myself before I started driving on the wrong (right-hand) side of the road one day out of habit.

There are after effects, but not like you're suggesting. For me I had some weird visual things like things popping out of flat screens, objects momentarily seeming further or closer than they really were, odd dreams, and floaty feelings. Some people describe short periods of disassociation like their hands aren't real or feelings of unreality. There was quite obviously some neuronal re-wiring happening, but it passed quickly and I don't have any urges to put my hands through solid objects or anything like that. It was actually pretty similar to when I've been skiing a lot and I have some after effects of the ground seeming to move.

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

#238

Technology is not the problem. Flashback to 1995. I'm a 17 year old PFY invited to beta test a VR headset from a local company. My Uncle was an investor and I was technically savvy and the target market. I had a copy of Descent that supported VR, and while it was a bit of a hassle to get setup, I got it working. The experience was incredible. After the first use I said to myself "this is the future". I had permission…

Physically sitting in the same room with a bunch of people who are not in VR is not the use case for VR. You might as well say that telephones are useless unless they are speakerphones.

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

#239
post #220

Earlier quoted context omitted.

I wonder if there is any hangover of this acclimation when going back to the real world? If you get immune to that feeling of danger when driving towards obstacles, will it show up in a real car? I know that personally I once binged GTA V hard over a week or so, and had to catch myself before I started driving on the wrong (right-hand) side of the road one day out of habit.

There are after effects, but not like you're suggesting. For me I had some weird visual things like things popping out of flat screens, objects momentarily seeming further or closer than they really were, odd dreams, and floaty feelings. Some people describe short periods of disassociation like their hands aren't real or feelings of unreality. There was quite obviously some neuronal re-wiring happening, but it passed…

Interesting. I also just remembered that I've walked around corners a bit too close after marathon FPS sessions when I was younger (apparently I forgot I wasn't modeled a point, and had shoulders that bump into things).

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

#240

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…

“ All entertainment since sung epic poetry has aimed to briefly take us into another world. ”

Maybe it is just me but I can achieve perfectly satisfactory immersion with a good book.

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