There is some irony in one of the largest companies in the world changing their name to Meta; and hordes of people preaching about the metaverse and the brilliance of Neal Stephenson and Snowcrash and then all at the end of the day paying basically no attention to the part of the book where he explains the thing that made the meta verse popular in universe (it was high fidelity facial expression copying).
Meta is working on that with their Codec Avatars[1], but since their focus is on affordable self contained VR headsets, and PCVR support is all but abandoned, they'll likely remain R&D experiments for quite a few more years. They just don't have enough compute in their current hardware offering. Apple with their VisionPro is quite a bit further along and their Persona[2] are available to consumer, though the price ta…
Why VR Games Still Haven't Taken Off
61–70 of 96 posts
Re: Why VR Games Still Haven't Taken Off
#62I don't know. Author complains devs are targeting "hard core" game culture with violent games. But my instinct is that only "hard core" gamers are going to want to stick a thing on their head (that they had to pony up large amounts of dosh for, BTW). I also believe in The Market. With the number of years VR headsets have been one the market I am quite confident no one somehow missed a lucrative genre. I see a lot of…
It's interesting to me that you compare VR and Guitar Hero as they are very different. VR is nothing but isolation. Guitar Hero and the other Band game at least made it where more people could participate at the same time in the same location. One pulls you away, while the other attempted to include more people.
The most popular VR app of all time is a 3D chat room.
Re: Why VR Games Still Haven't Taken Off
#63Until VR headsets provide a seamless, pleasant experience, they will remain in the hands of early adopters and enthusiasts.
Re: Why VR Games Still Haven't Taken Off
#64Until they solve the vertigo issue it's a non-starter for me and several of my friends who would otherwise be the target market.
Re: Why VR Games Still Haven't Taken Off
#65Biggest challenge with VR is the design philosophy for headsets. No matter how much I and others pushed against it - many VR folk are intent on sticking all the hardware on people's heads and faces.
Instead, we need more walkman like designs, where the compute and batteries sit on a user's hip, and the tethered headset is as light as physically possible. Cables for tethering can be a pain, but not as much as putting 500+ grams on your face.
Light headsets are amazing, and yes, I've worn prototypes. Ideally, get headsets down to 80-100 grams and the experience is radically improved.
There are a few small companies pushing on the design, but not main stream enough.
Re: Why VR Games Still Haven't Taken Off
#66Well, they canceled EchoVR which was by far my favorite. Also, the cheap plastic headband clips on my Oculus broke so I can't wear it any more because it's loose without them.
Re: Why VR Games Still Haven't Taken Off
#67There's no way around including stimulating elements in making of entertainment content; contents lacking in those never take off, just as SIE's CONCORD had proven earlier this month. I am of the opinion that this has nothing to do with diversity or equity or inclusion as those words are defined despite how cheaply these terms are thrown around, to be clear. The problem has to be lack of avid and neutral pursuit of engineered enjoyment.
1: https://trends.google.com/trends/explore?date=today%205-y&q=VRChat,Boba%20tea,Beat%20SaberRe: Why VR Games Still Haven't Taken Off
#68The other issue is just the amount of incompatible VR ecosystems out there, Cardboard, Daydream, PSVR1, PSVR2, Rift, Go, Quest are all separate system with little or no compatibility. That means you constantly end up with good content that only a fraction of the VR market can access, which is a huge problem when VR is already short on content.
Finally, VR never managed to integrate with the rest of the gaming world. Ports of regular games into VR were actively discouraged in the early days and only a few of them ever happened. That meant the whole promise of VR allowing you to "step into your games" fell flat very early on. None of your favorite games could be revisited in VR, instead you where stuck with a lot low budget indie tech demos. Lately that has been changing with UEVR, which allows to mod VR support into Unreal Engine games, but that still is just an unofficial hack, not a feature embraced by any of the VR companies.
There is of course also the big "motion sickness" bogeyman in the corner and while that can certainly be an issue, most people just get used to it. I think the efforts to mitigate the issue (don't port games to VR, make everything slow and boring) have done far more damage to VR than they helped, since it simply means we are stuck with a whole lot of games in VR that simply can't compete with what's available in the world of non-VR gaming. That's kind of a big problem when VR was always supposed to be the "next-level" of gaming and yet it feels like a step backwards.
Re: Why VR Games Still Haven't Taken Off
#69I think there's a much simpler explanation here, one that covers all of the other failed stereoscopic 3D products: It's a cool novelty effect, but people's brains are already pretty good at reconstructing 3D from 2D, so there's little lasting value. Once the novelty wears off, most people stop caring. I believe that explanation also covers the Brewster Stereoscope (500k units sold in the 1850s), the ViewMaster (the U…
A VR headset works by putting small displays very close to the eyes to achieve a wide field of view, which is cheaper and more convenient than using large displays further away (like in CAVE system). But for that, one needs one set of optics per eye, as our eyes can't focus that close, and since we need one set per eye, we might as well show different pictures and support stereoscopic 3D.
In other words, VR headsets are a convenient way of displaying a wide field of view, and you get 3D for free.
Re: Why VR Games Still Haven't Taken Off
#70I think there's a much simpler explanation here, one that covers all of the other failed stereoscopic 3D products: It's a cool novelty effect, but people's brains are already pretty good at reconstructing 3D from 2D, so there's little lasting value. Once the novelty wears off, most people stop caring. I believe that explanation also covers the Brewster Stereoscope (500k units sold in the 1850s), the ViewMaster (the U…
> there's little lasting value. Once the novelty wears off, most people stop caring. i disagree. if we got half-life alyx level games as often as flatscreens people would still be playing. I do think we need lighter cooler headsets (at least compared to valve index) for longer play sessions. the big trend now on PC is flat2vr. UEVR and luke ross have been carrying pcvr on their back. https://www.youtube.com/watch?v=q…