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Why VR Games Still Haven't Taken Off

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Re: Why VR Games Still Haven't Taken Off

#91

Until they solve the vertigo issue it's a non-starter for me and several of my friends who would otherwise be the target market.

Most nausea issues come down to bad/unimaginative design, rather than being inherent to the headset. For an example, try out Gorilla Tag, which uses arm-swing movement instead of making you use a joystick.

I haven't tried Gorilla Tag, but given I can't stand still with the headset on in the Quest lobby I have my reservations.

Re: Why VR Games Still Haven't Taken Off

#92
post #72
post #69

Earlier quoted context omitted.

VR is not that much about stereoscopic 3D, it is more about the 360° environment. You can get most of the immersive effect of VR with a large enough 2D display. 3D is an improvement, but not the most important one. 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 f…

I understand the argument, but I think the 360° environment came along in the era of Quake. In contrast to the 2D environment of platformers or top-down games, I think the true 3D environments of the Quake era were a big leap forward in terms of giving people a 3D experience. That it was seen through a flat monitor didn't much matter once you were in motion. I think what VR adds to that is a more natural way of exper…

I agree. Ultimately, while being able to actually physically hide behind a cabinet in SUPERHOT VR was a really cool experience, I have quite similar memories from playing regular SUPERHOT despite of me sitting comfortably in front of a flat screen at the time. I can also vividly remember book scenes despite of only ever seeing black text on some paper in front of my eyes. The brain is quite good at abstracting the medium away.

Re: Why VR Games Still Haven't Taken Off

#93

I am not a gamer but was absolutely fascinated by a VR game on Oculus GO that I can't even find anymore. In the game, I was essentially a metal sphere that could "jump" and float through a huge maze. It was a puzzle game. Tried a ton of games on more modern headsets and never got into them. Zombie games, shooters, sims, etc - nothing came even close to the fascinating experience of that colossal maze. So in my view,…

Daedalus - excellent game! The devs have since made Red Matter (and Red Matter 2), just as beautiful but otherwise more conventional. There is still a lot of indie energy exploring the possibilities of VR. For cool environment you can find a lot in VRChat. For mechanics there are things like Monkey Tag (new motion mechanic) or Silent Slayer on Quest (experimenting with MR).

That's right, Daedalus! Thanks for reminding me the name. I spent so much time in it - just floating around. It's actually possible to jump over the wall in several places and just endlessly fall down outside of the geometry of the walls. Very meditative.

Re: Why VR Games Still Haven't Taken Off

#94
post #3

I don't think it's a content issue as much as a comfort issue. Literally everyone I know who bought a VR headset, high-end or low-end, has said more or less the same thing: It's impressive, but it starts to hurt after an hour or so. Hard to get and stay immersed when you're in physical discomfort.

While comfort is an important issue with a lot of low-hanging-fruit solutions (top-straps!!!), it's a hole every serious VR user will mod themselves out of. There are numerous third party solution to make existing headsets more comfortable, be it complete strap replacement, facial interfaces or top straps. Even alternative headsets like the BigScreenBeyond or Xreal that are substantially lighter and smaller exist. The option are out there.

> It's impressive, but it starts to hurt after an hour or so.

The issue is that "impressive" wanes after a few weeks or months, while comfort tends to improve by additional adjustments and customization. What VR is missing is long-term content, the stuff you use VR for after the initial wow-factor has vanished, the stuff that takes advantage of the 360° 3D screen in front of your eyes and the 6DOF controls without just being gimmicky.

That's one issue I think Apple handled much better than Meta. On VisionPro you have full 2D app support, so most of the apps just work. It might sound boring, but VR needs to embrace that kind of boring when it wants to survive long term, since boring stuff is what people do with computers 24/7.

On Meta Quest things are much more of a mess. There is no clear vision for what's the headset is actually good for. You have a few lackluster games here, a few exercise apps there, a "Metaverse" that still feels woefully incomplete, basic 2D app support without Google Play Store, no easy way to watch movies and a whole lot of other half done ideas.

Re: Why VR Games Still Haven't Taken Off

#95
post #72

Earlier quoted context omitted.

I understand the argument, but I think the 360° environment came along in the era of Quake. In contrast to the 2D environment of platformers or top-down games, I think the true 3D environments of the Quake era were a big leap forward in terms of giving people a 3D experience. That it was seen through a flat monitor didn't much matter once you were in motion. I think what VR adds to that is a more natural way of exper…

I agree. Ultimately, while being able to actually physically hide behind a cabinet in SUPERHOT VR was a really cool experience, I have quite similar memories from playing regular SUPERHOT despite of me sitting comfortably in front of a flat screen at the time. I can also vividly remember book scenes despite of only ever seeing black text on some paper in front of my eyes. The brain is quite good at abstracting the me…

Oh yeah, books are a great example here.

Superhot is one of the games that most impressed me in VR. And then I looked up how well it sold in non-VR versions. At first that seemed wrong to me, but the more I thought about it, them more it made sense.

Re: Why VR Games Still Haven't Taken Off

#96
post #95

Earlier quoted context omitted.

I agree. Ultimately, while being able to actually physically hide behind a cabinet in SUPERHOT VR was a really cool experience, I have quite similar memories from playing regular SUPERHOT despite of me sitting comfortably in front of a flat screen at the time. I can also vividly remember book scenes despite of only ever seeing black text on some paper in front of my eyes. The brain is quite good at abstracting the me…

Oh yeah, books are a great example here. Superhot is one of the games that most impressed me in VR. And then I looked up how well it sold in non-VR versions. At first that seemed wrong to me, but the more I thought about it, them more it made sense.

It was a huge hit as a non-VR game first and only later got a VR version. It doesn't feel like a VR conversion, but it's mostly because it just happened to translate into VR really well, both gameplay- and story-wise (but also because VR version is more like a standalone sequel than a port).
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