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I Spent Hundreds of Hours Working in VR

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Re: I Spent Hundreds of Hours Working in VR

#141
post #138

Earlier quoted context omitted.

The tech works extremely well at making me feel sick. I enjoyed subnautica sans VR. ED is less interesting than Euro truck simulator. :-) I get the physical games like table tenis and beat saber, but how is this not a fad? The wii was cool at the time too. Nintendo didn’t retain the ideas in later hardware. VR chat is about as interesting as second life, and any metaverse that follows will follow the same path.

> The tech works extremely well at making me feel sick. But you realize this is a you problem, right? Outside the handful of people who get motion sick with VR, the tech is rock solid. Everyone who tries an Index is blown away by how immersive the experience is. > VR chat is about as interesting as second life, and any metaverse that follows will follow the same path. You couldn't be more wrong. There's a reason Face…

Zuck rebranded because Facebook has a bad rep. Microsoft bought AB for their IP and lib, I don’t believe they do any VR stuff. They do online gaming well and will be very successful with Xbox.

I don’t think we will be seeing competitive esports in VR, as we don’t see competitive Wii Bowling as an esport.

Re: I Spent Hundreds of Hours Working in VR

#143

Earlier quoted context omitted.

“Far too easily?” You Sir are being rude, and I feel like you are trying to justify your VR experiences to yourself. However If you enjoy it, that’s all that matters.

Perhaps could be phrased as “more easily than other users”? Dropping in as a quest 2 user to add anecdata of not feeling sick in most games or for extended periods of time. I’m not used to moving around smoothly using controllers though, flying a racing drone is kind of similar in being vaguely disturbing to begin with. Quest 2 sales over the last few weeks would hint this might not be a fad, though.

Sales… to know if it is a fad or not — we don’t know, at least not yet. Actual numbers of people that use it more than once and put it in a closet? Let’s see.

Re: I Spent Hundreds of Hours Working in VR

#144
post #138

Earlier quoted context omitted.

The tech works extremely well at making me feel sick. I enjoyed subnautica sans VR. ED is less interesting than Euro truck simulator. :-) I get the physical games like table tenis and beat saber, but how is this not a fad? The wii was cool at the time too. Nintendo didn’t retain the ideas in later hardware. VR chat is about as interesting as second life, and any metaverse that follows will follow the same path.

> The tech works extremely well at making me feel sick. But you realize this is a you problem, right? Outside the handful of people who get motion sick with VR, the tech is rock solid. Everyone who tries an Index is blown away by how immersive the experience is. > VR chat is about as interesting as second life, and any metaverse that follows will follow the same path. You couldn't be more wrong. There's a reason Face…

The literature says it's 22-80% of people get sick using VR. Much more than a handful https://www.nature.com/articles/s41598-021-91573-w

Re: I Spent Hundreds of Hours Working in VR

#145

Earlier quoted context omitted.

You've not played the right games, then. I mean, take Robo Recall, which is one of the first things that came out. Sure, you can do a shooting game without VR, but then you don't get the experience of tearing a robot apart with your own hands and punching another's head off with a torn off arm. Or Elite Dangerous is quite the experience in VR too. Less so than Robo Recall, but it works out extremely well if you have…

The tech works extremely well at making me feel sick. I enjoyed subnautica sans VR. ED is less interesting than Euro truck simulator. :-) I get the physical games like table tenis and beat saber, but how is this not a fad? The wii was cool at the time too. Nintendo didn’t retain the ideas in later hardware. VR chat is about as interesting as second life, and any metaverse that follows will follow the same path.

>Nintendo didn’t retain the ideas in later hardware

bruh, have you ever played a Nintendo Switch? It's essentially the culmination of Wii-era motion controls + the WiiU's console/handheld split.

Every fucking shooting game on the Switch is nowadays released with motion controls (for gyro aiming). The joycons are basically sleeker Wiimotes with better motion sensors. Saying that the Wii's revolution was just a passing fad for Nintendo is hella disingenuous.

Re: I Spent Hundreds of Hours Working in VR

#146

Earlier quoted context omitted.

The tech works extremely well at making me feel sick. I enjoyed subnautica sans VR. ED is less interesting than Euro truck simulator. :-) I get the physical games like table tenis and beat saber, but how is this not a fad? The wii was cool at the time too. Nintendo didn’t retain the ideas in later hardware. VR chat is about as interesting as second life, and any metaverse that follows will follow the same path.

>Nintendo didn’t retain the ideas in later hardware bruh, have you ever played a Nintendo Switch? It's essentially the culmination of Wii-era motion controls + the WiiU's console/handheld split. Every fucking shooting game on the Switch is nowadays released with motion controls (for gyro aiming). The joycons are basically sleeker Wiimotes with better motion sensors. Saying that the Wii's revolution was just a passing…

I own a switch.

It’s not the same as the wiimotes or the physical game gimmick ala wii sports. The physical movement was a big part, similar to what VR is trying to do now.

I think in generally the switch is awesome but it’s closer to a traditional console GBA or DS. Nintendo threw away what was a gimmick and what parts were making good gaming experiences.

Re: I Spent Hundreds of Hours Working in VR

#147

I wanted to love VR. I dreamed of having a headset when I was younger and kickedstarted the oculus rift. I imagined a million worlds that would be within virtual reach. It would be the coolest! VR has been nothing but a complete disappointment to me. Motion Sickness, headaches, sweaty headsets and detachment. Never played a VR game that wasn’t better without it, somewhat like 3D movies. I have my doubts this will eve…

Immersive experiences are primarily a content problem. We've got a big empty room with current hardware solutions. You can play games or mess around in some big corporation's walled garden. That's it. Not very compelling. The games are nice of course but mostly they work without VR as well.

Creating content for these empty rooms is actually a problem as there are no open standards, the tools are complicated, there are lots of hurdles, and a lot of gate keepers with dollar signs in their eyes trying to tap into any value you might create that are actively frustrating each other's attempts to do so. You end up with these exclusives for some proprietary hardware. And that hardware changes all the time so it is time limited as well.

The only people that bother with going through the trouble for this so far are game studios.

Even 3D movies are largely not accessible via VR because that's a different proprietary content silo with misaligned financial incentives. So, even though there is a lot of 3D content in the form of a decade plus of 3D action movies that were released by movie studios, exactly none of that can be enjoyed via VR goggles. That's how hard it is to target these things. I guess movie studios could do it but then they'd be haggling with the likes of Steam about just how large of a cut they would take. Likewise, Netflix is not a Steam VR experience. They are not producing material in 3D and you can't sign up for a 3D Amazon Prime either. If there were open standards, this would be a no-brainer thing for them but there aren't.

IMHO, any content that works in VR should be trivially accessible using a normal 2D screen as well. There is no technical need for any content to be exclusive to VR/AR goggles and if you are the owner of that content, you'd actually want to maximize your audience rather than artificially limit it. You lose a bit of immersiveness but we've been playing 3D FPS games on 2D screens for decades so that does not seem to be that big of a deal. In other words, there's nothing stopping us from building a metaverse right now. You'd buy the VR goggles to enhance the experience in the same way you might invest in a bigger TV or better sound system.

So, why don't we? Well very simply put, it doesn't solve a problem we actually have. We can already immerse ourselves in game worlds (with or without goggles) and we can already communicate with people. And more importantly, 2D UIs are actually pretty nice for a lot of things; especially when it involves text. And in so far some things might actually work, excluding most of the planet that does not own any goggles yet is not a great plan for creating a mass market.

Re: I Spent Hundreds of Hours Working in VR

#148

I wanted to love VR. I dreamed of having a headset when I was younger and kickedstarted the oculus rift. I imagined a million worlds that would be within virtual reach. It would be the coolest! VR has been nothing but a complete disappointment to me. Motion Sickness, headaches, sweaty headsets and detachment. Never played a VR game that wasn’t better without it, somewhat like 3D movies. I have my doubts this will eve…

VR is already an excellent expert tool. VR based visualization of digitally designs - products or houses, is becoming a very pragmatic tool for designers to review their work in 3D, instead of just a flat screen (3D HAS more information).

As a trivial example - when designing our new office, some people reviewed the auditorium design in VR and figured out the screen was too high for comfort, and it was lowered.

Extreme examples go into virtualized surgical training where physics and graphics engine specialized to tissue simulation is used to teach surgeons new procedures.

AR displays such as hololens can be used in construction yards to compare the as built with a digital model for quick review.

Etc etc.

I don't know how good toy VR or AR will ever become, but it already is an indispensable expert tool.

Re: I Spent Hundreds of Hours Working in VR

#149

Earlier quoted context omitted.

The tech works extremely well at making me feel sick. I enjoyed subnautica sans VR. ED is less interesting than Euro truck simulator. :-) I get the physical games like table tenis and beat saber, but how is this not a fad? The wii was cool at the time too. Nintendo didn’t retain the ideas in later hardware. VR chat is about as interesting as second life, and any metaverse that follows will follow the same path.

>Nintendo didn’t retain the ideas in later hardware bruh, have you ever played a Nintendo Switch? It's essentially the culmination of Wii-era motion controls + the WiiU's console/handheld split. Every fucking shooting game on the Switch is nowadays released with motion controls (for gyro aiming). The joycons are basically sleeker Wiimotes with better motion sensors. Saying that the Wii's revolution was just a passing…

No post body was provided.

Re: I Spent Hundreds of Hours Working in VR

#150

Earlier quoted context omitted.

> and kickedstarted the oculus rift. Did the kickstarters get some juice when Facebook bought Oculus? Or just a big thank you?

I got a retail kit as well as the DK1, which was nice. I did feel shafted by Palmer when he took both my and zucks money, but looking back now, it was buying a devkit not equity.

Obviously you were not buying equity but at the same time you were funding the actual creation of a new product, taking a part of the role of an investor. If you do a successful exit I think it would be nice to at least refund the money obtained by the kickstarters. But probably I'm just naïve.
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