I put a PS4 VR set on my head at my relatives over the holidays and I could not have been more disappointed. They had just been gifted it for Christmas and were trying out all of the demos. I put it on and while I could rotate my head in any direction like I was living inside some google maps experiment almost... The picture was extremely blurry and the entire experience gave me a headache... after probably only 10 m…
Practice does help. Many short sessions help more than trying to tough out one longer session. http://elevr.com/yoga-for-building-vr-tolerance/ I know it's natural to pick on the resolution as the reason it doesn't feel right, but our brains are more sensitive to other things when it comes to the feeling of "being there". https://en.wikipedia.org/wiki/Virtual_reality_sickness#Techn... I don't think it's going to take…
Why we've never fallen in love with virtual reality
261–270 of 285 posts
Re: Why we've never fallen in love with virtual reality
#262Earlier quoted context omitted.
I meant more like swinging a sword will never meet another sword. Punching someone in the face will never hurt your hand, etc. and then when you swing through air as your in-game hand stops, it feels kinda lame.
I don't quite understand what you mean. I can come up with several different engineering approaches to make a sword controlle suddenly stop. And I can come up with even more ways to inflict mild pain (e.g. electrical stimulation). What makes you say "never"? If there are people willing to pay for better immersion, I believe the technology won't be that far behind.
Re: Why we've never fallen in love with virtual reality
#263Earlier quoted context omitted.
So they say, anyway. It's best to take any Valve announcements about actual games with a grain of salt. Some YouTube streamers that I watch did a big run of VR games over the past year or so, and without exception they were gimmicky experiences that would have been better with a more conventional setup. Of course needing the equivalent of a GTX 1080 is a big barrier too. My prediction is that when and if this new Hal…
Valve has started taking money for the game and given a concrete release date. I think you can count on it actually being released with little if any schedule slippage.
Re: Why we've never fallen in love with virtual reality
#264vr is just expensive and requires fairly high end hardware still. There are also are all kinds of software issues with it. like when i was playing a well known racing game, very often the camera would be somewhere other than the driver's seat. And those are the kind of games that really are quite heavy on vr adoption and are the natural fit for this type of control. many games do not naturally lend themself to vr, an…
> requires fairly high end hardware still Not true with Oculus Quest which completely turned me from a skeptic to a believer. Just put it on and start playing. No external hardware required.
Re: Why we've never fallen in love with virtual reality
#265Earlier quoted context omitted.
What are the normal controls for player movement in a VR FPS? The WASD equivalent, I mean.
Since we're in the early days theres quite a bit of experimentation. While there is usually traditional move/strafe on the left joystick, some games have options like: Point-to-teleport (worst option, IMO, but good for people really sensitive to motion sickness) Arm waving - Basically move your arms back and forth like you would when running. Head-directed, or hand-directed movement direction. Physical movement in yo…
Re: Why we've never fallen in love with virtual reality
#266Earlier quoted context omitted.
https://news.ycombinator.com/newsguidelines.html Please don't comment about the voting on comments. It never does any good, and it makes boring reading.
Being downvoted for an uncontroversial opinion is also boring and quite shitty, and becoming quite typical of this site. Wish the site would finally get rid of the fucking downvote system. If people disagree, they should actually comment and talk about it, instead of blindly downvoting whatever opinion they happen to disagree with.
Re: Why we've never fallen in love with virtual reality
#267FIELD OF VISION. Why can’t VR people understand that humans are used to ultra wide vision angle? Peeping into a VR headset removes all peripheral vision, meaning you have to rotate your head all over to see things. It’s like playing quake with your neck. Make a 180 angle headset and maybe people will feel transported to another place. Right now it’s more like looking into a doll’s house. No wonder immersive rooms are…
Re: Why we've never fallen in love with virtual reality
#268Earlier quoted context omitted.
The Altair 8080 is considered the first PC and it was released in 1974. The IBM PC was released in 1981 and PCs became widespread only in the 1990's, when they started adding multimedia features. So about 20 years for mass adoption. The first touchscreen phone was introduced in 1994, the IBM Simon. Yet the first true modern smartphone to get mass adoption was the iPhone, 2007. And truly massive adoption worldwide hap…
Early VR is 1960s ... it's been around longer than personal computers. (oh sure, for military and experimental applications for the most part for a long time - and with a really high price tag - but it existed!)
Re: Why we've never fallen in love with virtual reality
#269Earlier quoted context omitted.
Also, Valve will release Half-Life: Alyx [1] in March 2020. It's the first game in the much-loved HL series released since Portal 2 in 2011. I don't own a VR headset and I don't intend to any time soon - it's too expensive and nothing looks enjoyable enough to justify the cost. But once enough big-name games like Alyx get released, gamers previously on the fence (like me) will start to purchase VR headsets, and VR wi…
> and VR will eventually become the new gaming platform that publishers wants to release on. I predict the opposite. It will sell a few headsets maybe (a peak), but that alone will not change the course of the technology at all in 2020. Plus, Half Life's popularity in 2020 has nothing to do with its popularity 20 years ago.
Re: Why we've never fallen in love with virtual reality
#270Uncomfortable to the point of sickening. Space and price are valid point but for me its the sickening impression of fake motion, staring at screen so close to your eyes, burrliness, wheight of the headset and silly looks.