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Why we've never fallen in love with virtual reality

bbc.co.uk

71–80 of 285 posts

Re: Why we've never fallen in love with virtual reality

#71

The very main reason VR isn't taking off is because it has no killer app , that is, an app that other platforms can't have, and that people love. End-of-story. What's to understand here is that it's not said that this killer app "exists". If VR is only a cooler screen, then it will sell like cooler screens. Now maybe it's a killer screen, that is a screen that everybody wants. I guess there is a competitive advantage…

Beat Saber is the textbook example of a killer app.

Re: Why we've never fallen in love with virtual reality

#72
post #35
post #19

Earlier quoted context omitted.

> The majority of people want [X current product] not [Y under active development]. I've lost count of the number of times people have used that template and turned out to be humerously wrong. My favourite is probably when people tried to use it for Japanese phones > iPhones then the next generation iPhone wiped the competition in Japan. People want good entertainment more than they want their senses stimulated, but…

I'm not predicting though, I'm just observing. The most popular free games on mobile are consistently low quality arcade games. Also, I'm not saying it's the only thing people play, GTA and RDR are super high grossing franchises and they are high quality sagas. I'm mostly rebutting against the notion that lack of quality is holding back consumer grade VR.

I think performance in terms of keeping things consistent and smooth is really important, but visual realism or duplicating reality is overrated. Not only do you get into uncanny valley territory but more stylized art is often more compelling than imitation of reality. Beat Saber, Superhot, Sprint Vector, or I Expect You To Die for example have varying levels of unrealistic stabilization but are still immersive.

Call of Duty on consoles has long been described as feeling better than other shooters, partially because of it's 60fps target since Call of Duty 2. At the time few people would care if "60fps!" was a feature printed on the box, it was more behind the curtain magic.

Re: Why we've never fallen in love with virtual reality

#73
post #47

Earlier quoted context omitted.

Beat Saber has been a killer app for a lot of people. VR still has a lot of room to improve tech-wise before it's a mature platform, though. Resolution remains not that great, ditto for FoV, physical feedback is meh, most headsets are pretty bulky, etc. I have a Rift CV1 and a Quest, they're fun platforms for enthusiasts, but it doesn't feel ready to go fully mainstream yet.

Hmm I looked it up on youtube and it looks like a nice gimmick, but nothing to justify the price of a VR headset.

Far from a gimmick. You need to try it. My girlfriend who is not even a gamer has put down hundreds of hours and she didn't even want to try it at first.

Re: Why we've never fallen in love with virtual reality

#74
post #12
post #9

vr 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.

Not exactly sure why you are being downvoted here.

Oculus Quest really does not require an external computer (ie High-End Hardware), and it _is_ a really good experience (it's also really cheap compared to alternatives), specially the "tetherless" part of it. [You can see a lot of people in this exact thread talk about their experiences with it]

While there is still a lot to improve in terms of quality, not every game needs to look realistic (see: Fortinite - cartoon style).

Re: Why we've never fallen in love with virtual reality

#75
post #73
post #47

Earlier quoted context omitted.

Hmm I looked it up on youtube and it looks like a nice gimmick, but nothing to justify the price of a VR headset.

Far from a gimmick. You need to try it. My girlfriend who is not even a gamer has put down hundreds of hours and she didn't even want to try it at first.

When the first ps3 motion controllers came out, we played until our hands hurt. I'm still surprised we didn't break any furniture or the controllers.

Lasted like 3 days though.

The fact that I do actual sports, including stuff with swords occasionally, might contribute to my "gimmick" opinion :)

Re: Why we've never fallen in love with virtual reality

#76
post #16

I used to be a casual PC gamer, with a fairly good spec build. Then one day I played some VR games at a friend’s house on PSVR, which blew my mind - not only how much fun I had, but how much fun our non gamer friends had! After that my wife and me got a second hand Vive for 350, and it’s been amazing. I never play regular games any more, and even she (who never played any games) now enjoys it a lot and plays with me…

Vive>> cellphone VR.

The difference is incredible, and even cellphone VR was pretty cool.

I think most people haven't tried PC gaming and are stuck with cheap VR knockoffs.

Re: Why we've never fallen in love with virtual reality

#77

Another issue is motion sickness. For a significant portion of us this is a huge problem.

Most people can reportedly get used to the discrepancy between the vision and balance senses and be rid of the motion sickness (with some training: keep playing until you start feeling uncomfortable, wait until the next day, go again). Ginger can also help delay onset. It can also be noted that motion sickness really only is a problem where the game character moves while you stand still physically (e.g. using a joyst…

I've had very different experiences with different games too. I thought playing sims or Jet Island and being fine was proof I'd gotten my VR legs, but Boneworks and it's bouncy camera got me pretty good.

Re: Why we've never fallen in love with virtual reality

#78
post #61

VR won’t ever be more than niche because there is no way to fake tactile feedback or motion. Games need to design around this. Beat Sanger is the best selling VR game because your character doesn’t move and there is nothing to touch. God games, like black and white or the sims, and 4x games might work well too. Also if graphics get better people can set up virtual desk spaces and get rid of screens. Ultimately though…

The haptic feedback on some VR controllers (think Iphone 7 home button or switch joycons) is surprisingly good at imitating resistance or passing through something. Games with dedicated peripherals (racing wheels, flight/mech sticks) work really well too.

Re: Why we've never fallen in love with virtual reality

#79
post #61

VR won’t ever be more than niche because there is no way to fake tactile feedback or motion. Games need to design around this. Beat Sanger is the best selling VR game because your character doesn’t move and there is nothing to touch. God games, like black and white or the sims, and 4x games might work well too. Also if graphics get better people can set up virtual desk spaces and get rid of screens. Ultimately though…

>there is no way to fake tactile feedback or motion Why not? There are quite a few companies working on these with some success. Virtuix for example (disclosure: I'm an investor) are seeing some steady commercial success in regards to addressing motion[0]. And in terms of feedback, there's a lot of interesting work done Fl around gloves in particular, including by Apple [1]. [0] https://www.virtuix.com/ [1] https://w…

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.
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