4 ms·
Apples and oranges. 25 years ago we didn't have 4000+ GFLOPS GPUs. No 90 hz, no low persistence, no 90+ deg FoV, no high enough resolution, no absolute position
by DiThi 10y ago
Apples and oranges. 25 years ago we didn't have 4000+ GFLOPS GPUs. No 90 hz, no low persistence, no 90+ deg FoV, no high enough resolution, no absolute positional tracking... at least for a sub-1000$ device (expensive ones had a couple of those features). And until this year 2016, there was no actual, released games where the VR user had hands (other than tech demos) with the Vive (or leap motion or razer hydra which sort of work with SteamVR too).
It's like being a kid wanting to have a car, then realizing you need to be 18 and to have a job, so all you had was a toy car.
- marssaxman 10y agoYeah, I suppose I'm just unhelpfully poking at the disjunction between my perception of time and the poster's, as illuminated by the phrase "still play with". From my perspective, VR was a thing that got massively overhyped the minute it was dreamed up, a beautiful idea that never had a chance to grow because there was such a stampede to get in and make money before anyone had figured out what was going on or what the limits were. It blew up and died, and that was a long while ago. It's kind of cool to see people taking another crack at it now, and I have some hope that the smaller, simpler, less ambitious version of VR people are talking about now might actually fly, given improvements in technology since. It's just funny to hear someone referring to this second wave of VR, which to me feels like something that is just in its beginning stages, as though it is something in the past that one might already be done with.