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Yes. I was a hardcore fanboy, bought the DK2, had both Rift and Vive preorders on day one. Spent months making my own games and VR experiments in Unity. However
by aphextron 9y ago
Yes. I was a hardcore fanboy, bought the DK2, had both Rift and Vive preorders on day one. Spent months making my own games and VR experiments in Unity. However I just sold all of my headsets last month.
Theres been a lot of amazing stuff to come out of this generation of VR. But as hard as the software devs try, you simply can't get past the fact that the hardware isn't ready for primetime yet.
The clunky controllers, the wires, the sensors. We need full wireless, full FOV, and at least double the pixel density/resolution with a control scheme that uses finger tracking lightweight gloves.
Th current gen of tech is really mindblowing at first, and it certainly has incredible potential. But until then VR will unfortunately remain a niche toy like HOTAS controllers.
- hkmurakami 9y agoThis is why I'd never want to do a VR company right now (at least not with my own money and shouldering all the risk). Having my fate depend on hardware vendors who don't necessarily have interests aligned with me is not a situation I want to get into!
- barkingcat 9y agoFull wireless would be a great thing to have. The wires as it is now are not ready for mass adoption.
- simonhughes22 9y agoHave you seen the TPCast? That makes the vive wireless, and can already by shipped from China, coming to the US later this year. Intel is also releasing something similar for the vive next year. So that is wireless. LG is bringing out a SteamVR headset later this year with a higher pixel density. And valve just sent out the Kunckles controller to devs, which has full on finger tracking. So we are not very far away from solving most of those problems.
- aphextron 9y agoTPCast is a huge step forward. No one saw that coming within a year of the major headsets launching. I've definitely got my eye on that stuff. But it's still huge and clunky at the end of the day. It won't be until the major manufacturers integrate this stuff that mainstream adoption hits. I got into VR development with the mindset that the hardware will be ready in 5 years, and when it is the people who stuck with it through the times of disillusionment beyond the hype phase will be in prime position to start doing amazing things at scale. I'm personally waiting for the next gen of headsets now to do more full scale VR work. The current top level hardware is pushed to it's bounds in terms of adoption and it just doesn't make financial sense for developers yet. Until then, mobile is where it's at IMO. The integrated solutions from Samsung and Oculus on the horizon are really exciting. The SteamVR Knuckles I think are a terrible idea. I wish Valve would get past the idea of controllers entirely. Any kind of physical game controller becomes extremely clunky and restrictive in VR. We need perfect finger tracking in the form of a lightweight pair of cloth gloves that you simply slip on like normal. VR allows such a complete paradigm shift in your ability to manipulate the environment that creating a traditional controller mapping inherently limits the way people will think about designing interactions. Rather than moving towards more intuitive actions, developers will be allowed to just fall back on old gameplay cliches of the console era.
- bryanlarsen 9y agoHave you ever tried gloves or hand tracking? Without the haptic feedback that you get from a controller they're also extremely clunky and unintuitive.