4 ms·
Three things: 1. The experience itself is there and "real" in a way it hasn't been before. The issues seem to be those of the hardware being too big, expensive
by michaelbuckbee 9y ago
Three things:
1. The experience itself is there and "real" in a way it hasn't been before. The issues seem to be those of the hardware being too big, expensive and wired. All things that are rapidly being improved on in general computing and crucially not just niche VR (for example the awesome display advances driven by mobile phones are pulled into VR headsets).
2. We're definitely still in the "figuring things out" on the software side. An absolutely fascinating video is this walkthrough of all the UX attempts that a developer tried for getting guns to work and feel good in VR.
https://www.youtube.com/watch?v=iYrkXK3V2ik&feature=youtu.be https://www.youtube.com/watch?v=iYrkXK3V2ik&feature=youtu.be
And everything with VR is this way - there's a half dozen different movement methods with different quirks that people are trying, there's tons of optimization and framerate and interactions attempts. Heck even the controllers are seeing a rapid evolution (stick like the HTC Vive -> Oculus Touch -> Knuckle Controllers).