5 ms·
Because for the general populace adoption of VR hinges on affordability.
by zeusk 8y ago
Because for the general populace adoption of VR hinges on affordability.
- outworlder 8y agoYes, but if they are just affordable, but crappy, VR will die again.
- luckydata 8y agoPrice is the least of VR's problems. The biggest issue is there's no way to produce an immersive experience without ridiculous space requirements or requiring the user to sit down. I'm extremely skeptical VR will become more than a novelty accessory for gamers and that overall it won't make much of a dent.
- freehunter 8y agoPersonally I feel like gaming is the least interesting application for VR/AR/MR. There are plenty of use cases I can imagine where the user does not have to suspend their disbelief to forget they're not actually running, walking, jumping, shooting, ducking, etc. And most of those use cases are in industries where buying a $4000 specialized tool would be considered cheap and easy to get a return on investment. I'm still waiting for "virtual monitors" in AR/VR so my entire office wall becomes a giant screen.
- Sohcahtoa82 8y ago> I'm still waiting for "virtual monitors" in AR/VR so my entire office wall becomes a giant screen. VR displays need to be far higher resolution for that to work. Your monitor is likely only 2,000-4,000 pixels wide and doesn't completely fill your vision. Even Vive Pro is only 1,440 pixels wide and is expected to fill your vision. We need a minimum of double the resolution, and would probably need triple or more to make it work well.
- yazaddaruvala 8y agoI too am waiting on VR to be good enough for monitor replacements and tv replacement I.e. a personal theatre I can put on while laying in bed.
- freehunter 8y agoOn the other hand, VR/AR/MR application windows wouldn't necessarily need Retina resolution. I'm imagining a world (as a first step into virtual monitors) where I have a real monitor, but beside it I can have a graph of my server's response time. The application might only be rendering at 480p, but that's good enough. If I need to interact with it, I can move it back to my monitor. In this situation, I read text on my 4k monitor while I put charts and graphs and notifications and iTunes and my time tracker on my wall. That frees up my real screen for the stuff I need a high resolution for, while the low-res stuff is off to the side. If I need to look at it, it will flash to catch my attention anyway, and then I can turn my head.
- TillE 8y agoVR is clearly not ready for general adoption. It's promising, but it's not there yet. The obvious path for a company with resources would be to focus on catering to enthusiasts while R&D gradually develops better, cheaper headsets.
- nil_pointer 8y agoAs a standalone device (no gaming PC required) will be a major step forward towards mainstream adoption. Coming next year on Oculus.
- bootlooped 8y agoI've read an opinion piece that theorized that HTC is catering to businesses (mainly VR-gaming cafes), so not quite enthusiasts, but the same idea of higher price lower volume. The evidence being that stuff like the Vive Pro and wireless headset are really expensive, but the purchase makes sense if you're making money off them. I can't recall the source. Another piece of evidence would be that "Enterprise" is featured prominently on the Vive website.
- criddell 8y agoI haven't tried Magic Leap yet, but Oculus, Vive and Playstation VR all deliver a weak experience. The headsets are uncomfortable, they make a lot of people sick, and they are anti-social (ie you look goofy using it and they are isolating). The headset could be $50 with an included game and I still wouldn't buy it. I don't think VR will really take off until it gets to the sunglasses form-factor phase.
- koiz 8y agoWhen I read comments like this I just don't believe it, I haven't seen anyone get sick since the CV1/Vive came out. The DK2 totally had those issues and the PSVR is a sub standard experience but hey each to his own I guess.
- berberous 8y agoI had a Vive. In a game running well, where the only movement was my own (i.e. walking around my room), I did not get motion sick. However, when anything glitched (frame drops, tracking errors, etc.), I'd get sick. Even worse, any game with artificial motion (such as walking with the trackpad), would make me SUPER sick very fast. Teleporting was generally OK, but still not great. I say this as someone that thinks VR will be a huge success, but it's definitely still early. Unlike OP, I think gen 2 alone is going to make huge strides in making VR closer to mainstream.
- criddell 8y agoI think VR will be a huge success, but not as long as it's something that you have to strap to your face. I think the glasses form factor is key. A great application could accelerate that.
- mrguyorama 8y agoI think some people are just so susceptible to motion sickness that they will never be able to enjoy it. Contrary to your experience, minutes after setting up my Vive for the first time I was comfortable floating around with true 6 DOF for my simulated character, with near zero quease. I don't think there is any sort of "advances" that can prevent some people from being uncomfortable with "virtual" motion. It is unnatural and that's not going to change.
- rocky1138 8y agoI don't care about the adoption of VR for the general populace. I only care about it for suiting my, and other power users', needs. The concern is that, like many other engineering-first projects, we'll be left in the dark on the very tech we helped to propel to success.