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I tried the Oculus Rift at Facebook HQ with all of the fancy dongles, including things I'm not allowed to talk about. I've also tried the regular HTC Vive. Bo
by Judgmentality 8y ago
I tried the Oculus Rift at Facebook HQ with all of the fancy dongles, including things I'm not allowed to talk about.
I've also tried the regular HTC Vive.
Both felt like a gimmick, and the Vive made my girlfriend nauseous after a few minutes.
I'm a big believer in the potential of VR, but the current options do not impress me. I think it's still a few years away for someone like me, and still another 5+ years where it starts to become mainstream (largely due to cost and lack of content).
- throwaway34241 8y agoFWIW I tried the Quest recently and it felt consumer-ready in a way none of the other systems I've tried so far did. Mostly due to the freedom to move without the cable, increased resolution, and better lenses (the price doesn't hurt either). That's coming out in a few months though, and it certainly addresses the cost point. Is the main thing you think will take 5+ years content? Trying the Quest I couldn't help but be reminded of the Wii (maybe because I played a tennis game). Even though it's not perfect it offers a very novel experience at an affordable price point. I have no idea what the content line up for the system is though.
- Judgmentality 8y agoThe first problem is the technology just isn't good enough yet - it literally makes people sick. Higher resolution, faster frame rates, and better tracking can help with this. The second problem is it's too expensive. Once there is enough demand to scale the technology better, costs can come down. And costs for better screens and chips will come down in time on their own anyway. The third problem is a lack of content. For the amount of money Facebook has been pouring into VR developers, it's really just sad how few good games there are. The general consensus I hear from gamers is they've just given up on VR, and I don't know any devs who see it as anything more than an experiment right now. There just isn't anything compelling about VR right now, at least not for me. Even the people I know who used to champion it almost never use it anymore, and many of my friends who used to work at Oculus have quit as they no longer believe in the vision. All of this is anecdotal of course. The real data point is sales, and they are bad. Look at VR sales and compare them to the Microsoft Kinect, which MS has essentially abandoned and admitted to being a failure (at least for gaming and mainstream consumer applications). If VR is woefully trailing behind a technology accepted to be a failure that was practically force-fed down consumer's throats as MS tried to push it with their Xbox business, it's hard to see a bright future for VR. It's been years and billions of dollars have been spent, and VR has a couple of indie hits and no killer app.
- throwaway34241 8y agoIt's not too surprising that sales are bad, the V1 hardware is pretty terrible in various ways, and the cost all in is ~$1400 for a PC system (cheaper for PlayStation but not that cheap). At least management at Facebook and Valve have been very clear that their expectations for V1 were not high. If you look at tablet PCs, Microsoft didn't capture much market share with early $1000+ systems with non-touch based software, but there was still room for the iPad to come in at a lower price and be a successful product. I think the difference between a (not-terrible) mobile system like the Quest at $400 and existing PC based systems is at least as stark. BTW I didn't hear of anyone getting motion sick, but neither of the Quest demos had any artificial movement, and people weren't using it for hours. Of course there still needs to be content with some sort of appeal. That's pretty subjective. I liked the tennis demo I had, the lack of a cable made quite a big difference and the lenses aren't nearly as fussy to get a clear picture. I'm not a big gamer but I like being active IRL and playing table tennis etc. I don't know how big a market that is. But I could see myself buying one at $400, not as a developer, if it had a variety of that sort of stuff. None of the other systems I've tried get remotely close to that, in terms cost/inconvenience for what you get. I'm also curious about movie watching. I wouldn't use existing systems for it, but a higher-res mobile system with better lenses (and hopefully a native Netflix app)? I'm very curious to see if it's a practical thing yet. People watch lots of shows on their phone, it doesn't seem unthinkable that VR could have some appeal for that. If they have decent content, I think they will probably move more units than VR systems have to date. But to think about the Wii again, even though it was successful as a device it still didn't end up having a major long-term impact... I don't think just the numbers matter in early stage hardware while there are still extreme qualitative differences. You see companies that focused on cardboard/GearVR based on that sort of reasoning, even though that had an even less likely future as a platform than fully-tracked systems. The Palm Treo wasn't a mass market product, but that hardly doomed smartphones.
- esyir 8y agoTo be honest though, I'm surprised the VR porn industry hasn't really taken off. Though that's hardly the driver of high end rigs, but rather more towards something lower end.
- JabavuAdams 8y agoVR Dev since 2014, here. The content is what makes people sick, not the hardware (these days). I haven't gotten sick in VR since Rift DK2. Been using the Vive since. No sickness in The Lab. Recently tried playing Everest VR -- queasy due to lots of flying, slow camera movement. Apollo 11 was a lot better, but still had some iffy swooping camera moves. Basically, you can not make the same kind of game for VR that you would for non-VR, but developers keep trying and they end up making players sick. Finally, there's a problem with maximizers vs. satisficers and VR. I would say that it's not about comparing specs and buying the "best" device -- although maybe that's a problem of price point. Instead of looking for flaws, allow yourself to suspend disbelief. This requires good content. Every single game and experience in Valve's "The Lab" is excellent. On Rift, Robo Recall is excellent. Very few games reach this level of polish (graphics, audio, HCI). Look at the original Star Wars (A New Hope). The special FX are shite by today's standards. If we were just to compare bullet points of features, it would be garbage. Let yourself be transported.
- fjabre 8y agoPeople get sick mostly because of the neurological issues associated with keeping eyes focused on objects at fixed lengths even though they are perceived as far away in the VR world. Vergence-accommodation conflict: https://medium.com/vrinflux-dot-com/vergence-accommodation-conflict-is-a-bitch-here-s-how-to-design-around-it-87dab1a7d9ba https://medium.com/vrinflux-dot-com/vergence-accommodation-c...
- moron4hire 8y agoVergence accommodation conflict is a contributor but not anywhere near a primary source.
- fjabre 8y agoThe jury is still out on that. There simply is no research to prove or disprove what you or I are saying. My educated guess is that it actually is quite important and the key to making VR more comfortable for long term use. I think it is the primary issue. I am a software developer who works in the neuroscience field. I am not an MD but I have read enough research to know you cannot definitively say what the cause is, and that disrupting such natural processes in the brain are likely to have consequences. To me it seems obvious that it's the primary source of the headaches and nausea commonly associated with VR. For example I have certainly felt sick in the real world from roller coasters. But I have never felt the type of sick I get when I put on a VR helmet. It's another feeling all together. And it comes on differently than any other sick feeling I've had. This is anecdotal of course. I digress. If VR doesn't solve this issue, VR doesn't go anywhere IMHO. But it's obvious they will solve it in time and as someone who closely follows the field it seems to be one of their primary concerns.
- taneq 8y agoHow do you get from this limited experience to "at the end of the day I cannot buy a compelling VR experience at any price"? It sounds more like current VR tech just doesn't work /for you/ on the couple of demos you've tried.