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I imagine this'll take an Oculus route: awesome tech bought by Facebook with an initial "I'm not giving Facebook my data!" backlash, followed by high-quality pr
by drusepth 7y ago
I imagine this'll take an Oculus route: awesome tech bought by Facebook with an initial "I'm not giving Facebook my data!" backlash, followed by high-quality products that edge more and more into the market by actually being pretty good.
Hopefully (or not).
- BOBOTWINSTON 7y agoThis is still one of the reasons I won't buy one of their headsets. Which sucks because the Quest is really cool, at least PC VR has better options/alternatives.
- wavefunction 7y agoUnfortunately Oculus lost me as a potential customer when facebook acquired them. Palmer Luckey's various misadventures reinforce this feeling for me.
- tambourine_man 7y agoOculus is still such a niche product though. Most hardcore gamers I know (not many to be fair) think it's a gimmick. From what I've heard dizziness is still a problem (motion sickness). I for one just want some AR thing I can easily read text on.
- m12k 7y agoThe thing about VR is that pretty much anyone that's actually tried it will say it's too compelling to not have some measure of success. I don't think VR/AR/XR will ever be as ubiquitous a platform as smartphones are today (which seems to be what Facebook is banking on, owning the next big computing platform), but it won't go away, and it's not just a gimmick either. It's a new class of experience that we are still figuring out how to even do and produce content for, and which will broaden its appeal as the prices come down - but it still remains to be seen if it'll ever be entirely mainstream either.
- tambourine_man 7y agoYeah. The smartphone was such huge crazy success that we keep trying to figure what will be next thing. Maybe there won't ever be, at least in our lifetimes, something that compares to it. The Roomba is a successful product, (10% of the market in the US, most sold vacuum clearer). But it's not what we thought the market for robots at home would be. I remember Gates perpetually betting on robotics as the next hit. Same for Apple Watch, not as ubiquitous as a iPhones, but pretty popular. If everything seems like a failure compared to smartphones, maybe we shouldn't use it as a benchmark.
- jammygit 7y agoI’d say it’s too inconvenient atm to be widespread. It takes a whole room away from you and there is a cord tangle. Even with wireless headsets, moving requires teleportation or else a very small play area. Finally, the headsets add weight and setup time, which makes it less fun for long sessions Its here to stay, but the motion problem isn’t solvable in the near future
- a_t48 7y agoThe Quest solves some of this, at the cost of scene fidelity.
- pault 7y agoI bought a quest and a valve index around the same time, one for untethered casual and social gaming in the living room, the other for hardcore gaming in the bedroom office. The quest is currently gathering dust, the index is used daily for several hours playing racing sims (with a cockpit and a motion simulator the experience is just unbelievably fun). The seated experience is great, but teleportation is boring as hell, and smooth locomotion just doesn't feel right when you're standing still (I can race an F1 car at 200mph no problem, but skyrim VR is the only time I've ever felt motion sickness). I'm a bachelor so I have a huge empty space in my living room. When I first got the quest I could walk around freely in a 12x12 area, and the first thought that went through my mind was "holy shit, if I could just keep walking this would be incredible. Like, I never want to stop incredible". If they can ever sort out the treadmills, or it becomes common to open up large gymnasiums for group VR sessions, I could see it becoming way more interesting.
- pteraspidomorph 7y agoHave any of the people you mention tried it? VR is awesome. A subset of users suffer from motion sickness, and it doesn't help that much of the hardware has a low framerate (I would recommend 90fps at the very least if you're prone to motion sickness, and of course avoid the type of activities that would give you motion sickness IRL). But from most experiences not having motion at all, VR games have been moving towards having motion at least as an option because most regular users prefer motion. For me, it felt slightly disorienting for a couple of weeks and then never again.
- idlerboris 7y agoI tried it multiple times and it really depends on the game. If there's an opportunity to move fast (faster than in real life) then I definitely feel sickness. The same for friends who tried it too.
- EpicEng 7y ago>Have any of the people you mention tried it? VR is awesome Not the GP, but in my experience, yes, they have. Problem is none of the games we want to play are available. It's a neat sideshow, but the headset gets stored away soon enough and we go back to the games we want to play.
- drusepth 7y agoWhat games would you like to play in VR that aren't available? If you give examples, others here might be able to point you in the direction of something similar. :)
- EpicEng 7y agoI think it's more nuanced than that. To me, the question is "what games do I want to play in VR, and would they pull me away from games I want to play which don't lend themselves to VR?" I have yet to see a VR game I would pour a ton of time into. Right now I'm playing WoW, Zelda: Link's Awakening, and Mario Maker. Perhaps someday I'll be able to play a game like WoW in VR, but we're not there yet. Zelda and MM wouldn't play well in VR. So where's the "killer app" (ugh)? I imagine it will come, but I haven't seen it yet, which is why my headset is collecting dust. Don't get me wrong, I'm excited for VR (I was an early adopter and even toyed around with a dev lot for a while). Problem currently is that the library of games I want to play just doesn't exist.
- tashoecraft 7y agoTalk to anyone playing any games that already involve sitting in one place and you'll hear it's mandatory, not a gimmick. Think simulations, racing games, flying. The difference between a racing sim in vr vs on a monitor is a massive difference in immersion that is impossible with monitors. VR isn't a gimmick, we just don't know how to deal with converting our existing ideas of games with it. It's like the early days of video games, we're just trying to figure out how to actually develop for it.
- pizza234 7y agoI'm a big fan of 3D vision. Something that surprises me is why the software industry dictates using VR controllers, rather than giving the option of just using VR purely for 3D vision; the games supporting VR generally are separate versions of the original ones, with teleportation system. My guess is that if a middle-ground approach was an option, there would be a larger adoption.
- agar 7y agoSaying "the software industry dictates using VR controllers" misses the mark. When Oculus Rift first released, the VR controllers weren't ready. Most demos were "3D vision" only (i.e., no input), and games used an Xbox One controller. As a Rift pre-orderer, I gave many demos to people in those early days. Almost every single person looked around, said, "oh my god, this is incredible", and then raised their arms and tried to look at their hands. Being unable to see your hands breaks immersion, while having the agency to literally reach out and interact with the virtual environment tricks your brain into believing it's real. VR controllers aren't dictated by the software industry. They're demanded by nearly everyone that has used VR.
- drusepth 7y agoFWIW I spend 4+ hours a day in VR on most days and host VR parties for friends fairly regularly. Dizziness and motion sickness can and are still a problem in some situations (lower-quality apps, some locomotion schemes, and overworking your graphics card come to mind), but I'd definitely not say it's a problem for "VR" as a whole anymore since it's easily avoidable by having both good hardware and good software. I find most reporting done on VR that claims dizziness is a problem is often repeated by journalists that haven't actually tried VR themselves. If you haven't checked it out, I'd recommend finding a friend with a headset and going to town on it for a few hours. :) And don't worry, AR is (probably) coming eventually.
- the_watcher 7y agoI'm very susceptible to dizziness from ocular lab. I've tried (I believe) every Oculus product that's been publicly released. The Quest essentially eliminated dizziness entirely from me (although I've heard there are some games that still struggle, a roller coaster simulation has come up a few times when talking to people who've tried more). My uncle, who is not a gamer and is in his 70s, is seriously considering buying one as he has a friend who got one as a gift, tried it, and loved it. Anecdotally, it seems like the Quest beautifully handles experiences designed for VR, and has a bit less success with improving media designed for traditional consumption (watching movies, which seems like it could be a phenomenal experience, still just makes me want to watch on a TV).
- Ajedi32 7y agoThese days, simulator sickness in VR is usually a result of the game, not of the headset itself. Roller coaster simulators are sickness-inducing almost by definition, since the entire point of such applications is to simulate crazy, intense motion without actually moving the user at all in real life. For anyone without an iron stomach, an experience like that is almost guaranteed to make you sick regardless of the quality of the headset you're using.
- magashna 7y agoIt's a niche more because of initial cost. The Quest seems to be a good standalone bridge for people who want to get into it. It's definitely not a gimmick. Everyone I've had try my Vive are blown away by it. Motion sickness is like sea legs, some people don't need to get used to it, others need a little time or adjusting.
- birdyrooster 7y agoSimilar to mobile vs 10FT, to achieve a perception of linearity with regard to dot density, we need a massive leap in display and graphics interface technology. We are still only ~5% of the way there. Each dot density increase also increases latencies so this will take some time. Until we have 8k or equivalent resolution for each eye, the screen door effect will remain.
- outworlder 7y ago> Most hardcore gamers I know (not many to be fair) think it's a gimmick. They have probably invested a bit in fine mouse motor skills and the like, and would have to essentially start over if VR games become the norm. It seems that you have not tried VR. Please do try (preferably using a decent headset). The experience is incredible – at least for a while. The problems are: - locomotion. If teleportation makes sense in the game, then its fine. If you actually have to walk (really walk, not a vehicle), then yes, it is a problem. Since your playing area is constrained, you can't really move that much. If you move using the joystick, then your brain gets conflicting signals, and you may get motion sickness. – resolution. If you have to read lots of things, it's not confortable. You can do it, but not for long. Which brings me to – comfort. The headsets are not really that heavy. But because they basically seal your peripheral vision, they have to be relatively tight, which gets unconfortable. The materials used also mean it may get sweaty. For PC, also have cables you need to worry about, although it's not that big of a deal. – setup. This is getting better. HTC vive used lighthouses, Rift used cameras. They were finnicky to get working correctly(additionally, the Rift required two extra high speed USB ports). They are both changing tracking technologies so this is already improving. – price. These things are currently not cheap. Nor is replacing them every generation. For PC, you also need a good system, as it now has to push two images at a higher resolution and way higher refresh rates. If your system is underpowered and the game lags, you will become nauseated. Problems aside, once we have cheaper and more portable systems, I expect the usage to skyrocket. The tech is far too entertaining for its own good :)
- tambourine_man 7y agoI’ve tried some from Samsung a few years ago. Nothing from Rift yet, but I’d love to. I’m sure it’s very cool, but I’m not into games and don’t really want to be. I played SimCity and World of Warcraft when I was a kid and it was enough for me to see how addictive and yet unfulfilling they are to me. I still spend way too much time on the computer, probably a lot more, but I'm building something of my own, which is incredibly rewarding. Not judging, I just try to stay way from games and Netflix series for this reason. What I'd love and pay an absurd amount of money would be an AR glasses where I can comfortably read for hours lying on a hammock or on commute.
- mark_l_watson 7y agoI agree. I actually started using FB again (to a small extent) because I bought an Oculus Go, then an Oculus Quest. The Quest is such a good product and some of the material produced for it is so very good, that it is something I am going to use.