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I agree with you that VR is unique and has to create its own type of content, the same way movies were like plays acted out on stage and filmed on camera until
by OnlineGladiator 7y ago
I agree with you that VR is unique and has to create its own type of content, the same way movies were like plays acted out on stage and filmed on camera until they developed into their own medium.
Most of the examples you give though emphasize novelty over utility to me. I agree the Tilt Brush is neat and I think that absolutely has an application, but I think it's similar to MS Paint. MS Paint was a revolutionary program iconic with Windows, but it was a feature attached to the actual product of Windows. Not many people bought Windows just to use MS Paint.
I am still failing to see the actual product case for VR, outside of niche circumstances. Most early adopters I know in the gaming space have largely abandoned it. So far, from an adoption perspective, VR seems like a less successful device than the MS Kinect. The Kinect wildly outsold VR headsets (talking an order of magnitude difference) in the beginning, but then people just sorta stopped using it because they felt it was largely a gimmick.
Most of the stuff you mention is all about potential, and it's wonderful to have believers such as yourself because you are the guys that push to create an industry. But right now VR is still in its infant stages, and personally I feel like it's been around long enough that we'd have some idea if it were going to take off.
I really do hope you're right and I'm wrong and there is a really cool technological medium being developed that will have a great impact on most (or even many) people's lives...but I don't currently believe it.
- Animats 7y agoBut right now VR is still in its infant stages It's been there for decades. I tried Jaron Lanier's original VR rig in the 1980s. Autodesk's early one around 1990. W Industries somewhere in there. HTC Vibe and Microsoft HoloLens last year. It's fun for a while, but not compelling for long periods. Except for Beat Saber. That uses VR right. You get to move your body, but you stay locked to the real world reference frame, so it doesn't induce nausea.
- OnlineGladiator 7y agoBeat Saber is great, and it gives me hope that great VR games are possible. The question is, why aren't there more great games like Beat Saber? I realize there are some other games that people like in VR, but practically speaking VR is a one hit wonder in the gaming ecosystem right now. Valve promised to release 3 big titles by the end of the year, and it's November with no news yet. https://www.techradar.com/news/half-life-vr-game-could-land-on-valve-index-this-year-but-is-it-half-life-3 https://www.techradar.com/news/half-life-vr-game-could-land-... The problem I see is that VR adoption is so low there's little incentive for developers to target for it since the development is so expensive. And this in turn means fewer people are excited to buy VR - it's the chicken and egg problem. Facebook was supposed to solve this by throwing gobs of money at studios, but considering how much money they spent that was an absolute failure. The reason VR isn't taking off is because most people don't find VR worthwhile. What it would take to make it more worthwhile - better technology, better price, better content. I think the tech is 2-3 years away from being good enough for even early adopters. So far people that use VR are mostly hackers, developers, tinkerers - not many of them are really consumers first. I think the price is 5-6 years away from allowing it to transition to mainstream. But the content? Honestly this was what I most excited about years ago, but now I'm beginning to think VR is just a dead end. Yes, there's some cool stuff - but very little of it isn't a gimmick.